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At Strategy
Gaming Online we are attempting to give you, the reader, the best possible
"feel" for a game through our reviews. Of course, reviews are subjective
beasts at best. In an effort to make our analysis of the subject as objective and
universal as possible therefore, we offer a synopsis in the form of a numeric rating for
every game as an adjunct to the review itself. This is not meant to replace the text
of the review - rather, the numbers attempt to tie words like "great",
"crummy", "fantastic" and "laughable" to an understandable
scale.
To give
readers the clearest view of what we're looking at, and how we're deciding
what we think, we've listed below the SGO rating methodology as exhaustively
as possible. Please note also that these numbers are intended to
target the concerns of our specific audience - strategy gamers.
We're pleased with the utility this system provides and hope that by making
OUR standards clear to the readers, we make our reviews ultimately more
useful to everyone. As always, if you have a comment, question,
or suggestion - please raise it!
THE STRATEGY
GAMING ONLINE RATING SYSTEM
In order to address the rating of games as
objectively as possible, the various facets of games have been broken into two primary
categories: 1) code issues, which are relatively clear: graphics quality, game audio, and
the interface; and 2) play issues, which are much more subject to the interpretive skills
of the reviewer. These categories are broken down as listed below:
CODE
ISSUES
- Graphics
- Audio
- Interface
|
PLAY
ISSUES
- Solo play - gameplay quality
- Length of play/replay value
- Multi play - quality
- Learning curve
|
Each of these items is given a rating from 1-10.
These ratings are then averaged (with Solo Play quality and Multi Play quality being
counted twice each) to result in our cumulative score. A rating of 0
represents that item is not present at all, and is not averaged into the total.
A detailed listing - with examples where possible - for
each category follows. Note however, an important point: at SGO we are committed to
making our rating MEAN something. Score inflation seems to be a malady
common to most review sites that use numbers to communicate game qualities. Some
magazines/sites have an alleged 0-100 score, but most games score between 92 and 97, and
anything under 80 is horrid. One of the reasons for this page is not just for review
readers, but for our writers as well. Our intent is to
prevent score inflation here - by posting concrete examples and constantly reviewing
them*, we feel we can maintain that "5" is always average and, more importantly,
that when you see high scores on SGO they mean that we have deemed something TRULY
outstanding. Please note that some of the "10" ratings are shown as being
practically impossible to reach; there is humor involved here. The point is that
10's should be hard to get, and rarely seen unless the game is a breakthrough in a given
technology or paradigm.
* these are not static numbers. As the
"standard" for the medium continues to climb, we'll review these scales and
re-set them where approriate. That ensures also that games are judged fairly against
their peers, not a standard that comes along later.
A) Graphics
- The graphics are usually the first and most obvious
characteristic of a program. Certainly, for strategy games in general the graphics
are secondary to the gameplay experience. But, setting aside strategy-gamer-snobbery
for a moment, it's useful to remember that the gameplay experience is a totality; the
immersiveness, credibility, and fun factor have a lot to do with whether a game is
"good" or not. You could have the most realistic and authentic East Front
AFV simulation in the world, but if the battles are represented by ASCII color blocks of
red and blue, it probably won't be a successful game. Conversely - and we've all
experienced this - there are really beautiful games out there that SUCK ROCKS. So
graphics is not a predictor of the quality of a game, it's more a supplement to a good
game that's (hopefully) beneath the surface.
| Score |
What we're thinking. |
Example |
| 1 |
Monochrome, ASCII, or really hideous. Hard to look at for a long
time. |
|
| 3 |
8- or 16-color or otherwise really pretty darn ugly. |
Link
to image. |
| 5 |
256-color or SVGA (the standard); supports 3d accel (if useful) |
Link
to image. |
| 7 |
Hicolor, good use of palettes, good-looking. |
Link to image. |
| 9 |
True color, artistically superior |
?? |
| 10 |
A visual tour-de-force. |
?? |
B)
Audio
- Superficially, audio should be last on
the list of "important criteria" for a strategy game. After all, most of
the great non-computer strategic games don't even HAVE sound. Would anyone downgrade
Chess or Go because the pieces didn't go "whooooshh" as they moved?
