Tigers and lions and bears! Oh my!
So, we want to say goodbye to the yellow brick road that has been the review feature? It has changed, and evolved overtime. I was one who was always working to maintain some measure of continuity with the past. However, changes can be good too. There are a lot of good ideas here that would radically change the feature. The thing I would be concerned about the most though is whether or not the changes could be moderated effectively. Moderation of Reviews has perhaps been the greatest improvement to the feature overtime. Still, I think the one rating idea is exciting, and I know it works from other files that are reviewed that way.
The inclusive and responsive thing might be to change the current two tiers of 'official' and 'member' reviews. Have the member one be the radical one rating system while the official one be kept to the more traditional category reviews. But make the official reviews more inclusive to include anyone who reviews to that standard.
There are pros and cons to both proposed rating systems. If we want examples we need only to look at the reviews that are done these different ways at the Blacksmith. Which kind of reviews seem to have the most value? Anyway, I think I can say with a fair amount of certainty that unless some requirements for what is considered, and commented on in reviews (the guidelines) it would tie the moderators' hands.
I've always valued the categories, and I am for "tweaking" the guidelines. So, here's a run down of tweaks and changes I propose for the attention deficit crowd:
1. No mandatory ratings (that stifle creativity) for any category. -- Do away with mandatory scoring requirements, and allow reviewers to rate a submission spontaneously according to their experience 1-5 using the guidelines. Make only par excellence comparisons and/or examples for all categories, and make these be of the game itself.
2. Do away with the requirement of a story for reaching excellent (no matter what scoring method is used). -- Games are not stories. Change the category to "Theme and Instructions." Then instruct reviewers to consider any story or history given as part of the theme, and to rate it along with the other considerations based on the merit of them. 1-5
3. Change the Multiplayer balance instruction to include the entire game, and not just the starting state. -- I think Spiney must have been thinking RMS when he came up with that?
4. Preface instruction to take into account the designers intentions in all categories. -- For moderation purposes, designers would be instructed to make their intentions clear by using the many devices of design, or otherwise be obvious.
5. Better instruct the balance category to include some explanation of difficulty dynamics, and mastery within a closed game system. -- If a game system is impossible, or you have to get lucky to win, then it is poorly balanced. Players are already instructed to take their skill into account, but a good balanced game allows average players who have played AOK campaigns and random maps to improve, while still providing a challenge for the very skilled player on the higher levels. The three levels of difficulty should be meaningful and provide noticeable differences in the level of difficulty if considered for balance.
7. Better instruct the balance category to explain choice balance. -- If one choice always wins while all others always lose, then the choice is poorly balanced, and is not a choice at all. That is luck again, and Spiney does already have an explanation of this. Still, if one choice is simply so much better than the others that no one would logically choose the others that is also poor balance. -- So, I think we could explain balance better and avoid reviewers deducting with the comment only that it was "too hard."
8. Preface instruction to emphasize that a review is not a contest or personal favorites list.
9. Preface instruction to remind Individual reviewers to remain consistent (from one review to another).
10. Guide the reviewer in the playability category to include replay value, conflict, challenge, pace, and tension. Give reviewers something to go on about when they are rating the Fun vs Bugs category.
Seriously, the subjective consideration of fun is good and should remain as the dominant consideration for the category.
**************************************
So the first thing I would do is instruct the reviewer in the preface, that a review is not a contest and the goal is not to use the feature to indicate the best submission of all time. To emphasize that we should not attempt to set apart one submission from another with ratings, and not try to alter the overall average or ratings of other reviews.
Also, I would instruct reviewers to take into account the designers intentions for the design in every category--that is any intention made clear or obvious (like walls for a ship). Next, would be an instruction not to make a wish list of any category. Suggestions for how a designer could have improved often are replaced with a wish list for things the designer never intended. This is akin to the instruction not to make vague statements, and to answer more questions than we pose. Then instruct reviewers to be consistent from one review to the next. Last but not least, to emphasize that these and most other general instructions in Spiney's guide be taken into account for all the categories. So, a little consolidation of Spiney's points in the guide. That would be helpful especially if a one rating system was adopted.
There's been a lot of discussion here about the random map example in the guidelines. The random map comparison, example, and value judgement, should be removed altogether. In my view, one should be able to score 5 with a random map. Also the notion that pressing a button to create a map, makes the map less valuable, or even average is silly. Many of the same folks who argue this, would also argue that only the results matter, and it doesn't matter how much time and effort a design took.
Moreover, the bar for excellence in map design (if you will) is placed too high, not too low. As one of the most subjective categories there should be guidelines that place value on all approaches a designer can avail themselves to, and let the reviewer make a judgement between what is good, very good, excellent, whatever. 1-5 Note: The one rating approach might be helpful in removing my concerns? Perhaps by not forcing a reviewer to give equal weight to map design as a choice...
I also think reviewers ought to be allowed to take into account any perception of time and effort. If we thought, "wow that must have taken ages to create," that could be the positive that evens out a negative. Or if we think -- "What a creative idea to make a ship out of walls, it takes a stretch of the imagination, not my taste, but interesting nonetheless...no deduction."
Excellent could be any map that has the quality of a ES random map or ES scenario. AoK is an excellent, award winning game. That's where I'd start.
Again, I would guide reviewers to take into account the designers intentions for the map design. Like with historical scenarios, some designers try to recreate the historic landscape and others will take licence with it. Both are valuable approaches, and we should take that into consideration. Again, emphasize that a reviewer must be consistent with their own reviews. So, if a reviewer finds a random map to be just good or average, or whatever, then they should be consistent with rating all designs they review that way or give some good reason for the change.
In short we should make it so reviewers can make up there own minds, while removing some of the snobbery. To do this we should use only the game maps, both random and scenario for comparison, and as the excellent standard to be deducted from by the reviewer. Moderators would check a reviewers consistency. I don't expect that many would agree with me here about Map Design though.
I have a lot more to write about the subject, but I'll hold it there for now.
Stephen: Good reason, that is one of the pros of the overall rating.
"I take it that this is the Anastasia Scud pines for?" - Epic Commander
"What Ana said. Use sugar and the whip." - aka the Pilot
"I think you will realize the emphasis was on Ana and Cake." - Monk[This message has been edited by Angel Anastasia (edited 07-12-2008 @ 07:30 PM).]