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Avoiding the 7-9 Scale: An Exercise in Different Review Scales
36752_1519184584690_1386800604_1423744_1678461_n
Tuesday, July 06, 2010

Editor's note: Similar to the "Are games art?" debate, the one over which review scale is best just...won't...die. Fortunately, Suriel intelligently breaks down the options out there and gives us the lowdown on each. What do you, the Bitmob community, feel is the best scale? -Greg


After mulling over the decision for a quite a while, I've decided that I will start adding scores to my reviews*. In an ideal world, I could just transcribe my opinion about a game and know that everyone who reads it will know whether the game in question is right for them.

Unfortunately, we don't live in an ideal world, and scores are, in my opinion, necessary. While many critics loathe having to quantify their thoughts on a game and assert that the review should speak for itself, and as much as I'd like as many people as possible to read my writing, as a critic, you're ultimately serving your reader; it's somewhat pretentious to think that everyone should be forced to sit down and read what you have to say. I'm not writing a long-winded essay about how the game reflects on our culture, I'm answering a simple question: should you buy this game?

I'm not exactly in the position to demand that sort of attention from my readers, either. I'm a relative amateur in the field of video game writing, so I must make concessions to the reader before I can expect them to trust or relate to my point of view. Rather than being a crutch, review scores are a way to hold myself accountable. My text and score should more or less match -- with a certain amount of wiggle room for interpretation -- and if they don't, then it's because of my failure to properly articulate my thoughts. I need something to keep my writing in check; otherwise, I focus on nitpicks and make a review take on a different tone than I intended it to.

 

But enough background. The point of this post is to try to decide what scale I should use from now on. The 1-to-10 scale seems fairly reliable, since it can tell you at a glance what the critic thinks of a game, at least in ballpark figures. The problem with this scale is that it is subject to too much interpretation: Is 7 a good or bad score? Since it's above 5 -- the average -- it's technically an above-average score, but in most school systems, a 70 (7/10) is a D or a C, which is either at or below average.

With that in mind, I decided to take a look at a number of alternatives to this scale. Many of them are already being used elsewhere, while others are mostly theoretical. Still, it's important to know your options before you commit to something, so here are some of the ways I've considered helping consumers decide which games they should or should not buy.

1-to-5

Though this scale is very similar to the 1-to-10 scale, there's one key difference: the lack of granularity. You don't have to worry about whether that 7 is good or bad when it isn't an option. 1 is horrible, 2 is bad, 3 is average, 4 is good, 5 is great/amazing/astounding/positive multisyllabic adjective.

With such a limited range of scores, it's harder for readers to get hung up on whether game X is better than game Y, so it's not the best for comparative shopping, but it also helps mitigate the fanboy forum wars about the difference between a 9.4 and a 9.6. It's best used when deciding on whether you should buy a particular game, which is the usually the situation anyway. If you're choosing between two games with similar scores, it's a personal decision that most reviews aren't going to help you with, and you're likely going to go back and buy the other game at some point.

It's also important to point out the difference between scales that use half-stars and those that don't. Using half-stars essentially turns a scale into a 10-point scale, but let's be honest -- most 10-point scales are either 20- or 100-point scales. I personally prefer the scale without half-stars, since it forces the reviewer to decide whether the game is simply good or great. People won't usually say, "This game is good and a half!" but nonetheless, both options are valid.

Letter Grade

Doing away with numbers entirely, the letter grade offers a way to quantify the reviewer's thoughts on a game without having to worry about fractions or percentages. The benefits of assigning a letter rather than a letter are clear: they're much easier to understand than numbers. Since most of us are already aware of what the letters A, B, C, D, and F** stand for, seeing that grade attached to a review makes perfectly clear what a reviewer thinks. We all know that a C is average, a B is good, and so on. You don't have to wander in the 7/7.5 territory of whether something is good or great.