Obviously not. But as games become less abstract and more representational,
audio quality does become more significant. In my view, the perfect wargame (note of
course: not all strategy games are wargames) is one that transports you as closely as
possible to reality. If the computer disappeared and you had mud spatter on you from a
cannon's near-miss; if you have to yell your orders to subordinates just to be heard over
the gunfire; however unlikely or impossible, this sort of immersion is crucial to putting
the player in the proper mind-set - that of the commander on the scene. Looked at it
from this way, audio cues become not just important but critical. Moreover, few
would argue that music is not important for setting the mood in movies. It is at
least as important for the same reasons in computer games. Our Audio rating is a
combination of relevance AND quality. (Hey, we have to make some concessions to
bervity, although this introduction probably doesn't suggest we do...)
| Score |
What we're hearing. |
Example |
| 1 |
Computer speaker, or sound totally irrelevant to the game, completely
ruins mood. |
|
| 3 |
8-bit sound, some sound clips but repetitive and not terribly useful. |
|
| 5 |
16-bit sound, sound cues help convey information to the player. |
|
| 7 |
High-quality stereo sound, sound integral to the gameplay, catchy music. |
101st Airborne |
| 9 |
Positional audio, 3d sound; you must have quality
speakers/headphone to play this game well. You find yourself humming the background
music when not playing the game. |
|
| 10 |
You play the game and turn off the monitor because it detracts from the
listening experience. |
|
C) Interface - Continuing
with the logic of the above analogy of immersiveness, the interface should
be as unintrusive as possible - legible, easy to use yet powerful.
Hotkeys should be available and configurable to user needs. The
standard user has a mouse and a keyboard; requiring additional
hardware/software to play the game is a definite minus, supporting
additional products that make using the game easier (such as Game
Commander) is a definite plus. Tooltips are useful, as is the
ability to turn them off. Macro support is usually a plus.
| Score |
What we're finding. |
Example |
| 1 |
Keyboard only. No mouse support. No menus. Command-line
interactivity only. |
|
| 3 |
DOS based; no hotkeys, minimal mouse support. Windows
"emulated" but not used (i.e. you cannot alt-tab out or multitask).
Commands not logically implemented in game or keys screwed up. |
|
| 5 |
Hotkeys for main functions; joystick/other hardware support where helpful,
easy configuration of same. In game help available. |
|
| 7 |
User configurable interface, mouse/hotkey support completely available,
user help easy to find. |
|
| 9 |
Hotkeys intuitive, user-assist AI employed, interface changes based on
context of player need. |
|
| 10 |
The game plays itself based on your mental commands. |
|
D) Solo play - gameplay quality Obviously,
these are the more subjective ratings. To try to nail this down, I ask myself a few
questions that will focus my thoughts on the GAMEPLAY issues (rather than accidentally
lowering this rating because of unhappiness with bugs or video problems, for example):
Was it engrossing? Did I find myself trying to play a little longer than the
scheduled time I'd set to quit? Or did I find myself clicking through turns/speeding
the game to just "get it over with"? Was it a gaming experience I've had
before? Will I remember pieces of it weeks, months or years from now? In a
more simulative vein, were the results consistent and believeable? Is it a game that
I'm going to play again? How long before I think I'll be ready to re-install it?
| Score |
What we're finding. |
Example |
| 1 |
Please don't make me play that again. I'm going to have nightmares -
not from the game, but of being made to review it again. It was so easy I could have
played it half asleep - which I basically did. |
|
| 3 |
Held my interest almost as long as it took to install. Repetitive,
predictable gameplay. Results seemed to have little to do with player action.
AI predictable, or cheats to win. |
|
| 5 |
Entertaining, worth playing through fully but I'll probably not play it
again. Maybe I'll d/l a few custom missions or battles to see how they are, too.
Look forward to playing it for a while. AI capable of some surprises. |
|
| 7 |
Engaging; talked to my friends about it, thoguht about it while not
playing. Leaving it on my hard drive "just in case". Tinker with the
editor a little. AI a challenge at least until you've mastered the game. |
|
| 9 |
My wife is sick of hearing about it - or, wants to play it herself.
I'm writing a website to support the game, writing scenarios, etc. Obsessing
about this game is justified. AI formidable. |
|
| 10 |
Quit job, divorce spouse, sell dog. Must...play...game....AI knows
my address. I cannot escape.... |
|
E) Length of play/replay value At $50 a
pop, computer games aren't cheap. Many people rationalize the price against the
"movie scale" - considering a movie (now, including food) is around $10, that's
$5 per hour of entertainment. If a game can deliver 10 hours of entertainment, they
consider it "a good buy". This category also includes any sort of editor
as this is crucial to the player being able (with a little elbow grease) to parlay their
investment into "more entertainment" - additionally, this is a good sign about
how well the web community will support it and offer more scenarios, etc at user sites.
