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Games Entertainment

Videogame Reviews - Playing With Numbers? 76

Thanks to NTSC-uk for its editorial discussing the possible confusion in using numbered rating schemes for videogame reviews. The author rhapsodizes: "No number can possibly capture the striking vision of the sun setting over Hyrule Field or the ingenious brilliance of Metal Gear Solid's interactive references to reality", before going on to conclude: "Treated as numbers with a defined value, they will always be looked down upon as having deficiencies. Yet when you read them as you would a word and open it up to your own interpretation, they begin to fully deliver the explanatory potential that is locked within." Do you think numbered ratings have an important place at the end of game reviews?
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Videogame Reviews - Playing With Numbers?

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  • by tgrotvedt ( 542393 ) on Saturday April 17, 2004 @07:08AM (#8890696) Journal
    I think this person has missed the point of number ratings; they don't puppourt to sum up the entire game in a digit.

    Hint: That's what those weird-looking "paragraphs of descriptive text" are for.
  • What a non-issue (Score:5, Insightful)

    by Anonymous Coward on Saturday April 17, 2004 @07:21AM (#8890727)

    We should do away with the star system for hotels (how can one number possibly describe a whole hotel?). We should do away with film genres (how can one word describe a whole film?). We should do away with races (how can one word describe a whole person?). We should do away with ages (how can one number describe the experiences of a whole lifetime?).

    What a stupid article. It's not like the whole review is being replaced with a number. It's something to quickly glance at to see if it's a load of shit or a really good game. If there's a review of a game I've never heard of before, and it's got 2/10, then I'm not going to waste my time reading it.

    • I'm glad someone else said this.

      And on that note, I give this article a 1/10
      Try again next time
    • Forget about the scores of posts on /. - why trust anyone else to review stuff for you, let alone someone whose name you can see on article, and moderators are *anonymous*.

      Also, I don't understand why some women should be deemed more or less attractive than others, because that is extremely subjective.

      I don't read restaurant reviews, because if the place has rats, I want to find out about it first hand.

      Numbers are really bad descriptors of a monetary situation as well; the numbers for the American fina
    • Re:What a non-issue (Score:3, Interesting)

      by SamSim ( 630795 )

      The thing is, people interpret numbers differently. It's a numeracy issue. Logically, 50% should indicate "average", 75% "better than most" and 90%+ "act of God". Yet people will look at a score less than 75% and have the exact reaction that you have to a 2/10 score. Games reviewers move to account for this: hence, anything worth playing receives at least 85% as its score. Which is daft: this leaves practically nothing to choose between the games in the 0-50% category.

      I respect the system of UK multiforma

  • Numbers suck (Score:4, Insightful)

    by Masa ( 74401 ) on Saturday April 17, 2004 @07:31AM (#8890750) Journal
    I think that in the reviews, the writers comments and experiences are the most important aspect. Rating with numbers or percents is dangerous, because it seems to be a rule, that all games are rated between 80% to 100% and if any game receives any lower rating, it is automatically labelled as a bad game even if the game is billiant and the lower rating is given only by techincal reasons (bugs etc.). Also, it's tempting to compare numbers between different reviews even if there isn't any common rule set between different gaming magazines for giving these ratings (so the comparing is actually pointless). Numerical ratings are too subjective to be taken as a meter for the quality of the game (idea, storyline) itself.
    • Re:Numbers suck (Score:3, Insightful)

      by Knetzar ( 698216 )
      How is one to rate things then? If one person says the graphics are beautiful, and another says that they are gorgeous, how does that improve things? 9 and 10 are a lot easier to understand then english.
    • The score is (or should be) given on how much fun a game is to play. If there are bugs which make it less fun to play, it will get a lower score than it would if there weren't.

      The numbers are also useful if you want to get a wide range of opinions. I've written a Perl script to compare average review scores on GameFAQs, which is very useful if I want a quick opinion, and I can use it to fully read some of the reviews which gave it scores close to that - as well as some of the highers and lowers. While simp
    • Numbers don't always suck though.

