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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

  1. Graphics
  2. Audio
  3. Interface

PLAY ISSUES

  1. Solo play - gameplay quality
  2. Length of play/replay value
  3. Multi play - quality
  4. 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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