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Series 2
Zoom, Zoom, Zoom
6/25/01
Email Dan
:: Articles
Dan Sez

» Game Design Dictionary

Scoring systems translate the efforts of our heroes into the fuel that runs the engine. With their sweat and blood, we win our league. Any measurable statistic that occurs between the starting kick to the final whistle can be converted to fuel. This can be carried to any depth level (a points scale for average yards gained per play rushing accumulated under the title Offensive Line). I will touch on some of them in the exotic section.

So, lets run through the basic questions. You give points for touchdowns, field goals and extra points. What, if any, do you give for performance? Do the worker bees have any value in your domain? Some leagues only score the touchdowns and kicks. This is an extreme example of a game design that features the Individual Play. It rewards those moments that get you out of the chair and talking smack to the TV. Individual Play scoring is easy to follow in print and electronic media with little chance of ambiguity or need of interpretation. The other extreme only gives points on production, which looks more at Total Effort for game points. This is driven by incremental systems that give out points even down to the exact yard. This system rewards and features the workhorse players who move the chains. Most leagues mix the two. The decisions made here are another control point that helps nurture or dissipate RB Rage.

Through this part I will show my bias in design. There are a thousand ways to tinker with football stats. It is all just flavors of ice cream to me. Some people love individual defensive players. I can't stand them. Some things I like, you may think are worthless. While stressing preferences, I do recommend that everyone play a season or two with an individual defender configuration (or other strange designs) to make up your own mind. Experimentation is the forte of Redraft leagues. Things that don't work are discarded the next season.

Personal flavor preferences aside, I hope we are looking deeper into the overall composition and intent of the league. A balanced design that attempts to mimic the interactions of a real NFL squad takes more than just using the 1 QB 2 RB 3 WR lineup. In both setting the Starting Roster and the Scoring System, you must ask yourself, how do the positions relate and support the team purpose, to outscore your opponent?

Touchdowns
The FF default is to give 6 points for touchdowns excluding passer scores. This is acceptable in most cases. The decision on how much the passer scores vary from 3 points (passes ½ value) to equal touchdown points. As this scale shifts, the dominance of the quarterback increases. A league that gives 6 points (passes equal value) are dominated by the teams with Steve Young and Kurt Warner type players. This is one sure way of combating RB Rage. Knock the league out of balance in another direction. In redraft leagues, try this version (passes equal value) and draft accordingly. I recommend 4 points per passing score to maintain a more balanced approach. A 3-point scale minimizes quarterbacks in relation to other positions (feeds RB Rage). If you install a negative points system, you can actually wind up with a bunch of quarterbacks who score a negative value for some games. If you must institute a negative points scheme, I suggest you give the quarterback fully equal touchdown points.

Do you plan on using Defensive teams? If the defense scores a touchdown, is it of equal value as the scores of your individual players? Some times a scoring scheme feeds the dear Lady Luck too fat of a pitch and you can be destroyed by these amalgamated positions. I strongly suggest that any such position, when posed with individual starters is a dangerous design flaw waiting to happen. When faced with an Assembly that demands the Defensive (and even worse Special Teams) amalgamate, I try to tone their scores down considerably. As a FF Geek, we always banter that kickers and defenses should be picked later in the draft. If you are giving high points for touchdowns (equals individual touchdowns) and liberal points for production, then hot defenses like Baltimore (2000 season stats) can almost drive your team to the playoffs just as much as the hot running back. Do you really want that?

Where do you stand on the Special Teams category? Do you allow Special Teams scores to drain points away from individual players? Special team players are a valuable and under-utilized resource in fantasy football. Like the running back position, there is a hand full of solid special team players that fill in as the 3rd wide out. With their Special Teams touchdowns, those players increase in value, repay owners who research the facts and helps enrich the thin talent pool with another class of potentially "stud" performers. At this time, I will say that I prefer to give individual players full credit for all of their performance. Stealing those touchdowns degrades those 3rd wide outs you need to populate flex rosters and counter RB Rage. It is all related.

How much you choose to juice up or tone down these amalgamated positions is something you should tinker with in redraft leagues until you find the mix you like best. Introducing amalgamates into a dynasty or a keeper setting is something I am coming more and more to oppose.

Production
Production points can come in trigger levels, like awarding 3 points for 100+ yards of rushing. This is relatively easy to determine in the print media and is used a lot with Newbie or first season Local Groups as they mature their abilities and learn more about fantasy football. It doesn't take too long for the obvious flaw of this system to show up. Joe Jock's team lost this weekend by 1 point and his stud running back ended the day with 97 yards rushing. How unfair, is the claim, that at least 2 points are not awarded for almost making the century mark. Joe Jock has a point that resounds through the Assembly and the next season, you usually see some form of incremental system adopted.