      There are plenty of sites that average review scores. Others have already pointed out GameTab [gametab.com] and Rotten Tomatoes [rottentomatoes.com]. There is also GameStats [gamestats.com], Gaming Chart [gamingchart.com] and Game Rankings [gamerankings.com]

      Game Rankings [gamerankings.com] in particular is good because they include a "difference" listing for each site to compare how far their reviews are from the average of each game.

      For example, you can see that the average PSX Nation [psxnation.com] review is 8.5% higher than the average.
    • I've always thought that percentages were too detailed to be useful. Is a 76% better than a 74%? Not necessarily, but the classification that it falls into the seventies does give information for a basis of comparison.

      Perhaps games should be put into one of four categories: junk, OK, good, and great. MGS would fall into the great category, as would Prince of Persia and Halo. AoM Titans and Empires: DMW would fall into good. Moo3 would be categorized "OK", and Big Motha Truckers would be junk. That wa
    • Re:Numbers suck (Score:3, Interesting)

      by DarkZero ( 516460 )
      Rating with numbers or percents is dangerous, because it seems to be a rule, that all games are rated between 80% to 100% and if any game receives any lower rating, it is automatically labelled as a bad game even if the game is billiant and the lower rating is given only by techincal reasons (bugs etc.).

      In gaming magazines and websites that are craptacular enough to not have any kind of set ratings policy or enforce any kind of ratings consistency, it's unlikely that the writing will be any better than th
      • systems like GameRankings are ludicrous. Comparing the reviews from EGM, GameSpot, 1up.com, and other reputable, professional sources against GameSpy, GamePro, or IGN is like averaging out the opinions between a group of college professors and the judging panel for a wet T-shirt contest.

        I don't think that's fair at all. While granted, GamePro is not exactly a bastion of gaming insight, they put out a decent product.

        And those so called amateur sites can do just as well. Netjak [netjak.com] consistently impresses me
        • Re:Numbers suck (Score:3, Interesting)

          by DarkZero ( 516460 )
          I don't think that's fair at all. While granted, GamePro is not exactly a bastion of gaming insight, they put out a decent product.

          GamePro doesn't even take the time to perform basic proofreading. Not only is every issue filled with misspellings and grammatical errors, but in last month's issue, they actually claimed that Metal Gear Solid: The Twin Snakes was, in big bold print, "A remake of the 1988 PS1 classic." This is the sort of effort that goes into their magazine.

          While I will concede that their fe
      • "GameRankings are ludicrous"

        While weighting reviews against each other is silly, you at least recieve a list of different places that have other opinions about that game. That way, someone who was already thinking about it can judge better whether it's worth 20 or 60 bucks.

        And it doesn't matter if Madden recieves 92.4% if you don't like football games at all.
  • by Jebediah21 ( 145272 ) on Saturday April 17, 2004 @07:37AM (#8890755) Homepage Journal
    I give the article a 62.
  • by Anonymous Coward on Saturday April 17, 2004 @07:43AM (#8890775)
    We have ten or eleven values in a 10 point system, yet 7 often means average quality and anything below that is bad. Great games always get 9 or 10. That leaves the numbers 0-6 for bad, 7-8 for more average and 9-10 for great games. That means we can differentiate between 7 flavours of bad games but only 2-3 (depending on your interpretation of 8) different levels of great. However, as the article mentions, people aren't interested in bad or lower-average games, so you'd need one, maybe two different descriptions (bad and REALLY bad) for those games. I mean, who cares whether Teletubbies Adventure is better or worse than Jar Jar's Fun Games? People care for comparisons like Zelda vs. Metroid (to name a close example), which might get problematic if you consider both games a ten (yet most people would agree that one is better than the other, but not on a scale that would justify a full point in a ten point system). Sure, you can use a percentage score or other concepts to split the range up further, but then you still have 60%-70% nearly useless possible ratings. Also, such fine differentiation (especially single percents) often isn't possible and numbers are assigned within a certain range with some arbitrartity (93, 94 or 95? Roll a dice).

