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Number ratings explained
10: A 'must play' game.9 - 9.5: An amazing, defining experience. A must play, unless you dislike the genre or material.
8 - 8.5: A great, fun game. Memorable moments and just short of amazing.
6.5 to 7.5: A solid experience. There is room to improve, but mostly a good time to play.
5.5 - 6: Potenially fun if you like the genre. Didn't use the potential it had, but at least it is playable.
How Ratings Work
- Reviews are written in three sections:
- Story
- Presentation
- Gameplay
- Games are allowed to go light on only one of three sections.
- The overall experience at the end of the review decides the review rating.
- If the game is not fun to play, it will fail the entire review immediately.
Examples
• Great story, good presentation, no gameplay → Game review
• Great presentation, fun gameplay, no story → Game review
• No story, good presentation, no gameplay → No review
A rating for an experience
What is a rating score truly?
It's a metaphor for my experience with a game.
"What did I feel at the end? Did I experience fun while playing the game?"
It's a metaphor for my experience with a game.
"What did I feel at the end? Did I experience fun while playing the game?"
Many developers spend countless hours of loving labor creating their game. In getting a review, there is always a chance of receiving a lower rating. To then see your game rate lower than you yourself imagined is painful, especially after all the hard work and sacrifices you made. However, that rating does not mean your work is worthless. A lower rating simply means my experience with the game was of a lesser quality, compared to other alike experiences I had. It means I am less likely to recommend your game to my readers or people who ask me for advice. That is not the end of the world, but rather a simplified metaphor for my consumer experience.
In all honesty, I am not a fan of giving out numbers to grade a game exprience. It feels simplistic and leaves little room for nuance. That is why I always ask people to read the reviews in full, and spend time writing reviews thoroughly. What is a 6 for me could be a 9 for someone else, and vice versa. I try to incorporate a broader sense of other people's joy into my rating for a game, to compensate for this deviation. But in the end, it is still only my rating and opinion.
Longer is not always better
The most asked question is:
"How can you rate longer games lower than short, shallow experiences?"
"How can you rate longer games lower than short, shallow experiences?"
The answer is: managing expectations. Longer content does not equal better content. A good game tells the player what it is and what to expect. A great game does the most with the minimum it needs. You don't need 30+ hours of gameplay to tell a good story and you don't need two seasons of episodes to build a world. In fact, many developers get side-tracked and add needless elements to their game, encouraging scope creep. This is happening all over gaming, even in big budget titles.
So about sex games: If a game promises you animations to masturbate to without any story, if it's priced that way and the content is enjoyable - then it is a successful game and a good experience. If a game promises an engaging story with steamy scenes and half of the game is filler getting to what you want as a player - then that game has failed and is not a good experience. It's about creating a product that tells the story you want to tell properly.
That means that if a game is ten hours long, but five out of the ten hours are filler content: those five hours will harm the experience of the game. And the rating should reflect that.
Closing thoughts
Please remember, gaming is a personal experience and we are all trying to find the games we love playing. If my reviews helped you find a great game or maybe make a good game even better, AMRAVN has been worth all the effort. Thank you to everyone who contributed for making AMRAVN a success and your interest in how I construct my ratings. In the end, only you can decide if a game is truly worth your time.
- AMRFTY




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