Annex About Scoring

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The design of the Save Energy serious game, Green My Place, as it stands after 6 months. Annex describing scoring system.

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Annex About Scoring

  1. 1. HSE CKIR ”Serious Game” 1 (5) Scoring in the Game design ADDENDUM TO 27.11.2009/JK GAME DESIGN This Document This document is an addendum for the HSE CKIR ”Save Energy” –project deliverable (Powerpoint) Game Design document. This document describes details in the scoring of the game design. 1. The Scoring Game Design Scoring consists of personal scorings of each player, total scores of players in each building and real world energy consumption data. 2. Total Scoring The total score of the building is calculated and shown as follows: Building's real world energy consumption - (Building's consumption - trend approximation) - modifiers gained from minigames and other achievements Score unit is kWh, and it can be also calculated and compared per habitant, per registered user or any other way. The score should be visualized so that it is possible to distinct the expectation (by trend), real consumption and modified consumption. These values from each building should be possible to be seen side by side.
  2. 2. HSE CKIR ”Serious Game” 2 (5) Scoring in the Game design ADDENDUM TO 27.11.2009/JK GAME DESIGN 3. Personal Scoring Each registered player should have at least following values stored:  Amount of games played, for each different game  Total amount of points gained, for each different game  The best score for each different game These values are used when ranking players. For unregistered players, only add gained points to the building total score with a multiplier of 0.3. 4. Minigame Scoring Scores from different games should be scaled to somewhat same level. For example, scores between 100 and 20000 might do. This is necessary to make the games equally attractive, if players are interested in collecting scores for the building. This means that for example the weighting game scores should be multiplied with 1000, when switch off game scores are multiplied with 200. The scores of each game played in the building are added together to the building's collective score pool. This means that players can make more points and played games for the building even if she does not beat her highest score. Scores of supporting players (not registered & signed in) are multiplied with 0.3 (to make it more attractive to register and log in). After each minigame, show the player her score and how it is added to the total score of the building. If player makes a personal best, For registered users:  Tell that it was a personal best  Show 1-3 best scores of the building, and 2 players just better and 2 worse of the player's best score. If not, For registered users:
  3. 3. HSE CKIR ”Serious Game” 3 (5) Scoring in the Game design ADDENDUM TO 27.11.2009/JK GAME DESIGN  Tell how much the player was behind her personal best  Show 1-3 best scores of the building, and 2 players just better and 2 worse of the player's best score.  Show the player's score (in the same list as the personal best) For unregistered users show 1-3 best scores of the building, and player's position among the registered users (since it is not possible to distinct different players from each other) Show also comparable score values of the game from each building, separating the registered player scores from the supporter scores. 5. Achievements The games played, collective score and average scores per player per each game are calculated for achievements. NOTE! The amounts of players, games and points might not be realistic, since there was no information about player amounts and scores gained from games. The effects should be scaled down, if there are more games or achievements designed. The maximum total effect from achievements should be some 10% higher than the wanted result from the campaign, so if the campaign aims to 15% energy savings, the maximum effect gained from achievements should be 25%. Since no one actually knows how many and how active players there will be, it would be wise to either start with only one kind of achievement per game. After a short period of data collecting, scale the amounts of players, games and scores so, that the following achievements are not too easily gained, or too far away. There can be an advertising campaign about new achievements, so the players feel like they just gained something more to play. Other option is to break each of the achievements to smaller levels, e.g. 1 000 000 points (-0,25% consumption), 100 000 000 points (-0.66% consumption) and 100 000 000 000 points (-1% consumption).
  4. 4. HSE CKIR ”Serious Game” 4 (5) Scoring in the Game design ADDENDUM TO 27.11.2009/JK GAME DESIGN 6. Good Achievements Source Achievement Item (examples) Effect Recycling game 100 individual players Paper recycle bin -1% Energy consumption Total of 1 000 000 points Metal waste bin -1% Energy consumption Total of 1000 games played Biowaste bin -1% Energy consumption Window clicker 100 individual players Solar panel -1% Energy consumption Total of 1 000 000 points Another panel -1% Energy consumption Total of 1000 games played Yet another panel -1% Energy consumption Lights off 100 individual players Windmill -1% Energy consumption Total of 1 000 000 points Bigger windmill -1% Energy consumption Total of 1000 games played Bigger windmill -1% Energy consumption Weighting game 100 individual players Flea market -1% Energy consumption Total of 1 000 000 points Recycling center -1% Energy consumption Total of 1000 games played Retro shop -1% Energy consumption Any other game 100 individual players Something nice -1% Energy consumption Total of 1 000 000 points related to -1% Energy consumption Total of 1000 games played the game idea -1% Energy consumption Player stats Most games per player Flowers and trees -2% Energy consumption Best average score per player More flowers -2% Energy consumption Real world Drop consumption 14 days in a row bicycles, segways etc -3% Energy consumption Special events Whatever is the goal 10 000 international challenges Video coference system
  5. 5. HSE CKIR ”Serious Game” 5 (5) Scoring in the Game design ADDENDUM TO 27.11.2009/JK GAME DESIGN 7. Bad Achievements Source Achievement Item (examples) Effect Weighting game 100 wrong answes Machine of nothing +1% Energy consumption When first achieved, removes 10000 points from the total recycling Recycling game 10 games of 0 points Ton of waste game scores Real world Rise consumption 14 days in a row SUVs etc +2% Energy consumption Evil screensaver on for 10 000 hours New power line +2% Energy consumption 8. Europe Scoring Total score from all over Europe is calculated as follows: 100 - (Total expected consumption from every building - Combined total building scores) / Total expected consumption from every building *100 (to make it %) The bigger the amount is (in %), the bigger the effect to the Common Evil (tm) is. There could be several levels of effect, when the maximum effect could be achieved with 25% (eg.) difference from expectations.

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