Context, Challenge and Gratification
Yahtzee breaks down the three essential qualities of every game.
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Yahtzee breaks down the three essential qualities of every game.
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Lol'ed irlOf course what I would definitely not do then is combine the three scores into some kind of "overall" value, because that's totally fucking meaningless. That'd be like having a meal where the main course was tasty but the dessert was disgusting, so you give it a final review of TASTGUSTING.
Except he never said that. He gave Halo: Reach as an example of a game that balances all of them, and he wasn't a particularly big fan of that game.Lordofthesuplex said:I could say the same thing about you as well Yahtzee. I have nothing against your theory of Context, Challenge and Gratification when judging a game but here's the thing, you expect EVERYTHING to do this and it's really makes you look pretentious to have such high standards. Especially when it comes to a certain company. Not everyone goes that same mile.You know, I have a long-standing grudge against the concept of awarding review scores to games, because I think it represents everything that's wrong about videogame reporting by treating every given game like some kind of kitchen appliance whose chopping blades have been slightly rearranged since the last generation and are now therefore precisely 1 point more efficient at dicing sweet potatoes.
Look, all I'm saying is, just because a game can balance Context, Challenge and Gratification doesn't mean all of them should. If they can pull that off, great. I applaud them for being able to do so. But how many times have we played games where developers intentionally try to aim for such a thing and fail miserably at it? I know I've played quite a few.
I just wanted to call this out as something I think was brilliant and something that should be in more, better games because...mjc0961 said:At least you get some good confrontations with Killbane, but of course you have to let Shaundi get blown up to finish him off.
You could average them out another way: Make an actual triangle chart. Perhaps three axes leading from a center point, each with a 1-10 numeric value represented by a dot on the line (the further away from the center, the better), and the dots would be connected into a triangle. The game's overall score would be expressed not as a numeric value, but in the size and shape of the triangle.Yahtzee Croshaw said:But if I did finally knuckle under to those bean counters at Metacritic, this is exactly how I'd give scores to games. Three separate marks out of ten for Context, Challenge and Gratification. None of this buggering about with graphics or sound or anything else as consequential as the color of the wallpaper in an operating theatre. Of course what I would definitely not do then is combine the three scores into some kind of "overall" value, because that's totally fucking meaningless. That'd be like having a meal where the main course was tasty but the dessert was disgusting, so you give it a final review of TASTGUSTING.
Hit the nail on the head.Random berk said:This is an interesting idea- its quite similar to the petrochemographic diagrams we've been looking at in Metamorphic petrology. Problem is, if a game with the perfect blend of context, gameplay and gratification sits in the centre of the chart, how do you differentiate between a game that is scores a fantastic level in all three areas, or a terrible one?