There are, however, some difficulties to overcome. When you add pluses and minuses to the scale, it can get a bit hard to interpret. What's the difference between a B and a B+? Though B+ is clearly a better grade for a game to receive, what's the threshold for purchasing a B game versus a B+? These things make it somewhat difficult for buyers to assess whether a game is for them.

Not only that, but Metacritic has difficulty with sorting that type of thing out. The way it changes letters to numbers is extremely shady, and while many critics loathe Metacritic on principle and would easily dismiss whatever they did to their grade, the fact is many people are going to simply glance at the Metacritic scores, where your C might turn into a 66, and it's likely that you'll disagree with this score. The letter grade is a great way to avoid the numbers game (excuse the pun), but it's something of an outcast in the number-fueled review world.

The system becomes a lot less confusing when you remove the modifiers, and this makes it much easier for Metacritic to turn your B into an 80, but at that point, you're essentially using the five-point scale. At least the modifiers give some wiggle room for the reviewer to argue with aggregator over the interpretation of their grade.

Dollar Amount

Ryan Conway is already experimenting with this system, and the results have been encouraging. Instead of giving you a score to gauge whether you should buy a game, Ryan simply tells you at what price you should buy a game, while also comparing it to the game's current price.

This system accounts for the variety of pricing available for video games. Ideally, a game's evaluated price and actual price will match, but since that's hardly ever the case, giving you a dollar amount to aim for seems reasonable. It makes a value judgment rather than a qualitative one, so it assumes you're already interested in the game and would simply like to know whether the game you're looking to buy is worth what you're spending. The scale is very consumer-minded, which, being a review telling people whether they should buy a game or not, it should be.

With this scale, the arguments of which game is better die off almost completely. Giving you a dollar amount isn't saying that this is the greatest game ever made or that it redefines our medium, it just says, "You should buy this game at this price," which is what most people want. Though many people will buy most if not all of their games at launch day, plenty of people will wait until the game goes down in price, and this scale tells them when to start hunting for a game.

However, the value argument isn't bullet-proof. Will a game like Heavy Rain be a good value proposition? There's a difference between a game having a good amount of content to keep you busy and it being a great experience. Now, it's possible that a Heavy Rain will be good enough to merit its $60 price tag, but if someone were to look at a review of Fallout 3, for example, and saw that the game had received the same score, and picked up Heavy Rain thinking it would be the same value, it's likely they'll be disappointed by the lack of content. Still, it's a bold new direction in reviews that merits praise.
 
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Comments (18)
Franksmall
February 16, 2010
I would personally use the buy/don't buy/rent. Unless you are going to make a chart justifying a number score then I will just assume you pulled a number out of you ass*.

*You being the proverbial you, not the actual you.
Redeye
February 17, 2010
I'm personally done with reviews as solely a 'should you buy this or not' purpose. So many people are writing those reviews that even pursuing it is redundant and, in my opinion, boring and uncreative.

I think you would have much more success by abandoning the audience that scores are trying to reach. If you want to write about video games it's better to write to an audience that wants to read about video games, rather then an audience that just mindlessly searches for fanboy validation or is incapable of buying a game without someone telling them to.

To that effect I don't write reviews unless I'm writing them as a diatribe against game mechanics or design decisions that I feel are harming the industry. For those I sum up my feelings at the end of the day with a single word that sums up my emotional response to the game, since my reviews are all about that first impression the game gives you.

Still ultimately we are all here to find our own way of doing things. If you want to try and salvage consumer advocacy as a game writing formula then more power to you. I just worry that such things may be a dead end left over from the good old days before the magazine crash.
Lance_darnell
February 18, 2010
What a great, well thought out post! I think the best answer is to use a different scoring system depending on which game you are reviewing. For instance, Halo:CE would have been a buy, but when reviewing sequels perhaps it is better to base the review off the first game?

And thank you for teaching me what Ludology is!
37893_1338936035999_1309080061_30825631_6290042_n
May 07, 2010


Just read this through your featured writer article. Great post! If I ever write a review again (though I sincerely hope I never do) I'm definitely going to use the L/N separate scores system. Seems like it would provide a ton of good information if someone was too busy to read the entire review.


