I've been playing quite a lot of Rallyman
GT lately,
and I've been thinking about how racing games should be scored.
For a single race with a nominally even start, finishing order is
the obvious way to go. But how do you combine these scores when
dealing with a race series?
The usual system seems to be something like what Formula 1 does in the
real world: a set number of points for the winner, and an exponential
decay of points thereafter (so the gap from 1st to 2nd place is
greater than the gap from 2nd to 3rd; in other words, over a race
series a 1st plus a 3rd place finish is worth more than two 2nds).
This is the canonical approach in Rallyman GT's Championship
supplement, and what BoardGameArena does; it's easy to add up a
driver's points from a series of races to determine an overall winner.
(How do you resolve ties? The nature of the game is such that an
individual race can never be a tie, but it's entirely possible for one
driver's places to be 1,2,3 while another's are 2,3,1, giving them the
same number of points. I tend to tie-break on the most recent race
result.)
A different point-per-place formula might be linear (6 points winner,
5 points 2nd, 4 points 3rd, etc.), which would encourage steady play
rather than going for the win, or even with inverted intervals, such
as 25, 23, 21, 18, 15, 8, which makes fighting for the last few places
more important than the first.
But starts aren't even. One way round that is to interweave the
racers, perhaps using something like the line-ending formula of a
sestina, so that everyone gets a start at the front of the grid and
one at the back, and doesn't always end up next to the same other
racers.
1 2 3 4 5 6 - start position
A B C D E F - race 1
F A E B D C
C F D A B E
E C B F A D
D E A C F B
B D F E C A
If you are evening out starts in this way, you could score people on
places gained or lost rather than on finishing order: if you got from
sixth place to second, that's worth more than starting in first and
simply staying there. (Some people have argued that Rallyman GT has
a runaway leader problem; I don't see it myself, but here's a possible
answer to it.)
Or you could take the finishing order of one race and use it as the
starting order of the next, effectively concatenating them. In a real
race, you want the fastest drivers at the front to reduce dangerous
conflicts; in the game, those conflicts are some of the fun. One group
I'm involved with uses the current point standings, reversed, as the
starting order, so whoever's doing best so far will have to fight
through the entire pack to get another win.
There also seem to be competing league models: Americans tend to start
from the assumption that there'll be a number of nominally-equal
individual groups having their own competition, each of which puts its
winner forward to a final race. (Which runs into the stack ranking
problem: you want to be in a group full of bad racers to maximise your
chance of being the best in it.) The European model has ranked
divisions and no final: the winner of the top division is the overall
winner. (Which means that if you didn't start in the top division, you
can't win; and you need to seed the divisions in some way to get
broadly equal skill categories, as well as finding some way to add new
players in later seasons.) There are probably other models we haven't
tried yet.
Rallyman GT also generates a time for your race, based on the gear
in which you ended your turn – but while adding up the race times
works in rallying, here I think it would pull the racer in a different
direction from actually wanting to win the race, because the two are
disjoint enough that you might come first in the race but half-way
down the pack in total time. (Once Rallyman Dirt is available,
that'll be another matter; in rally-type racing, and in that game, the
total time matters far more than the finishing order.) Flamme Rouge
can potentially do this better, giving a time effectively tied to
finishing order, and one of the things on which a rider is scored at
the end of a series is the total time they've taken.
There probably isn't a single best system for this, but it's fun to
explore the possibilities.
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