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#ActualOpwiz

Posted 11 May 2012 - 11:55 PM

So I'm thinking about how to best design a global player ranking system. Lets assume you get a score 1-100 for for individual levels in you play in the game (e.g. a racing game where the score is based on the track time). How do you create a global player ranking - i.e. a ranking of the overall skill of the player? I'm not really aiming for the score to 100% accurately represent the skill of the player but rather have a ranking system that is enjoyable for the player (that may involve being accurate).

If for example a player gets the score 50 on one level and 75 on another. A few ideas to calculate the player score:

Add the scores for each individual level played. So the player score becomes 125 in this example. It encourages playing more levels but gives no incentive for the player to improve existing scores. The score does in no way reflect the skill of the player.


Take the average score. Total score / levels played = 62,5. Rewards the player for improving existing scores but gives no incentive to play new levels. It also gives poor indication of the current skill of the player as it becomes harder to improve the score the more games you play (I find lots of games makes this mistake when ranking players).


ELO-type ranking where you gain/lose points based on the difficulty of the level played and your current rank. You get a player score that very accurately shows the current skill of the player. The system punishes bad plays which makes it less enjoyable in my experience - you get defensive about your score and there is no rewards for trying/experimenting with new plays. Puts a lot of pressure on the player to perform well in every game - discourages casual play.


A few things I think are important:
  • I want the the player feel like he is progressing i.e. I want the score to go up as the player plays levels (and not ever go down).
  • There should be an incentive for the player to improve the score on existing levels - raising the score from 50 to 100 on a level should be rewarded more than playing another level and getting a 50 score.
  • The ranking system should encourage the player to get better at playing - that involves incentivising playing more and making efforts to improve techniques/strategy in order to get higher scores on individual levels.

Any ideas of how to implement such ranking system? Anyone know of any games that does something similar and does it well?

Thanks

#6Opwiz

Posted 11 May 2012 - 11:55 PM

So I'm thinking about how to best design a global player ranking system. Lets assume you get a score 1-100 for for individual levels in you play in the game (e.g. a racing game where the score is based on the track time). How do you create a global player ranking - i.e. a ranking of the overall skill of the player? I'm not really aiming for the score to 100% accurately represent the skill of the player but rather have a ranking system that is enjoyable for the player (that may involve being accurate).

If for example a player gets the score 50 on one level and 75 on another. A few ideas to calculate the player score:

Add the scores for each individual level played. So the player score becomes 125 in this example. It encourages playing more levels but gives no incentive for the player to improve existing scores. The score does in no way reflect the skill of the player.


Take the average score. Total score / levels played = 62,5. Rewards the player for improving existing scores but gives no incentive to play new levels. It also gives poor indication of the current skill of the player as it becomes harder to improve the score the more games you play (I find lots of games makes this mistake when ranking players).


ELO-type ranking where you gain/lose points based on the difficulty of the level played and your current rank. You get a player score that very accurately shows the current skill of the player. The system punishes bad plays which makes it less enjoyable in my experience - you get defensive about your score and there is no rewards for trying/experimenting with new plays. Puts a lot of pressure on the player to perform well in every game - discourages casual play.


A few things I think are important:
  • I want the the player feel like he is progressing i.e. I want the score to go up as the player plays levels (and not ever go down).
  • There should be an incentive for the player to improve the score on existing levels - raising the score from 50 to 100 on a level should be rewarded more than playing another level and getting a 50 score.
  • The ranking system should encourage the player to get better at playing - that involves incentivising playing more and making efforts to improve techniques/strategy in order to get higher scores on individual levels.
Any ideas of how to implement such ranking system? Anyone know of any games that does something similar and does it well?

Thanks

#5Opwiz

Posted 11 May 2012 - 11:55 PM

So I'm thinking about how to best design a global player ranking system. Lets assume you get a score 1-100 for for individual levels in you play in the game (e.g. a racing game where the score is based on the track time). How do you create a global player ranking - i.e. a ranking of the overall skill of the player? I'm not really aiming for the score to 100% accurately represent the skill of the player but rather have a ranking system that is enjoyable for the player (that may involve being accurate).

If for example a player gets the score 50 on one level and 75 on another. A few ideas to calculate the player score:

Add the scores for each individual level played. So the player score becomes 125 in this example. It encourages playing more levels but gives no incentive for the player to improve existing scores. The score does in no way reflect the skill of the player.


Take the average score. Total score / levels played = 62,5. Rewards the player for improving existing scores but gives no incentive to play new levels. It also gives poor indication of the current skill of the player as it becomes harder to improve the score the more games you play (I find lots of games makes this mistake when ranking players).


ELO-type ranking where you gain/lose points based on the difficulty of the level played and your current rank. You get a player score that very accurately shows the current skill of the player. The system punishes bad plays which makes it less enjoyable in my experience - you get defensive about your score and there is no rewards for trying/experimenting with new plays. Puts a lot of pressure on the player to perform well in every game - discourages casual play.


A few things I think is important:
  • I want the the player feel like he is progressing i.e. I want the score to go up as the player plays levels (and not ever go down).
  • There should be an incentive for the player to improve the score on existing levels - raising the score from 50 to 100 on a level should be rewarded more than playing another level and getting a 50 score.
  • The ranking system should encourage the player to get better at playing - that involves incentivising playing more and making efforts to improve techniques/strategy in order to get higher scores on individual levels.

