I like scores. Sorta. Sometimes I don't too.
Like the text to which they're attached, scores mean a lot of different things and all behave differently depending on the context they're put in. Objectively, the number four isn't a lot - the average hand has more fingers - but when talking about the number of cars one owns, the number "four" takes a different context. Four ceases to be a little, and instead becomes a lot. Or, if we're referring to the number of dollars in one's bank account, four isn't much. I've always seen scores that way. They can mean big things, or little things, depending on who and how you ask.
Which is why I find that scores aren't really as bad as the people who misuse them. Those who load up Metacritic or OpenCritic and say "Game averages at 74, so it sucks. Case closed." are the people misusing numbers. They're the sort who read a headline and then hit the comments section. They're the ones who will take half of a concern and turn it into a whole problem. Such an approach is silly to me when recontextualized. Imagine a sign in front of a charity that reads "Want free quarters? Check inside!" Inside are people giving away envelopes with a quarter of a million dollars each. Someone pokes their head in, "How many quarters?" The tellers respond, "Four each." Four quarters of a million. Free quarters. The someone goes, "Pft, that's hardly worth it. Nah." and wanders off.
I mean, granted, this example is extreme, but it's letting someone who makes quick and dirty assumptions about something be the deciding factor on if that something has value. It's such a strange outlook, because scores can say a lot of somethings about an experience, but only if accompanied by context. I'd agree if game reviews were to omit text and exclusively become one-paragraph notes attached to numbered scores, but they aren't. There are still long, wonderful examples of the written criticism attached to these things people terribly misuse. We just only pay attention to the misuse.
I personally use scores when I'm going over a game. If I'm looking into something, I'll start off by popping on OpenCritic, and clicking the highest and lowest scores' reviews, and one somewhere in the middle. I'll read each, make some sense of why the score landed where it did, and between the three pieces, I'll usually gain an understanding of not just what the game was doing, but how well it got there, and if it was worth doing. Having those numbers to give me a quick idea of who to look at if I'm trying to get an abbreviated picture helps me identify more dynamic takes on a game's value, and although the numbers don't mean anything by themselves, they do help me find wider opinions in fewer reviews.
However, I definitely agree that scores are really counter-intuitive sometimes. The Dragon, Cancer is one of the most fascinating games I played this year, it's a wonderful experience that genuinely deserves consideration, contemplation, and I truly believe that everyone should play it. I also scored it a 3 out of 5 [http://www.escapistmagazine.com/articles/view/video-games/editorials/reviews/15259-That-Dragon-Cancer-Review], the lowest score on OpenCritic [http://opencritic.com/game/2126/that-dragon-cancer?tab=1]. And I stand behind that score. As a game, That Dragon, Cancer is jumbled, artful without significant mastery, and sometimes a little bit too inaccessible to really translate as a game everyone should play. But I will fully tell everyone I meet that it's a game everyone should play. It's an amazing experience, and has changed the connotation of "pancakes" forever, but it's certainly not a great game. Well, almost certainly. It's also a great game.
It's a hard thing to pin down.
As they're really understood, scores and aggregate sites aren't communicating the way they're meant to. Review standards mean that a huge divide of things can determine why a score falls the way it does. Taken as a huge picture, scores might tell us a bit more about critics anthropologically. Particularly when we look at the average scores of games like Grand Theft Auto III (97 [http://www.metacritic.com/game/playstation-2/grand-theft-auto-iii]) and Grand Theft Auto - San Andreas (93 [http://www.metacritic.com/game/playstation-2/grand-theft-auto-san-andreas]), and seeing how changes over time can adjust expectations from a game. But at a fixed point in time, just trying to assign one game an average value based on numbered scores form a variety of guidelines, is pretty silly. Scores fail that metric.
I still believe scores do something. They summarize in the same way words grunts and sounds like "Eh" and "Bleh" and "mmhm" do, and whose values are about as oblique without sticking around to see how these vocalizations are rationalized. For me, a score of 4 and 10 are both profoundly useful, but only when accompanied by the texts to which they're attached. Without text, the numbers are meaningless, but with text, the numbers can be meaningful, and that alone gives scores value.