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A growing problem lately is the arbitrary way in which we rate levels. Many levels seem to be getting overrated or underrated. This is actually quite a complex issue and there are several factors that play into it.

People have a strong tendency to give out their rates in an arbitrary fashion. A perfect example of this would be to look at your own ratings. As you look through them, you'll find that they aren't necessarily ranked from your most favorite levels to your least favorite ones, and you'll probably wonder why you rated certain levels lower than others when it should be the reverse. This seems to be an unavoidable issue, as it is impractical to compare every new rate you give out with all the ones you've made in the past. The problem would be more manageable, however, if we weren't such a small community.

In fact, this is one of the most obvious factors of the overall problem with our level rating system. The community is so small that everyone's rates have a large impact. Even the way we rate levels and videos is adapted to this issue: none of the rates are anonymous and you have to attach your rating to a post, in which people expect to include a valid explanation for that rate. In much larger sites, rating isn't given such a level of importance, and in some sites you're allowed to rate even if you don't have an account.

While working on the level database reform, I wondered if we should convert our rating system into something more conventional, where rates are anonymous and definitely not attached to posts but still require that you are logged into an account. I imagine that such a move would affect the level database in the following ways:
  • Increased amount of ratings per level
  • Decreased sense of importance given to each rate
  • Ratings would become even more arbitrary than they are now, thus hurting the credibility of level ratings in general
It could be said that one of the problems with our current system is that people take rates too seriously, so some of the faults of a more conventional system could turn out to be for the best. And yet, I'm not too convinced that this is what we should do.

Or rather, let's try thinking outside the box for a bit. The purpose behind the level rating system is so that people may find the best levels easily. So now let's ask ourselves: how can we better achieve that goal? There is a flaw with the current level-rating system in that the ratings are inherently inaccurate—no, not "inaccurate" but inconsistent. People rate levels on different standards, and therefore, they will want to play levels based on different standards as well. Instead of only offering one standard (overall quality), what we should do is provide multiple and more diverse ways to promote the best levels on the site. For example, offering a way to view levels that have won awards, or maybe ones that have been featured on the homepage.

And what if we set up more kinds of ratings? We already have quality and difficulty; perhaps we could add a Fun-Factor rating. Some might consider fun as being the most important factor taken into account when deciding on a level's quality rating, so wouldn't the addition of such a rating be redundant? Not really. The beauty behind a fun-factor rating is that it is indeed a second way to measure quality, but the list of "Most Fun" levels will [hopefully] be significantly different than the "Top-Rated" list. EDIT: Like I said in the discussion below: "fun rates may end up acting like a popularity meter, where fun levels that aren't necessarily well designed can still get acknowledgement." This thus creates another unique collection of the database's "best" levels, so that people will have a better chance of finding levels that match their taste.

Having three ratings could be bothersome, but lately I've been wondering about the usefulness of the difficulty rating. The idea behind it would be so that players could have an idea of how hard the level is before they tried it. However, it doesn't really promote the playing of more levels. Rather, it seems to just be a mechanism that stops people from playing levels that may be too hard or too easy. Furthermore, the "Hardest Levels" list may be useless in the sense that not many people would be thrilled to play evil levels. However, one redeeming aspect of it is that it presents the most intricate and crazily-designed levels of the database. But then again, so does the "Biggest Levels" list, which runs automatically without the need of user-input. So in the end, it seems like a good idea to get rid of the difficulty rating.

Finally, another major problem with our rating system is that everyone interprets the level rate numbers differently. Some consider a level rated as 7/10 as good or slightly average, while others interpret it as bad or mediocre. To fix this, the quality rating should be more like the difficulty rating, in which each range is given a name such as "Normal", "Challenging", and "Hard". Except that for the quality rating, it could be something like this:
  • 10 - Super-Awesome!
  • 9.0-9.9 - Amazing
  • 8.0-8.9 - Great
  • 7.0-7.9 - Good
  • 6.0-6.9 - Average
  • 5.0-5.9 - Mediocre
  • 4.0-4.9 - Bleh
  • 3.0-3.9 - Bad
  • 2.0-2.9 - Terrible
  • 1.0-1.9 - Fail
  • 0.0-0.9 - Spam
The names could use some work, but you get the idea. It would definitely improve the consistency of ratings.