    Note that average game here doesn't refer to statistical average, but perceived average.
    • There is enough media produced even without corperate sponsorship to allow for ratings in this range. Really it means they should be ignored. It's important to have reviews that say, "Stop reading now you've wasted enough time on this game."

      Daikatana sold at least one copy.
    • by Snowmit ( 704081 ) on Saturday April 17, 2004 @10:37AM (#8891301) Homepage
      You're absolutely right. Rotten Tomatoes [rottentomatoes.com] recognizes the problem that you raise, explicitly, when they determine if a game got enough 'good' reviews to be rated "Fresh".

      From the FAQ [rottentomatoes.com]:
      Why is the cutoff for a Fresh Tomato so much higher for individual game reviews?
      Although most publishers rate games on a 1-10 scale, it is a rarity for a game to get a score below 6. Because game reviews are mostly positive (a very high majority fall in the 7-10 range), the cutoff for a Fresh Tomato is raised to 8/10. This higher cutoff actually produces a wider spread of Tomatometer scores that is equivalent to movies; otherwise, almost all games are recommended!


      The problem is that the bar being set this high has become a defacto standard. Some review site or magazine that starts doing what you suggest (and you're absolutely right, they should) will stand out as a sore thumb and as a company that routinely gives low scores. Which means that companies will stop sending them review copies to play. Which means that they can't compete (especially if they're a magazine) with the other reviewers.
      • Some review site or magazine that starts doing what you suggest (and you're absolutely right, they should) will stand out as a sore thumb and as a company that routinely gives low scores.

        A review site that does give out low scores and relies on purchasing games to review them will also begin to include statements such as "waste of $50 dollars" in their reviews. As a result, the reviews of bad games on that site will be drawn lower. If publishers cannot reach standards set in the 1993-1998 era, then I ca

    • The problem is not the range of the system, but the ingrained perception in just about every (don't know about other countries, but) American kid that 7/10 is average (read: C, or if you're in my school system D). Therefore, if a game is average, they'll give it a 7, when they should give it a 5. And, of course, since they only have 7, 8, 9, and 10 to work with, many game review sites went to a decimal system some time ago to give themselves more room to work with.

      The reason they don't give it the 5 it d
  • by hak1du ( 761835 ) on Saturday April 17, 2004 @08:05AM (#8890820) Journal
    The purpose of the summary ratings is not to let you pick "the best" item, it is to draw your attention to the outliers. For example, if a game (or car or whatever) from a company you have never heard of receives a really high overall rating, you might take the time to look at it. And if a game (or car or whatever) that you just assumed was good and were going to buy based on its brand receives a really low rating, you might check the review and maybe investigate alternatives.
  • by 1arkhaine ( 671283 ) <damian.kelleherNO@SPAMgmail.com> on Saturday April 17, 2004 @08:05AM (#8890823) Homepage
    I use the numbers not as a 'score' so much as an easily digested chunk of information about that reviewer's thoughts on the game. If I am vaguely aware of the game and have no real interest in playing it, a numerical score is a good way for me to gauge the public's reaction, particularly if I happen to notice multiple scores. If I am desperately waiting for any shred of information, a number (if high) gives me a quick surge of excitement that the game met expectations, but then I will 100% follow that up by reading the review. If a low score is given, I'll 100% read the review to determine why the game is thought to be so poor.

    I think that number scores are important for what they are: A distillation of opinion. That's all it is, and all it should be treated as. If you want the justification of the opinion, then that is what the review is for. The way I think about is like this: A random art critic can say 'Van Gogh is the greatest artist, ever.', and that is like a numeric opinion. If I want to know why he thinks that, then I'll read further. If I hate Van Gogh, then I'll be curious about how his opinion could be so different to mine, and if I love him, well, to be honest I probably won't care too much to read a gushing review of the man's work.