| Score |
How long we're playing it and how many times. |
Example |
| 1 |
Less than one night's work to play through, no real alternative player
positions, starts, or maps. No editor exists at all. |
|
| 3 |
A few missions or maybe a mediocre random battle generator - no decent
campaigns or only a very short one. Editors exist, but they are either nearly
unuseable or not included. |
|
| 5 |
At least a dozen scenarios, a couple campaigns. A week or more to
finish. Editor included. Variable player start situations, offering
effectively infinite replay over included situations (although some will probably get
formulaic or repetitive). |
|
| 7 |
30+ scenarios, 4+ campaigns. Multiple player positions, infinite
replay. Editor easy to use. You can play this game forever, although it's
conceivable that parts of it might get boring. Decent random skirmishes. |
|
| 9 |
Editor very easy to use and designers strongly support user-editing
community. Intriguing random scenarios, open ended campaign. AI learns from
your actions, making it a challenging opponent every time. |
|
| 10 |
Just burn the game into ROM. Admit it. It's never leaving your
HD anyway. |
|
F) Multi play - quality Becoming
more important all the time, some new games are even offereing no in-game AI, merely the
ability to play against other humans via the web. This category is broadly the same
as E) except at the higher ratings you start to justify the expense of better and faster
web connections...further, some multiplay specific issues are addressed:
| Score |
How does it play against other Humans? |
Example |
| 1 |
Limited/clumsy multiplay functionality. Unreliable. |
|
| 3 |
|
|
| 5 |
Hotseat, TCP/IP, IPX, PbEM all available. Limited support for a
single online service. |
|
| 7 |
As per 5, but in-game CD also supports spawning for multiplayers.
Support for one or more online services/software to find new opponents (MPlayer,
etc; Gamespy, etc.) |
|
| 9 |
Game auto detects opponents via web, self configuring. No CD
protection allows you to have monster LAN parties (legally) off a single CD. |
|
| 10 |
Game will call up your friends, start their computer, and then call their
spouse with an excuse why they'll have to spend the next several hours on the computer. |
|
G) Learning curve Clearly, games
these days demand a lot from the gamer. The gems are those that anticipate the
educational experience with in-game tutorials and a graduated learning scale that allows
players to walk before they (literally) have to run. It seems an inevitable
consequence of increased game complexity, but this complexity doesn't have to be painful
to the player assimilating it. (Note, this scale is reversed to make sense with the
rating average: low score is HARD to learn, high score is EASY to learn.) Frequently
this rating overlaps other categories such as interface or gameplay, but considering that
consumers want to be ENJOYING the game as quickly as possible, we feel this category
deserves its own score.
| Score |
How is it to learn? |
Example |
| 1 |
After a PhD course in the game, 12 credit hours of textbook study, and
going through a tutorial with a certified instructor, you can play on beginner level for 1
minute before dying. |
|
| 3 |
You need to study the manual and play for a number of hours before you
have a game worth saving and trying to complete. |
|
| 5 |
Playing the tutorial or reading the manual is probably necessary to play
well, but it is possible to simply jump in and start playing, learning as you go. |
|
| 7 |
Pretty easy to pick up. Manual is not really necessary except for
some specific situations. |
|
| 9 |
The game can be played without documentation at all. |
|
| 10 |
Pong. |
|
Other
Manual/documentation quality Ahh,
I think just about everyone measures the value of their purchase by the weight of the
package. It's human nature. However, 50 pages of manual explaining how to
close a window don't help anyone. Manuals are also commonly the place where marginal
publishers try to save a buck or two - black and white photocopied manuals are fine as
long as they present the information clearly and usefully. But online-only docs are
a troubling phenomenon that nobody likes - who want to print 200 pages out? You
can't read it in the bathroom, and in many games you can't alt-tab out anyway. The
worst of all worlds. Note this score is issued in conjunction
with that for
"learning curve" - if you don't NEED a manual to play a game, it shouldn't be
penalized for not including one.
| Score |
How are the doc's? |
Example |
| 1 |
No manual at all. |
|
| 3 |
Online docs only. It's better than nothing...barely.
"Strategy guide" offered (usually for another $20) which has all the
really useful info. |
|
| 5 |
Manual shows basics, tutorial gets you into the game. Quick
reference card(s) help find useful info quickly. |
|
| 7 |
Good readable manual, good background info helps set the player in
context. Useful tips/strategy included. Programmer's notes explain what they
were trying to achieve. |
|
| 9 |
Great manual, full color refence cards, context-sensitive help available
at all stages of the game. Background/history could be quality work of
nonfiction/fiction. |
|
| 10 |
Program auto-loads knowledge into your brain. |
|
Comments/Other: anything else that matters
to the reviewer's opinion of the game, given as a modifier to the final score not to be
more than +/-1.0 typically. I.e. Worms: Armageddon
apparently delivered with the manual
FOLDED in the box: -.2, 101st Airborne had a crappy paper sleeve instead of a jewel case:
-.1, SMAC had a cool poster: +.1, Dragoon simulating a previously unexploited genre: +.5;
etc. Reviewer bias should be stated clearly here. Stability/Install comments
here as well.
Overall Rating with all the above in
account, an overall impression of the game
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