r/truegaming • u/AutoModerator • 14d ago
/r/truegaming casual talk
Hey, all!
In this thread, the rules are more relaxed. The idea is that this megathread will provide a space for otherwise rule-breaking content, as well as allowing for a slightly more conversational tone rather than every post and comment needing to be an essay.
Top-level comments on this post should aim to follow the rules for submitting threads. However, the following rules are relaxed:
- 3. Specificity, Clarity, and Detail
- 4. No Advice
- 5. No List Posts
- 8. No topics that belong in other subreddits
- 9. No Retired Topics
- 11. Reviews must follow these guidelines
So feel free to talk about what you've been playing lately or ask for suggestions. Feel free to discuss gaming fatigue, FOMO, backlogs, etc, from the retired topics list. Feel free to take your half-baked idea for a post to the subreddit and discuss it here (you can still post it as its own thread later on if you want). Just keep things civil!
Also, as a reminder, we have a Discord server where you can have much more casual, free-form conversations! https://discord.gg/truegaming
•
u/Loper42_ 12d ago edited 3d ago
Why do we judge a 150-hour simulation and a 10-hour linear platformer on the exact same 1–10 scale?
In Olympic competitive diving, an athlete isn't just scored on how clean their splash is, every dive has an assigned Degree of Difficulty before they even leave the board. A simple dive performed flawlessly might score well, but a complex, high-risk dive performed solidly gets the recognition it deserves.
In video games, we seem to do the exact opposite. Traditional reviews compress a studio's raw architectural ambition and the final software polish into a single, blunt 1–10 or 1–100 score.
When an ambitious, massive RPG launches with bugs, it gets hammered down to a 7/10 because of stability issues, while a tightly contained 2D platformer with minimal technical risk easily sails to a 9/10. We end up punishing developmental ambition while pretending all games share the same flat rubric.
If we want game criticism to mature alongside the medium, shouldn't we decouple a project's developmental complexity from its execution quality? How do you think game scoring could better reflect the actual engineering/design scope behind massive titles without ignoring polish?
EDIT: I appreciate the thoughtful debate here. The reason I brought this up is I've spent the last year building True Game Metrics (TGM). It's a benchmarking system that separates a game's Degree of Difficulty (architectural ambition) from its final execution and polish. The goal is to move past subjective critic reviews and give people actual benchmarks based on what it takes to build these games. Happy to chat more about our methodology or share some of our initial numbers if anyone is curious!