  • Zzap!64 had it right (Score:5, Interesting)

    by necronom426 ( 755113 ) on Saturday April 17, 2004 @08:10AM (#8890837)
    I think that the review method in Zzap was the best I have ever seen. They would give it a % rating for several categories and an overall rating, then if they thought it was worth buying by most people, it got a Silver medal. If you didn't like that type of game then maybe you still wouldn't like it, but the very best games got a Gold medal. These ones should be at least looked at by everyone. The best bit though, was the boxes that had the other members of staff commenting on the game. This meant that you got three or four different opinions on each game. That made their review method the best in my opinion.
  • It's simple... (Score:2, Insightful)

    by Weirdofreak ( 769987 )
    Just take a hint from /., and instead of giving each game a discriptive number, give it a word as well - if it works for /. comments, it'll work for anything!

    -1, bandwagoniser, for example, or +5, mind-bending.
    • Insightful? The word and number on slashdot is the ENTIRE review. Game reviews have paragraphs of text. Adding a word would be asinine (cf. parent post for example).
  • Number ratings work ok when they are an average of many people opinions. The reason is people tend to give a 10 or a 0 (tend to gravitate towards the edges of the system.) When you average out a bunch of those then the rating will start to fall somewhere inbetween and have meaning. Some examples of this would be amazon (which applies this to products) and the bloated yak [bloatedyak.com] which applies it to websites.

    Someone needs to start a rollup review site that takes the video game reviews posted everywhere else a
    • Been done already (Score:2, Informative)

      by Anonymous Coward
      I can remember GameRankings.com, there was another one (by GSI, IIRC) whose name I don't recall.
    • Someone needs to start a rollup review site that takes the video game reviews posted everywhere else and averages them out. There are a million monkeys on the internet so its probably already been done.

      Indeed. Several times. There is at least metacritic [metacritic.com], GameRankings [gamerankings.com] and Rotten Tomatoes [rottentomatoes.com]. The first and last of those also have other media reviews.

  • Conserving Space (Score:5, Insightful)

    by DarkZero ( 516460 ) on Saturday April 17, 2004 @09:05AM (#8890950)
    The greatest thing about number scores in reviews is that they let reviewers get their entire message out, even in a confined space. For instance, a lot of the magazines reviews for Prince of Persia started with a small blurb about how the reviewer absolutely LOVED the game, but the rest of it was usually dominated by the warnings that the reviewer felt were very important for every player to know: the camera has some problems, the fighting can be repetitive at some points, the difficulty is very uneven, it's as short as some GBA games, etc. Taken as a whole, the review is very negative; 80% of it is a list of complaints. But taken as a whole and with a score attached, the reviewer is allowed to use his very limited writing space to give the reader a head's up about the game's short-comings while still stressing how wonderful the game really is.

    Magazine reviews don't often have the luxury of including a "bottom line" sentence like this one, let alone one that's in a separate paragraph (like this one!), so the number score really helps them sum up their view on a certain game without forcing their opinions of a more obscure game off the magazine's review section and into the ass-end of their website. It allows them to cover both the super-hyped AAA games like Metal Gear Solid: The Twin Snakes or Splinter Cell: Pandora Tomorrow and mostly unknown cult hits like Disgaea in the same issue without charging more than $6 an issue.

    On a separate note, it also helps when comparing games. If you generally agree with a reviewer and follow them over a period of time, in the same way that many people follow Roger Ebert's movie column and TV show, then you can use their scores to compare different games that they've reviewed. For instance, if you loved Devil May Cry and Shinobi and a certain reviewer gave them both a 9.0, then it's worth looking at the scores to see how that reviewer sizes them up against a new game that you want to buy, especially something similar like Crimson Sea 2 or Samurai Warriors. He could really like those games and find very little to complain about when reviewing them, but still give them a 7.0, meaning that there's nothing wrong with them, but that they're not really top tier games, either.

    And really, it's not as if having a number there hurts the review in some way.
  • by realdpk ( 116490 ) on Saturday April 17, 2004 @09:06AM (#8890959) Homepage Journal
    ...you'll love www.gametab.com . I'm not affiliated, it's just something I wish I had done when I thought of it. :)

    It even links to the reviews, so you can read through them all. The numbers help, so you don't have to waste too much time reading about really, really low rated games.
  • However, it is a proven fact that people rating pretty much anything (academic performance, produce quality, car safety) become wildly inconsistent when rating on a scale above 3-point-something.

