| I. Intelligence
a) Story. The basic story of a game, plot
development, plot twists, sub-plots and so on.
0: absolutely pointless
1-3: bare-bones
4-6: clichéd, or original but inadequate
7-9: clichéd but effective, or original and adequate
10: excellent
b) Writing. Prose, sentence flow, grammar,
spelling, and so on.
0: absolutely terrible
1-3: full of typos, grossly overblown, or poorly executed
4-6: mediocre, several typos or errors, or over-ambitious
7-9: competent, good but with a few faults, or good but not as
engaging as it should be
10: excellent
c) Puzzles. Quality (which includes whether
they can even be done), cleverness, and level of integation
into the game.
0: obscure and irritating
1-3: detract from gameplay, artificially stuck on, or require
author mind-reading
4-6: passable, may require unreasonable omniscience
7-9: clever, logical
10: excellent, integrated into the story, multiple solutions
d) Coding. Lack of bugs, crashes, flaws,
ambiguities.
0: absolutely wretched or numerous fatal crashes
1-3: possibly crashes, difficult to play without serious
errors
4-6: passable, but a few bugs/several minor errors
7-9: good, with a few small bugs
10: excellent, no crashes, no serious minor flaws
e) Parser. Responsiveness, synonyms, nouns,
implementation.
0: basic verbs not implemented
1-3: lack of synonyms, numerous nouns missing
4-6: passable, a few problems and annoyances
7-9: good, many nouns implemented (typical Inform level)
10: excellent, tons of implemented nouns, extra goodies |
II. Goodwill
a) Humor. Generally, we like games better if
they make us laugh.
0: none
1-3: flashes, or too heavy-handed
4-6: in-jokes alone, or failed attempts at humor
7-9: funny responses, occasional game humor
10: excellent, integrated into game, or just plain hilarious
b) Participation. A measure of how much the
player "gets into" the mind of the PC, the
"feeling" or "involvement."
0: none
1-3: occasional, inadequate
4-6: barely adequate or over-ambitious (a lot of treasure
hunts fit here)
7-9: competent
10: outstanding
c) Lack of Annoyance. Purely subjective.
Reviewers may add points at will. In today's IF world,
the *lack* of annoyance is such a precious commodity that we
actually award points for it. Go figure.
d) Philosophy/Game Idea. This allows scorers to
penalize games they "just don't like" or award games
for appealing to the right audience, or to give high marks to
types of games they especially like.
0: pointless or loathsome
1-3: inadequate, trite, or repulsive
4-6: average, or vague
7-9: original, good, understandable, not perfect
10: outstanding or extremely appealing
e) Wildcard points. Another purely subjective
category, the Wildcard can be between 0 and 10 points based on
the feel, likeability, and playability of the game. This
can also be used as a bonus when the author includes, say, a
squid, or a bartender named Gus.
Add the scores from the ten categories to get the total
score, a number between 0 and 100. You can divide by 10
if you want a score on a 10-point scale. |