Jason_wilson
May 07, 2010


I haven't paid attention to scores since the layoff at Ziff -- I care about what someone has to say about a game, not whether or not it's worthy my money. I can make that decision; I want to know how a game makes you feel, how it affects you, and such. I think far too many people in the gaming community focus on scores. Think about the really interesting material you read on Bitmob or elsewhere -- how much of it deals with scores? 


Photo_17
May 07, 2010


@Jason: Right on, brother!  I write reviews at another site where I have to give scores.  I usually just go with my gut.  I have one friend who constantly gives me grief about my scores, to the point where I often wonder if he even reads the reviews.  I gave Darksiders a 9 and he yelled at me to, "stop peddling my illegitimate candy."



Whatever that means...



EDIT: I forgot to mentioned that he has never played Darksiders.  He called out my score based on the average score it got from large outlets (which, according to him, is an 8, but I honestly wouldn't know).


Default_picture
July 06, 2010


The cash money scale is incredibly hard to use. I've been wrestling with a Red Dead Redemption review using that, and honestly, I can't remotely even consider how to gauge it. Does it have enough content for 60$? Yes it does, it has a lot of content. However, what's the baseline? 6$ an hour or play? More or less? I don't know.



What I wanted to do is take what was in the game, describe it as objectively as possible, then my subjective analysis of it, and then judge if it's worth the asking price. However, it may be because my English isn't that good, but I found it increasingly hard to properly write.


Pshades-s
July 06, 2010


I'm no fan of the Buy/Rent/Skip scale because I cannot rent games where I live. Personally, I'd like reviewers to move away from an evaluation of a product's monetary worth and towards discussing its overall quality. So while I'm no fan of scores, I'd rather they didn't directly connect to talk of sales.



That L/N score intrigues me even though it makes my head spin.


Default_picture
July 07, 2010


For the record, the industry review average is 6.8. Perhaps the two best known sites are GameSpot and IGN, which come in at 6.7 and 6.9 average, respectively. These statistics are courtesy of GameStats.



On to the subjective part: while the current system could certainly use improvement, I do not have a particular problem with the current scoring scale. I would expect the average game to have a score of about 7, and that is borne out by the statistics above. I find that there are some games near the 7.0 line that any given person will like, but the chance of more people liking a game is proportional to a rising score.


Chas_profile
July 07, 2010


I still think every scale is far too flawed to warrant use. No one will ever take a 5 (on a 10-point scale), a 3 (on a 5-point scale), a C (on a grade scale), a 50%, or anything else like that to mean a game is average as majority of games are typically scored a bit higher than that.



Score descriptors also make no sense. Most explain that their highest score is reserved for games that everyone should enjoy, but I can think of a single game that EVERYone will enjoy. They also explain their lower scores by saying only fans of the genre will enjoy such a game, but shouldn't those players be even more picky than most when it comes to their genre?



Ultimately, the biggest problem with review scores is the way they undermine the actual review itself. Why bother reading WHY a game is good or bad when you can just check the score in a fraction of the time it takes to read the review and "know" the same thing?


Default_picture
July 07, 2010


Not too sure how much of the scoring aspect of things is really an issue of people not being willing to use more of their scale or a lot of readers imposing their own perceptions on other people's scales or reviews. I'm willing to bet that like any industry that hasn't tanked and crashed that there's some awful product, some rare exceptional product. and a the majority of average to slighty above average, as the above cited GameStats figure would indicate.



I tend to trust the people that are doing this professionally (especially having seen some of the stuff I had sent to me covering games for a newspaper) have have probably played more than anyone's fair share of broken games and technically awful games over most that haven't done it and have the warped mindset equivalent to the sports fan that thinks an NBA benchwarmer is a talentless bum losing perspective that person is more talented at his craft than 99% of the people on this planet. People tend to lose track of the fact a lot of crap that falls into the lower end of that scale either never sees a release or usually doesn't even get covered in most enthusiast press. 