    Percentage as game review score is not only flawed, it's supremely stupid. A 50% rated game in this system is most likely garbage of the highest order, while 100% score is routinely saved for Duke Nukem Forever, the final game, that is to be brought unto us by Jesus on the Day of Reckoning.

    I think 1-10 scale,
    • by SuperRob ( 31516 ) on Saturday April 17, 2004 @12:42PM (#8891958) Homepage
      "However, it is a proven fact that people rating pretty much anything (academic performance, produce quality, car safety) become wildly inconsistent when rating on a scale above 3-point-something."

      I can't get over how entirely wrong this is. Proven Fact? Cite your source.

      It's not the depth of the rating system that makes it inconsistent ... it's an inconsistent set of values and the application of those values that causes the ratings systems to fall apart. In order for arbitrary numbers to work, you need to have a list of criteria for how to assign the numbers. Are we starting at a total of 100 or 10 and working BACKWARDS (essentially subtracting points for flaws)? This would cause most games to get a relatively high score. Do we start at the low end and add points for positives? You could end up with a lot of low rated games. How do you decide how many points each good or bad trait is worth? Ah, there's the catch.

      You need to now have a list of those, and make sure that your reviews consistently evaluate those traits. Dock a point for a bad camera here, you need to dock it for every game with a bad camera. What if the game only has a half-assed camera, compared to the completely unusable camera in this other game? This is exactly where it all starts to fall apart. You can not be consistent when dealing with something as subjective as ART. It's not the number system that causes the problem. It's the HUMAN factor.

      You also have to take into account that each REVIEWER is different. Many people absolutely hated the camera in Kingdom Hearts, but I never had a problem with it. I would rate the game higher, but the game is still widely accepted as brilliant.

      FWIW, my site recently got some complaints about how we are GameCube biased. Note that we are a GameCube specific website. The specific complaint alledged that we gave "perfect 10" scores to F-Zero GX, Soul Calibur 2, Super Smash Bros. Melee, Super Mario Sunshine, Metroid Prime, and Zelda: Wind Waker. (These are also the ONLY games to be given 10's at the time of that complaint)

      The complaintant ignored the fact that we give MULTIPLE reviews for most games, and that a score of 10 is not PERFECT on our scale, because nothing can be perfect. The only game on that list to be given 10's from EVERY reviewer was Wind Waker.

      He also ignored the reviewer slant ... some reviewers just like certain types of games better than others. That's again why we have multiple reviews. We want people to find a reviewer who has tastes similar to theirs, because that's the best barometer for choosing what you'll like ... find someone like YOU.
    • Some people are in favour of a one-bit system. 1: buy it. 0: don't buy it.

  • by eLDeR_MMHS ( 237991 ) on Saturday April 17, 2004 @11:53AM (#8891679) Homepage
    A discerning gamer should never base their game impression (and ultimate decide on whether to buy... or sadly, pirate) solely on these singular values because they abstract away all the qualitative properties of a game. That said, *-star ratings and final numbers /10 or /100 or percentages are all there to give a very quick and summative value on a product.

    As someone mentioned earlier, many people want a general impression of what they're about to read. Personally, I like how sites like Gamespot and Gamespy throw the rating right up front, whereas a place like Firingsquad with its insightful yet girthy reviews requires navigating through a drop-down list to check out the "final verdict." I suspect most would rather spend time reading and learning about a "4-star" game than a "1-star" one.

    Of course, that leads to the perceived notion that there is some grand quantitative scale when you see something like 79 and 81 / 100. Is the 81 game really better than the 79 reviewed on another site? Ultimately it's up to the reader. It's sometimes good to have bias -- if you're a hardcore genre or platform player, you may be more inclined to accept the given idiosyncrasies (i.e. directed linear levels vs. free-roaming, checkpoint saves vs. save anywhere, etc.).

