[CQ-Contest] Evolving scoring systems
W0MU Mike Fatchett
w0mu at w0mu.com
Sun Dec 1 20:03:49 EST 2013
I am not attempting to solve any issues with a particular contest. My
scoring comments then emphasized by by Mark, are being suggested as a
means to sell radio contesting to a huge group of younger people who
love to compete using computers playing online games.
Aren't the amount of logs being sent in a function of the internet
reaching almost every location on the planet? Participation should be
up too as I think we have more amateurs in the world than we ever had.
Making scoring more interesting or dangling carrots in front of
participants has been a proven method in online gaming. See the series
of articles recently published in NCJ. We can't fix the age problem
unless we can interest younger people.
Mike W0MU
On 12/1/2013 4:19 PM, K1AR at aol.com wrote:
> Good evening all,
>
> As I type and note that we have received 15,578 logs in the CQWW contest (a
> new record!), I have to ask the question: What problem are we trying to
> solve with changed scoring systems? It seems to me that the *real* problem is
> that the average age of a given contest operator submitting these logs is
> approaching 100 y.o. (round numbers) and not a need to create new methods
> of calculating scores.
>
> BTW, new contests with creative scoring methods is very cool. The Stew
> Perry is a great example of that.
>
> Just another point-of-view...
>
> 73, John, K1AR
>
>
>
> In a message dated 12/1/2013 6:12:37 P.M. Eastern Standard Time,
> markzl3ab at gmail.com writes:
>
> Since we are talking scoring systems and technology (albeit in different
> threads)...
>
> I grew up with video games from their early days (man I feel old). These
> started out as arcade shoot'em up style games with points per alien shot
> and bonus points for shooting mother ships or the like, (sound familiar?).
> However with the advent of PC gaming strategy games appeared whereby you
> got points not only for killing aliens but bonus points for finding hidden
> passages or bigger weapons ("Doom" is a great example). This soon morphed
> into games like "Civilisation" (or nowadays "Minecraft") where you built
> communities and had make decisions around what technologies you developed
> and alliances you built. Mission based games also appeared meaning you
> take the role of a character with certain strengths and weaknesses and you
> try and complete a mission, picking up new abilities along the way. Points
> are given not only for finishing the mission but also the manner in how you
> do it e.g. finding gold or not killing innocent people along the way
> (Google "Assassin's Creed" if you want an example, my son loves it).
>
> The point of all this? Contesting is still in the arcade phase. Scoring
> systems certainly in major contests, are basically all the same i.e. qso
> points and multipliers (with a few exceptions like QTC points and the Stew
> Perry distance scoring). Tactically therefore little changes from contest
> to contest just the stations you have to work to achieve it. I accept that
> once upon a time keeping it simple was a necessity but with technology now
> this has changed but it hasn't been embraced in a scoring sense unlike in a
> station spotting sense.
>
> I think it is time for contesting scoring systems to evolve so that it is
> more than simple arcade style scoring is available. I am not advocating
> more contests by the way, heaven knows there are more than enough already,
> but it maybe a chance for existing organisers to think outside the square
> to rejuvenate their contest if it needs it and at the same time maybe
> attract a new breed of contester to have a go.
>
> Really the possibilities are only limited by your imagination. One simple
> example may be to award bonus points for working a certain number of
> stations during the contest like 250 then 500 then 1000 etc (which would
> keep people operating), or for working a station(s) in your "black hole"
> e.g. JA from W1 so emphasising radio skills. The trick though (like it is
> for computer gaming and which developers sweat over) is to make it
> reasonably achievable for all participants all the while keeping it
> challenging as the contest progresses.
>
> By the way some entry categories based on a combination of power and
> aluminum in the air wouldn't hurt either.
>
> 73
> Mark ZL3AB
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