The Conclusion

So here is the course of action that I think should be taken:
  1. Improve the quality rating to have named ranges, as stated in the list above.
  2. Remove the difficulty rating.
  3. Add a fun-factor rating.
  4. Add more options to help people find other kinds of "best levels", such as a list of Award-Winning Levels and Hompage-Featured Levels, and maybe think up of a few more similar ideas.

Edited Conclusion

After some discussion below, here's a constantly-updated list of the course of action, while leaving the old one in tact to protect the context of posts.
  1. Improve the quality rating to have named ranges, as stated in the list above.
  2. Remove the difficulty rating.
  3. Add a balanced-difficulty rating, where the higher the rate, the more balanced the difficulty.
  4. Add a fun-factor rating.
  5. Add more options to help people find other kinds of "best levels", such as a list of Award-Winning Levels and Hompage-Featured Levels, and maybe think up of a few more similar ideas.
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User Comments (119)
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krotomo
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Thursday, July 29 2010, 1:40 am EST
The Shepherd

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Lol, I edited that beginning part, because originally the post was different but then I changed it to that and forgot to change the first sentence.
GF4
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Thursday, July 29 2010, 1:42 am EST
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I still think cavemakers will be more satisfied with peoples rates if they found out how they came to the average. It sounds like it'd be simple to implement.


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krotomo
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Thursday, July 29 2010, 1:47 am EST
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Yes but there is an extremely major flaw in your reasoning. If there is a level with difficulty 10/10, then fun 4/10, and quality 5/10, that's 6/10 for a bad level. That's because difficulty is considered bad if too high therefore it should be separate.
GF4
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Thursday, July 29 2010, 1:52 am EST
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That's why the three seperate rates will show, along with the average. There are already ways to make it so people can't rate difficulty, so I'm sure if people wanted their level to be rated one way then they could simply call it "Fun Level" (Only Fun-factor rates), "Difficult Level" (Only Difficulty rates), and "Novelty Level" (Already implemented)


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Livio
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Thursday, July 29 2010, 1:54 am EST

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My problem with GF's idea with the averaging out is:
-It changes the difficulty rating into a quality-of-difficulty rating, where 5/5 is perfect, and 0/5 is ridiculous (either super easy or super hard)
-It might (??) force people to submit three ratings at once, whenever you want to rate a level. That takes more work and may lead to people being lazy and rating even less.
-It automatically averages things out for the player, who may have different tastes on how the fields should be weighed.

Here's my current vision for a good level rate system:
-one main overall rating which is out of 10
-two sub ratings that you may or may not fill out: fun and difficulty, both out of five.
-difficulty rates categorize levels on whether they are easy or hard, but the fun rates may end up acting like a popularity meter, where fun levels that aren't necessarily well designed can still get acknowledgement.

EDIT: man, posted on top of by GF with a 2-minute difference again.
krotomo
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Thursday, July 29 2010, 1:56 am EST
The Shepherd

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I agree with everything Livio said.
Livio
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Thursday, July 29 2010, 1:58 am EST

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In fact, we should present it around the site like that. The "Main Level Rating" and the two "Sub Ratings".
krotomo
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Thursday, July 29 2010, 1:59 am EST
The Shepherd

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But no averaged rate of them all combined, right?
Livio
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Thursday, July 29 2010, 2:00 am EST

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'krotomo' said:
But no averaged rate of them all combined, right?
yeah that's what I meant.
GF4
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Thursday, July 29 2010, 2:01 am EST
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'Livio' said:
My problem with GF's idea with the averaging out is:
-It changes the difficulty rating into a quality-of-difficulty rating, where 5/5 is perfect, and 0/5 is ridiculous (either super easy or super hard)
-It might (??) force people to submit three ratings at once, whenever you want to rate a level. That takes more work and may lead to people being lazy and rating even less.
-It automatically averages things out for the player, who may have different tastes on how the fields should be weighed.