    These are ordinal values at heart, and should not be compared at interval levels.

    Now with respect to that article, the author makes a good point about reinforcing the qualitative, descriptive muses of the reviewer. However, it's often preferential to give different abstraction levels of your information to pull in a greater volume of readers. The rating/percentage is a good start. It's doubtful that many readers will engage a lengthy game review (no matter how elegantly written) without having a hint of the final mark. Why read eight pages if it's a really crusty game? Conversely, why do that with a game that's already known from other sources to be great? Just a quick check to verify assumptions, and you're off to go get it. Game reviewers are not supposed to write elaborate and astounding essays for which its effect will fail if abstracted into a single value. They are supposed to aid in (and perhaps entertain) the decision to acquire a game for which the player will ultimately decide whether or not it is of good or sufficient quality.

    It's necessary to have and utilize both a summative value and a qualitative review. Relying exclusively on a single value leads to game misconceptions, while a written piece alone cannot realistically convey your information to all but the committed (or bored) readers.

    • I suspect most would rather spend time reading and learning about a "4-star" game than a "1-star" one.

      Most people would, but the significant amount of 4-star reviews makes them bland. As a result, 1-star reviews are more interesting to read because it shows either the game being entirly substandard, or shows that the reviewer has a negative preconception of the game itself.

      For example, one review site rated Serious Sam: The First Encounter as 5/5-Stars, while also setting Serious Sam: The Second Encoun

  • by SuperRob ( 31516 ) on Saturday April 17, 2004 @12:05PM (#8891732) Homepage
    As someone who writes for a videogame website, we had this exact same debate. Numbers are ultimately meaningless and arbitrary, for all the reasons that the original poster said.

    However, we use them anyway. Why? Because as much as we hate to admit it, there are a LOT of people out there who simply WON'T READ THE GODDAMNED REVIEW. In order to do most games justice, you have to write a great deal, and these Ritalin cases simply can't sit still long enough to read it all.

    I experimented with this briefly, and the result was a flood of e-mails from people asking, "So, what did you THINK of the game?" No matter how plain I made my opinion, or how basic my vocabulary was, it was clear that they simply weren't READING the review.

    We have our point ratings there basically as a way to shut those people up.
    • The fact that people don't read the review has very little to do with Ritalin. I personally don't read them because it's bad writing.

      Here's how they usually go:

      Paragraph one - a brief introduction usually involving some bad puns using the game's name, characters or developers.

      Paragraph two through twenty - an overwrought synopsis of the game's plot and back-story, usually cut and pasted from the press release or another review. Sometimes both.

      Paragraphs twenty-one through forty-five - A careful consid
  • by fr0dicus ( 641320 ) on Saturday April 17, 2004 @12:21PM (#8891823) Journal
    I've always liked some form of rating system, be it five stars or out of 10 or whatever, especially from magazines and the like - someone earlier in the thread mentioned amazon, but I believe these ratings are fairly useless as the individuals have probably had much less exposure to the high number of games that are now available and therefore can't give a score that can be used in any kind of objective comparison.

    However I think we're running into trouble now, because at many points in the past milestone games have received, with hindsight, what we can now see as slightly overinflated scores which have owed more to their groundbreaking new effects than actual gameplay. Perusing the scores of early PS2 games can easily confirm this, as the typical average score has come down (I particularly hate when games get marked down because they're only marginal improvements over predecessors). I'm sceptical as to whether games are actually going to look that much more impressive in the next generation, and contention in the industry is squeezing the poorer software houses and titles out, which should lead to an overall level of quality increase.

    This will (hopefully, IMO) lead to production quality being a virtual given, and allow scores to more accurately represent how good the game is, with 5/10 being average, and worth getting for fans of the genre (like I believe how most Final Fantasy games should score!). For example, if you were a big fan of a certain band, then you'd probably buy their CD even if a selection of music magazines gave them 4/10, as you know you want to hear it anyway; however if Mario 128 came out and received a 4/10 average you'd definitely have to think carefully about getting it.