Any ideas of how to implement such ranking system? Anyone know of any games that does something similar and does it well?

Thanks

#4Opwiz

Posted 11 May 2012 - 11:55 PM

So I'm thinking about how to best design a global player ranking system. Lets assume you get a score 1-100 for for individual levels in you play in the game (e.g. a racing game where the score is based on the track time). How do you create a global player ranking - i.e. a ranking of the overall skill of the player? I'm not really aiming for the score to 100% accurately represent the skill of the player but rather have a ranking system that is enjoyable for the player (that may involve being accurate).

If for example a player gets the score 50 on one level and 75 on another. A few ideas to calculate the player score:

Add the scores for each individual level played. So the player score becomes 125 in this example. It encourages playing more levels but gives no incentive for the player to improve existing scores. The score does in no way reflect the skill of the player.


Take the average score. Total score / levels played = 62,5. Rewards the player for improving existing scores but gives no incentive to play new levels. It also gives poor indication of the current skill of the player as it becomes harder to improve the score the more games you play (I find lots of games makes this mistake when ranking players).


ELO-type ranking where you gain/lose points based on the difficulty of the level played and your current rank. You get a player score that very accurately shows the current skill of the player. The system punishes bad plays which makes it less enjoyable in my experience - you get defensive about your score and there is no rewards for trying/experimenting with new plays. Puts a lot of pressure on the player to perform well in every game - discourages casual play.


A few things I think is important:
  • I want the the player feel like he is progressing i.e. I want the score to go up as the player plays levels (and not ever go down).
  • There should be an incentive for the player to improve the score on existing levels - raising the score from 50 to 100 on a level should be rewarded more than playing another level and getting a 50 score.
  • The ranking system should encourage the player to get better at playing - that involves incentivising playing more and making efforts to improve techniques/strategy in order to get higher scores on individual levels.
Any ideas of how to implement such ranking system? Anyone know of any games that does something similar and does it well?

Thanks

#3Opwiz

Posted 11 May 2012 - 11:53 PM

So I'm thinking about how to best design a global player ranking system. Lets assume you get a score 1-100 for for individual levels in you play in the game (e.g. a racing game where the score is based on the track time). How do you create a global player ranking - i.e. a ranking of the overall skill of the player? I'm not really aiming for the score to 100% accurately represent the skill of the player but rather have a ranking system that is enjoyable for the player (that may involve being accurate).

If for example a player gets the score 50 on one level and 75 on another. A few ideas to calculate the player score:

Add the scores for each individual level played. So the player score becomes 125 in this example. It encourages playing more levels but gives no incentive for the player to improve existing scores. The score does in no way reflect the skill of the player.


Take the average score. Total score / levels played = 62,5. Rewards the player for improving existing scores but gives no incentive to play new levels. It also gives poor indication of the current skill of the player as it becomes harder to improve the score the more games you play (I find lots of games makes this mistake when ranking players).


ELO-type ranking where you gain/lose points based on the difficulty of the level played and your current rank. You get a player score that very accurately shows the current skill of the player. The system punishes bad plays which makes it less enjoyable in my experience - you get defensive about your score and there is no rewards for trying/experimenting with new plays. Puts a lot of pressure on the player to perform well in every game - discourages casual play.


A few things I think is important:

1. I want the the player feel like he is progressing i.e. I want the score to go up as the player plays levels (and not ever go down).


2. I also want there to be incentive for the player to improve the score on existing levels - raising the score from 50 to 100 on a level should be rewarded more than playing another level and getting a 50 score.


3. The ranking system should encourage the player to get better at playing - that involves incentivising playing more and making efforts to improve techniques/strategy in order to get higher scores on individual levels.

Any ideas of how to implement such ranking system? Anyone know of any games that does something similar and does it well?

Thanks


#2Opwiz

Posted 11 May 2012 - 11:47 PM

So I'm thinking about how to best design a global player ranking system. Lets assume you get a score 1-100 for for individual levels in you play in the game (e.g. a racing game where the score is based on the track time). How do you create a global player ranking - i.e. a ranking of the overall skill of the player? I'm not really aiming for the score to 100% accurately represent the skill of the player but rather have a ranking system that is enjoyable for the player (that may involve being accurate).

If for example a player gets the score 50 on one level and 75 on another. A few ideas to calculate the player score:

Add the scores for each individual level played. So the player score becomes 125 in this example. It encourages playing more levels but gives no incentive for the player to improve existing scores. The score does in no way reflect the skill of the player.


Take the average score. Total score / levels played = 62,5. Rewards the player for improving existing scores but gives no incentive to play new levels. It also gives poor indication of the current skill of the player as it becomes harder to improve the score the more games you play (I find lots of games makes this mistake when ranking players).


ELO-type ranking where you gain/lose points based on the difficulty of the level played and your current rank. You get a player score that very accurately shows the current skill of the player. The system punishes bad plays which makes it less enjoyable in my experience - you get defensive about your score and there is no rewards for trying/experimenting with new plays. Puts a lot of pressure on the player to perform well in every game - discourages casual play.


I think it is important that the player feels like he is progressing i.e. I want the score to go up as the player plays levels (and not ever go down). I also want there to be incentive for the player to improve the score on existing levels - raising the score from 50 to 100 on a level should be rewarded more than playing another level and getting a 50 score.

Any ideas of how to implement such ranking system? Anyone know of any games that does something similar and does it well?

Thanks

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