The reason we find pokemon and mario's music nostalgic is because we played it so much and thus remember the music, not the other way around.
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Music is
supposed to have an emotional influence that amplifies a work of art. You are taking it for granted.
Alright, I'm going to make a rubric right now. First some things I am getting rid of;
Legacy or Originality - So now it is two very different things that are hard to judge and have different artistic merit. Yeah, fuck both of these. Why get so hung up on them anyway? We used them to get games here, their use is over.
Replayability - This is a common review factor because reviewers are trying to sell games. We want (or should want) to judge the artistic merit of each game.
Challenge - The sheer value of which is subjective. Rather when you refer to
Content Design below, you may factor a variety of difficulty levels and challenges for different players.
Efficiency - This may seem less jock than Graphics Technology but it still ranges from fairly irrelevant to artistic merit to something that can be factored into
Interface Design, but games that made it to this level should not be so bug ridden that they don't work anyway.
You keep talking about comparing games to others in their time period, but we are trying to gauge the best games of all time and not the relative best games of all time. Might as well put Pong up as #1 right now with what little competition it had. Ideally art evolves and improves (not always, but that is what we are judging), and great games stand on the shoulders of those before them. It should be a general goal of a game designer to improve upon what has come before, and that's why relativism and legacy are so fucking stupid.
Also it should be a general rule that if you don't approve of a whole
genre then you should just get fucked or not participate with those games. Valuable criticism comes from wide palates not closed minds.
The vonFiedler Rubric
Each category except for the last is judged on a scale of 1-5.
- Less numbers makes each more divisive.
- The difference between a 7 and an 8 may vary per person, this is less likely with a smaller scale.
- Given that we are rating candidates for best game of all time and not comparing good games to garbage ones, the scale comes somewhat pre-curved.
- Weakness
- Detracting
- Appealing
- Strength
- Mastery
One might note that there is no Average on this scale. A category should help or hinder a game's score. If it shouldn't factor, you should argue for a N/A. No game should have too many N/A categories, use with caution as it could tip the scale in a lackluster game's favor.
(World Design) N/A Categories
Storyline
This category is the plot, characters, and writing of a game. How it is judged may be subjective. This is the most common N/A category, but if the story in any way helps or hinders the artistic merit of the game then a score should be given.
Graphics Aesthetic
This category judges the artistic merit of the game's graphic design and not strictly its technology. Poor utilization of technology can hinder a game's score here, but that is because great art can be made even without great graphics power (see the most beautiful game ever made, Okami). It is what an artist
does that determines the score here. This should not be as common an N/A category as has been thrown around, but may qualify sometimes.
Audio Aesthetic
This category judges the artistic merit of the game's music and sound design and not strictly its technology. Poor utilization of technology can hinder a game's score here, but that is because great art can be made even without great audio tech (see a ton of different games for the NES). It is what an artist
does that determines the score here. This should not be as common an N/A category as has been thrown around, but may qualify sometimes.
(Game Design) Not N/A Categories
System Design
This category judges the fundamental game design. It is the movement physics in Super Mario Brothers. It is the stats and turn based combat in Pokemon. It is the sneaking in Metal Gear Solid. It is the shooting in Call of Duty. How you judge each game in this category may vary widely by genre or even within genre.
Content Design
This category judges how the above is applied through elements such as level design, enemies, bosses, set pieces, puzzles, etc. You can also factor just how much of merit the game has to offer, from different modes to game length. There are many different ways a game could achieve a 5 here, from tight level design (should be valued above all else) to replay value and game length
wherein the game stays valuable and provides new content.
Interface Design
This seemingly technical category is artistically important because it connects the player to the game. Poor controls or bad interface break immersion. Great kinaesthetics are a boon for immersion. Poor controls are controls that do not allow you to naturally perform what the game asks of the you. They are not simply "different" controls or controls with learning curves (see King of Fighters or Resident Evil).
The scores for these 6 categories are averaged together for the game's tentative final score.
(Wagner Bonus)
When all the individual categories of a game work well together, a bonus may be argued for. This is a flat bonus of 1/2 to 1 to the tentative final score, signifying that a game is elevated above the sum of its parts. This can only be given to games with no N/A categories. Wagner himself never thought a work of art achieved this ideal goal, so these bonuses should be
rare.
Examples
Comparing Metroid Prime, a game with a better tentative final score, to Metroid Fusion, a game with a Wagner Bonus
Metroid Prime
Storyline (N/A)
Graphics (4)
Music (3)
System (5)
Content (4)
Interface (5)
Final Score (4.2)
Metroid Fusion
Storyline (4)
Graphics (4)
Music (4)
System (4)
Content (3)
Interface (5)
Tent. Final (3.8)
Wagner Bonus +1
Final Score (4.8)