  • www.gamerankings.com (Score:3, Interesting)

    by meanfriend ( 704312 ) on Saturday April 17, 2004 @12:35PM (#8891912)
    I think numbers are a valuable method of ranking games when taken as an average. Look at gamerankings.com which uses the rottentomatoes.com approach for scoring.

    You take every the game review and convert the score as a percentile (4/5 stars = 80%; 9/10 = 90% etc), then average all the available scores.

    If a game can get 150 reviews and can average >95% then you know it's probably a pretty damn good title. Only about a dozen games have achieved 95% average ratings since the website started: Zelda:OOT, Halo, MGS2, GTA III, Metroid Prime are some examples and they represent some of the best titles those platforms have to offer.

    Generally

    >90% = excellent
    >80% = good
    >70% = mediocre
    anything else is probably pretty poor.

    No single reviewer with a bone to pickhas undue influence to the overall ranking

    • dammit. I dont mean to reply to my own post, but I hit submit instead of preview by mistake...

      to continue my thought...

      An 81% game isnt likely to be perceptibly better than a 78% game, but you get a ballpark sense of how the game was received overall. Of course you are going to select individual reviews to see the details of that particular score.

      Because reviewers can be so different numbers dont tell the whole story for the average game. I find it particularly useful to pick pick great, average, and p

  • I remember reading an editorial in Computer Gaming World way back when (92? 93?) that said that they respected their readers too much to add numbers to the end of their reviews. Basically, their argument was, what's the point of writing pros and cons in words if people are just going to flip to the end of the article to find out the score?

    I completely agreed with this editorial. It's not much of a surprise, then, that I stopped reading CGW when they started adding scores to their reviews, something whic

  • As has been mentioned by many of the previous posts, numbers can be beneficial for a number of reasons. However, I can see two major downfalls to using numbers: one on the part of the readers and one on the part of the reviewers.

    With rating numbers, readers are allowed to skip over the actual review, ignoring details, and comparing games solely on the basis of how one's number stacks up to another's number. Of course this isn't a "bad" thing. Perhaps that's all the information the reader wants or needs.
  • Game ratings may be handy for year-end lists and for inclusion in ads or on box covers, but, ultimately, they are counter-productive: They discourage the reader from actually reading. They don't support reviews; they pre-empt them. Ratings almost always appear on the same page as the text of a review, or on the first of several. It's like starting a book at the end.

    I'm guilty of this myself. I see a rating, I know very roughly what the review would say, and I move on to something else. My curiosity has b

  • Now, I'm not a regualar reader of magazines in general, and this is the only full issue of PC Gamer I've ever even looked at. (It's the 10 year anniversary edition, my girlfriend grabbed it for me because she flipped through the pages and saw some nostalgia she knew I'd like.)

    Anyway, they really do seem to have a sensical numbering system. on their key, 0-39% is labelled "Don't bother." That seems right. I don't want to bother with below-average games, right? The labels then go up from there: "Tolerable" a
  • but only sometimes. The way that Nintendo Power used to do it was great. It was out of 100. No game was ever given a 100, therefore making good games have a lower score and not only having 20-30 numbers to rate a good game. Some rating systems are very bad though. Nintendo Power's new system, which is out of 5 stars, are horrible. Great games like Zelda get a 5, but games that arn't great, like Mary-Kate and Ashley gameboy games still get a 5.
  • Perhaps they should replace the number/star rating with a screenshot. If the reviewer really liked the game, they could put a screenshot of one of the best elements of the game. Conversely, they would put up a screenshot of the worst part of the game, in their opinion. Obviously, as with the number/star rating system, this wouldn't replace the review itself, only provide an easy to access summary of the reviewer's opinion.
    • This assumes that visuals are the most important part of games and they aren't.
      • Graphics may not be the most important part of the game, however they are the output mechanism. Taking a screenshot of say... a game-crashing bug and using that to show how the game is unplayable is not related to the graphical quality, but it does get across the message of the reviewer's opinion of the game.
        • And I know that sound is also a major output channel, however if a game's only problem is that the sound/voice acting is bad, I'm sure the reviewer could find a screenshot of something good.
    • What if it's the best text-based game ever? How will this be helpful?