I'm personally not a fan of review scores in any capacity any more than I really care for a star system for a movie, but they serve their purpose for the people that use them. And while there's the intellectual merit of having an intellectual discussion about said scales, there is no "best" scale because such a thing assumes a some standard audience all seeking the same thing. Had the conversation with a former editor before and caught his ire for making observation that much of this on-going discussion is a bit in vain because of vain nature of the people that participate. Mainly, that more people I observe tend to be more interested in being "right" and having everything tailor to them than to acknowledge that the different styles of reviews and review scales the are basic result that different users seek different things from them.



Some people want a deeper discussion of themes. Some people want the rundown of features. Some people are tech obsessed and want to know how something will look and sound on their $4000 set-up. Some people are looking to validate their own opinions. And know what, some people are busy, are going to skim the text of a review but are going look at that score as a general indicator of whether to take a chance on a buy or rental.



Gamers love to take the press and game companies to task for things that are the result of their own decision. They often gripe most about things aren't necessarily problems, just things that aren't they way they want them. There's enough variety out there for people to find the review type they that suits them without us constantly bellyaching about people catering to and serving an audience that isn't them.


Default_picture
July 07, 2010


 



Used correctly, the “monetary value” rating system should be the most informative, and thus the one most likely to make Metacritic’s system irrelevant.



To begin with, I disagree with Mr. Vazquez that “[i]deally, a game's evaluated price and actual price will match.”  The “ideal” game -- from the gamer’s point of view -- should be one with an evaluated price that exceeds the actual price.  For example, Portal is currently available for $20.  In retrospect, I would have been willing to pay $30 for the game if I had known ahead of time how much I was going to enjoy the first play-through.  That’s equivalent to a score of a 15 on a 1 to 10 scale.  



The problem with using a 1 to 10 scale (or other fixed-range metrics) is that it imposes an arbitrary limitation on the reviewer’s ability to communicate his/her level of satisfaction or dissatisfaction with a game.  So, a 15 for Portal would be a technically invalid score, even though you might think it earns that score.  That’s why the monetary value system is superior:  there are no constraints.



It’s much more rhetorically effective for a reviewer to conclude that “the developer should have paid me to play this game” than it is to simply award the lowest possible score.  If you allow for a negative dollar value, a $0 score means “play it only if you get it free,” and a negative value means “even if you get it for free, you’re never going to get those hours of your life back.”



The other problem with fixed-range scoring systems is that once you deduct points, the game can never earn them back.  A game may, for example, have a host of technical issues, but could still be worth the asking price.  The monetary value system can account for that.  There’s a devoted community of Vampire - the Masquerade - Bloodlines fans out there that would argue that the game is still worth buying on Steam for 20 bucks, even though it’s buggy as hell.



The other strength of the monetary value system is that it provides a more practical way to score games with monthly subscription fees.  If you have to drop $15 a month to play a given MMO, a reviewer should be able to offer a more nuanced judgment about the value of the subscription, not just the initial purchase price of the base game.



At the end of the day, gamers want two pieces of information from professional reviewers:  (1) whether the game’s systems work reasonably well, and (2) whether the game is fun to play.  The reviewer can break things down any way he/she likes:  +$20 for a great story, -$5 for technical issues, etc.  As long as the monetary value system is logical, consistent, and doesn’t have any arbitrary constraints, it can be a much more effective means for the reviewer to communicate with the reader, compared to a fixed-range scoring system that uses undefined units.



Is a 72/100 the same as a 7/10, and are either of those equivalent to a C-?  I have no idea. But if you tell me the Orange Box was worth $75 at release, I’ll pay attention.