Here's my current vision for a good level rate system:
-one main overall rating which is out of 10
-two sub ratings that you may or may not fill out: fun and difficulty, both out of five.
-difficulty rates categorize levels on whether they are easy or hard, but the fun rates may end up acting like a popularity meter, where fun levels that aren't necessarily well designed can still get acknowledgement.

EDIT: man, posted on top of by GF with a 2-minute difference again.


Responses to everything in order:
- It shouldn't change anything.. It's just the same difficulty rate as before..
- Enterting 3 numbers, damn.
- That shouldn't be a problem.. The rating system this way would be more fair as you'd have a reason for your average rate (which is what we have now except nobody has good reasons for what their rate has come too)


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krotomo
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Thursday, July 29 2010, 2:08 am EST
The Shepherd

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I'm confused with what goldfun is trying to say...

We can't have the overall combined rate because high difficulty and high quality are completely different things, and we have separate opinions on what is good difficulty or not. If something is 4.5/5 difficulty I think it is very hard and crazy, then I might not like the level. But shos might like the level and rate it better.
GF4
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Thursday, July 29 2010, 2:10 am EST
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'krotomo' said:
I'm confused with what goldfun is trying to say...

We can't have the overall combined rate because high difficulty and high quality are completely different things, and we have separate opinions on what is good difficulty or not.


Yeah but right now people are combining how hard/annoying a level is in their rate. People can't see how everything played out to get their overall rate (or the average rate I'm suggesting..)


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Livio
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Thursday, July 29 2010, 2:14 am EST

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Quote:
It shouldn't change anything.. It's just the same difficulty rate as befor
but wouldn't that mean that the higher the rating (and therefore, the harder the cave), the higher it's average quality rating? That's not necessarily true all the time, and hopefully wileywoo doesn't have to come out of the shadows to explain it...

Quote:
Enterting 3 numbers, damn.
yeah, it might seem a little absurd, but it's plausible. Make people go through more hoops to do something and they'll be less likely to do it.

And I guess it would lead to a more consistent level of ratings for all levels. But then again, you're increasing the amount of numbers involved, and if each one has a level of arbitrariness to it, it could amplify the total amount of arbitrariness in the total rating system. ... I wonder if that thought made sense....

Also there would be a conflict of interests. What if you played a level, loved it so much that you thought it deserved at least a 9, but after giving your honest opinions to the three rates, you ended up with an 8. The player may be inclined to bias the other ratings to make it reach 9. Not only that, but your averaging system would be streamlining the concept of what makes a quality level. What if the player disagrees with which factors are most important for the overall rating? There would certainly be a level of dissatisfaction with the system and the level database. And we don't want that.
krotomo
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Thursday, July 29 2010, 2:14 am EST
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goldfun, are you forgetting this rule?

hard=/=fun

seriously, someone could rate the level 10/10 difficulty, 5/5 quality, and that would equal 7.5/10 overall which is considered good, even though the player didn't like the level
Livio
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Thursday, July 29 2010, 2:18 am EST

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Seeing how someone came to their number certainly would be convenient. However, like I said, there are several times when the player simply doesn't put much serious thought into what number to choose. We could force people to put in more info with their rates, but that can become another obstacle in the process. And setting things up so that the site makes the overall rating for you just doesn't go well with a lot of people
GF4
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Thursday, July 29 2010, 2:18 am EST
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'Livio' said:
Quote:
It shouldn't change anything.. It's just the same difficulty rate as befor
but wouldn't that mean that the higher the rating (and therefore, the harder the cave), the higher it's average quality rating? That's not necessarily true all the time, and hopefully wileywoo doesn't have to come out of the shadows to explain it...