      Extreme example, but still. A terrible game can always look great, and a great game can always look terrible.
      • I don't see anything that says it's impossible to screenshot a text based game. I doubt that any reviwers are working on a system that has no GUI (and thus, usually, no screenshot capabilities). And yes, it is possible that a terrible game can look good, and a great game can look terrible, and it's up to the reviewer to decide what to take the screenshot of. If they want to make the game seem great, they can take screenshots of the best looking parts of the game, or they could take a screenshot of the wors
  • That areticle is a load of hokey. He could have used one sentence to explain his point rather than wax poetic about sunsets. 2.5 out of ten. At most. (That said, if you don't like game ratings... got a better idea, mister? Maybe we'll rate games based using words: for some, Firebrand is a higher score than Petunia, but if your game is Donut, it really breaks free of the mold established by low-class Tanktank games.) (I got it! We'll rate games based on the Sunsets in Hyrule score. For instance, I think H
  • I think that they said it best in Clerks....
    "They say so much, but they never tell you if it's any good."

  • Why you are safe (Score:3, Interesting)

    by vga_init ( 589198 ) on Saturday April 17, 2004 @08:52PM (#8894735) Journal
    As I'm sure has been mentioned earlier (and if it hasn't, then I can be the first), numbers are significant because they have values that are extremely easy to process and contain very precise meanings. Numbers do not explain why a game is likeable, but they do describe whether or not a person actually did, and to what degree.

    The beauty of this is that the job of sorting out a huge variety of games (and other things) can be handed right over to a computer, which can access huge databases of this information and collect meaningful results. As of yet, computers cannot read reviews and understand what elements of a game might make it good if it were described in writing.

    What good does this do? Well, it saves the prospective game buyer a lot of time and effort; he can easily pull up a game that has a general reputation to be good. Even without a computer to examine the values for him, he can even find this information out at a single glance. Delving further, if a game looks good then he will take more into consideration.

    As was said, you really do need to have an in-depth review if you are going to make a final decision, but a number allows a person to get to that stage quickly and painlessly without suffering the tedium of sifting through a big pile of titles whose quality he has no clue about--not even an arbitrary clue. Numbers may be more arbitrary, but they're enough of a clue to use as a jumping-off point.

    There are holes in this way of working; people might potentially miss out on a game that they would actually love, even if the reviewer didn't like it that much. The pros outweigh the cons, however, and personal experience has shown me that many of the best games I have played were indeed widely reputed as good (and therefore scored as such more often). This saves me time, and as long as I can find a few good games to keep me happy I don't have to worry about the others that slip by, even if they are super fantastic.

    The only thing that keeps the number system from being perfect is that different people have different ideas on what good game is. If we all fealt the same way about all of them then there would be no titles "slipping by". So, in order to make the number system more reliable, one has to be personally matched to a specific reviewer. If you can find a like-minded person who will rate games in a manner that you would, then you'll have infinitely more seccuss than with any random critic.

    We might not have the time to personally try every game in existence, but we do have time check out games that are reputed to be good, find reviewers and scorers that tend to think the same way we do, and even try a few random games "just for the heck of it" (just in case we might find one of those elusive masterpieces). This is what people do in the real world, and when you look at the system there doesn't really leave that much to be desired; all of the bases are adequately covered. Granted, they aren't perfectly, but to a degree that is satisfactory for everyone.

    Taking all of this into account, the number system serves as one of the basises for a larger system in place that has not failed for me yet, and I'm probably not missing out on much because of it. If I am, it's only to a negligible degree. ;)

  • by happyhippy ( 526970 ) on Sunday April 18, 2004 @06:33AM (#8896263)
    that just told you how much the reviewer has been bribed. One star for T-shirts or free games, upto five stars for cash or promises for tickets to expos.

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