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Games Entertainment News

Deconstructing Game Review Structure 47

Recently there has been a lot of division on the topic of game review structure. Kotaku has an interesting summary of recent commentary, including a piece by GameSetWatch's Simon Parkin and the Taipei Gamer blog. "Except, of course, video games don't work in the same way as toasters or digital cameras. Sure, they have mathematical elements and measurable mechanics and it's possible to compare the number of polygons between this one and that and spin out ten thousand graphs detailing how two specimens compare. But, unlike with the Canon EOS400D, I would have no idea at the end of those 25 pages which game was better or where they would sit on the 'true' scale of quality."
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Deconstructing Game Review Structure

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  • by Anonymous Coward on Monday June 09, 2008 @04:00PM (#23714595)
    Just look at the difference between how users score games compared to how reviewers score games and you will see a problem. Grand Theft Auto 4 has a reviewer average of 97.4%/97.3% on the PS3/XBox 360 yet users give it an average score of 79%/83% ... In contrast a game like Mario Kart Wii has a reviewer average of 81.9% and users give it an average score of 96%

    I'm not saying that GTA4 is a worse game than Mario Kart Wii, but it is clear that the reviewers are not giving scores which reflect the experience of gamers who own the game ...

    (Note: all scores from Gamerankings.com)
  • by Last_Available_Usern ( 756093 ) on Monday June 09, 2008 @04:17PM (#23714869)

    No, you can't quantify fun, but you can qunatify a lot of what about a game makes it fun to most people and allow them to draw conclusions based on that information. Such things include:

    1) Interface, controls, information provided in-game and the customization of each.
    2) Graphics levels and relative speed comparable to other established games.
    3) Complexity and depth of levels/missions.
    4) Polish - the presence (or lack of) bugs.
    5) Length of play and difficulty compared to other established titles (ie. not as hard as Ninja Gaiden, but close).
    6) If it's online, how intuitive the multiplayer functionality works and how it compares to other titles.

    The list goes on but you get the idea. You throw out whatever facts you can, compare where appropriate, and let the user make his/her decision from there.
  • Differences (Score:3, Interesting)

    by JoshJ ( 1009085 ) on Monday June 09, 2008 @04:48PM (#23715391) Journal
    There are certain aspects of a game that are "objective" and some that aren't. Design flaws and low skill ceilings often don't impact the short-term enjoyment of a game, but can make it worthless for long-term play. Mario Kart Wii is a perfect example of this. While skilled players will beat unskilled players nearly every time on Wi-Fi, the item chaos makes high level play worthless on Wi-Fi. (High level play is still quite good on the same console with items set on "strategic" or turned off, of course.)
    This is a pretty straightforward analysis, and while it's hard to be 100% objective, it's fairly straightforward to say that the game's design minimizes the small skill gaps and thus replay value is minimized due to the fact that getting better and better at the game has diminishing returns. There's just no point in getting that extra hundredth of a second every lap when you lose 3-5 seconds to a blue shell.

    The things that can't be quantified are the problem- is FF7's materia system better than FF8's junction system? That's purely personal preference. You can't go "well, this one requires more skill than the other" or "this one has more replayability" or whatever; because they're fairly similar in those respects and you can't really make a distinction between the two.

    But anyone can see that Final Fantasy whatever is a better game than Super Barbie Movie License Cash-In 93 on the Game Boy. The huge, huge difference makes it plain.

    I would say that it's probably easier to just lump games into "utter trash", "below average", "average", "above average", and "genre-defining"; and maybe have 2 categories- one for firstplay and one for long-term play.
    Gran Turismo 4, for instance, is genre-defining and has excellent long term playability.
    Mario Kart Wii is above average when you first play it, but the long term playability is lacking.

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