Default_picture
July 07, 2010


BTW:  this is an example of the (hopelessly amateur) way I write a review:  http://itoeunited.blogspot.com/2009/12/new-zombies-just-like-old-zombies.html


36752_1519184584690_1386800604_1423744_1678461_n
July 07, 2010


@Maxx: The fact that the average score for a website is above the natural average of 5 means that people should not take the fact that a game works to mean that it merits a certain score. As Gerren Mentioned, the truly awful or broken games aren't actually released, so yes, if a game doesn't function, it should leave a very low score, or not score at all. However, that a game works on a fundamental level isn't an achievement worth praise. It just means the team is competent enough to release a product.



@S.F. Sure, a game can go over its retail price amount, but after a certain point, going above the actual price is somewhat pointless. If someone were to say that Fallout 3 had so much content it was worth $200, does it really matter when the game is only $60 (or currently, $30)?



I also feel that if a game really loved a game, they could abuse the ability to go over the retail price, like giving a game like Portal the same $200 price point if they so pleased.



Like I said, I was actually considering using the retail price scale as much as my current 1-5 scale, but I liked the more universally approachable 5-star scale. You're not wrong if you choose the monetary value. I think it has to do with who your intended audience is. I don't think IGN would use the L/N scale even if every editor liked it just because most of its readers might find it too confusing. A site that was directed at an audience more interested in evaluating games instead of making purchasing decisions might be more able to use it, however.


Default_picture
July 07, 2010


Suriel:  



I take your point, but I have two counters:  (1) most of your readers would recognize the hyperbole in the "abusive" ratings for the games you used as examples, and (2) very many WoW players have spent a hell of a lot more than $200 to keep playing that game.



I do appreciate that you want to be accountable to your readers.  That's why I think the system I described would work well for you:  you wouldn't risk your credibility by awarding absurd, out-of-market values. 



Either way, I plan on reading your next review.  The debate has been interesting.


Lance_darnell
July 07, 2010


Hey SF!



Don't mean to be an ass but we try and use our real names on Bitmob. Even if you don't to use yours, think of something other than just S.F. And that was a good debate!


Default_picture
July 08, 2010


Hi Suriel,



Great article. I've often wondered what is ideal in regard to ratings. I use Metacritic for a quick glimpse but I then rely on Gamespot’s quick Pro’s and Con’s to determine if what I value highly is done well in a game. Lastly, I use videos of gameplay to make my final decision, rather than opinions of others.



Anway, if I were you, I'd use all four main methods for every game for the next 6 months as a test. I'd do this partially because it would be very intellectually interesting from a review standpoint, and moreover, it would be most helpful to thoughtful readers.



For instance, give a 0-100 score for quick and easy Metacritic users. Also, give a dollar value assessment in relation to other games because this idea is so compelling. Then provide an L/N score that separates the technical gaming aspects from the artistic/thematic elements (I might suggest Gameplay/Narrative as the terms). Finally, give a score like Spill.com does: full price/sale/rental/skip.



(I love the L/N idea because so many games starkly contrast between being both technical disasters but thematic greats (Alpha Protocol, Arcana, VBtM, The Last Remnant Xbox, ect.), and this division allows players to decide what they value more, hardcore gameplay or unique and deep experiences.)



As I said, I do think this process tried for 6 months will greatly enhance our understanding of what is the best rating system. I know if I had a game review site, that is what I would do. ...Maybe I should start one.


Paul_gale_network_flexing_at_the_pool_2
July 08, 2010


I like a scale that goes up to 10, in increments of .1. For instance, 5.5, 5.6, 5.7 are all possibilities. It's only 1 percentage point off, and it's almost negligable, but in this industry, as with any, if you're a developer and are competing with the rest of the industry, and your shooter gets an average accumulated score of 9.6 over the other top shooters at 9.4, you're going to want to brag about your score. Likewise, it just might help out the indecisive gamer who wants "what most people think is the best game".



I'm a reviewer as well, and personally, I just try to stick to writing a good review...but, I do know that a score is necessary in the end. It should be people just reading the review, but some just skip to the score or overview; that's the truth.



So...at least on a 1% scale, we can give as accurate of a score as possible, even though some would say such minue percentages are meticulous.


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