Which brings us to the next level in Performance scoring, to give points in smaller steps, like 1 point for every 10 or 20 yards gained. This system may or may not have saved Joe Jock's game because his opponent would also rack up some points. If all things being equal, Joe Jock's running back is given 9 points (1 per 10 yards) and his opponents runner gained 121 yards (thereby getting the "3" in our previous example), Joe still loses by 5 points this time. The truth of this is rarely seen when an owner is on the cusp of a "3" and they lose a tight game.

The "ultimate" version is Decimal Scoring with .1 points given for every yard. One big selling point on Decimal Scoring is that it virtually insures no tie scores. Every time your heroes touch the ball impacts your final score. In this design you want workhorses to populate the roster. It gives a very sharp push in the design toward Total Effort.

Distance Bonus
Some systems add points for scores of longer range. This can be applied (or not) to any individual positions. Think of this as our first exotic flavor. Be creative and think of the whole design. But anyone who adds distance bonuses to defensive team scores needs to turn in his license. Ahahahah.

What a Distance Bonus does is add points for the more exciting plays. It is usually a stepped scale that helps elevate receivers and quarterbacks within a design. It can also transform kickers into big time scoring machines if that is what you choose. A moderate suggestion at this level is to add 1 point for every 15 yards of the scoring play like this:

D I S T A N C E  B O N U S
DISTANCE PASSES RUNS/REC KICKS
1 to 14 yards 4 6 3
15 to 29 yards 5 7 3
30 to 44 yards 6 8 4
45 to 59 yards 7 9 5
60 to 74 yards 8 10 6
75 plus yards 9 11 7

Again, see how this balances out the "goal line specialist" and focuses on what I like to call the Strike Receiver. With or without production points, this scheme makes big plays count for more points. If you give those special team players their proper due, ones like Terrance Wilkins and Desmond Howard, they become valuable roster filler to play against teams with weak kick defenses.

Other Scoring Considerations
Don't necessarily lock yourself into the 6 points for touchdowns concept. If you plan of giving production points, then the relationship of points for touchdowns and the points for 100 yards production are the measuring sticks I use to judge the balance. If you allow a production points scale where the points given for 100 yards exceeds the points given to touchdowns, then you are a strong follower of Total Effort. If you are giving 6 for touchdowns and 3 for 100+ yardage, you are stressing Individual Plays.

Why not set the baseline touchdown score at 10 to match production? In this situation, quarterbacks would score between 5 to 10 points per. To match my previous recommendation (6/4) would result in 10 points for all rush, receive and return touchdowns and then give 6.6 (decimal scoring?) or 7 points for passers. Let's just settle with a 10/7 scale.

In many instances, design categories are mutually exclusive. That is not true here. You can add elements to the scoring and balance the touchdowns and production to make very interesting concepts.

Example 1: Give Decimal production points (10 points = 100 yards) with a basic 6/4 touchdown and add distance bonus. You have effectively demoted the "goal line specialist" into a role player and are focusing on the workhorses and strike player who score from anywhere on the field. A certain cure for RB Rage.

Example 2: Give scale points (1 pt per 10 yards rush/receive and 1 pt per 25 yards pass/return) with 10 points base for all scores and add negative points for interceptions and fumbles. Here the scorer is important. You are adding more balance by incorporating return yards (elevating 3rd wide outs) and equal points passers with penalties for turnovers.

So as we look at our future roster and scoring system, our heroes march before us singing:

All we are - we owe to her.
All we are - we owe to her.
(Also sung by the Changing of the Guard at the Castle of the Wicked Witch of the West)

And as this section draws to a close, the female I draw for your attention is Lady Luck. A sweet charming fickle and at times vicious mistress, be very conscious of Lady Luck within your design. Luck should be allowed and complimented by design features that reward the research and effort of your Assembly. There are so many ways to tweak these variables it would become exhaustive to explore here. Join me on the boards and we can discuss your thoughts on your specific design.

» Schedules: Home Is Where the Hate Is

Series One: The Master Plan Series Two: Mechanics
The Big Picture
Engine in Your Design
Free Agency
Draft Mix
Trading
Rosters
Time Constraint
Zoom, Zoom, Zoom
Master Plan In Action
Schedules

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