Quote:
Enterting 3 numbers, damn.
yeah, it might seem a little absurd, but it's plausible. Make people go through more hoops to do something and they'll be less likely to do it.

And I guess it would lead to a more consistent level of ratings for all levels. But then again, you're increasing the amount of numbers involved, and if each one has a level of arbitrariness to it, it could amplify the total amount of arbitrariness in the total rating system. ... I wonder if that thought made sense....

Also there would be a conflict of interests. What if you played a level, loved it so much that you thought it deserved at least a 9, but after giving your honest opinions to the three rates, you ended up with an 8. The player may be inclined to bias the other ratings to make it reach 9. Not only that, but your averaging system would be streamlining the concept of what makes a quality level. What if the player disagrees with which factors are most important for the overall rating? There would certainly be a level of dissatisfaction with the system and the level database. And we don't want that.


- Well people, as we are now, are already putting the difficulty into their rating.

- People would have to enter 3 numbers with your system too?

- If the averaged rate reached an 8, then that must be what it deserves. < FAIR. If people messed with the system which would obviously still be possible, then it'd just go back to what we have now.


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GF4
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Thursday, July 29 2010, 2:20 am EST
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'krotomo' said:
goldfun, are you forgetting this rule?

hard=/=fun

seriously, someone could rate the level 10/10 difficulty, 5/5 quality, and that would equal 7.5/10 overall which is considered good, even though the player didn't like the level


Where the hell did you get the 5/5 from? I'm saying a scale of 10 for all three rates..


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Livio
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Thursday, July 29 2010, 2:20 am EST

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But you've given me another idea: What if we added some kind of feature called "Reviews" where players can post in-depth reviews for a level. I have no idea what the feature would actually do, but the idea is that if we gave anything the name of "Review" then people would be more inclined to put more effort into it. Especially if it was a feature separate from a regular "rating", so that it feels more significant.
GF4
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Thursday, July 29 2010, 2:21 am EST
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'Livio' said:
But you've given me another idea: What if we added some kind of feature called "Reviews" where players can post in-depth reviews for a level. I have no idea what the feature would actually do, but the idea is that if we gave anything the name of "Review" then people would be more inclined to put more effort into it. Especially if it was a feature separate from a regular "rating", so that it feels more significant.


That just takes it back to the lazy factor. No ones gonna do that.


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krotomo
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Thursday, July 29 2010, 2:22 am EST
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goldfun, you're missing something.

9/10 quality.
9/10 fun.
5/10 difficulty.

That's an 8.

that's not what it deserves.
krotomo
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Thursday, July 29 2010, 2:22 am EST
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'GF4' said:
'krotomo' said:
goldfun, are you forgetting this rule?

hard=/=fun

seriously, someone could rate the level 10/10 difficulty, 5/5 quality, and that would equal 7.5/10 overall which is considered good, even though the player didn't like the level


Where the hell did you get the 5/5 from? I'm saying a scale of 10 for all three rates..
oops, mistake. I meant 5/10 quality.
GF4
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Thursday, July 29 2010, 2:25 am EST
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'krotomo' said:
goldfun, you're missing something.

9/10 quality.
9/10 fun.
5/10 difficulty.

That's an 8.

that's not what it deserves.


Well, evidently it is. I don't think the difficulty on an "amazing" quality and fun level would be that low, anyways..


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krotomo
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Thursday, July 29 2010, 2:26 am EST
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'Livio' said:
But you've given me another idea: What if we added some kind of feature called "Reviews" where players can post in-depth reviews for a level. I have no idea what the feature would actually do, but the idea is that if we gave anything the name of "Review" then people would be more inclined to put more effort into it. Especially if it was a feature separate from a regular "rating", so that it feels more significant.
Lol, if you really want in-depth reviews then remind them that they can gain karma if their rating is very in-depth and reasonable.
GF4
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Thursday, July 29 2010, 2:26 am EST
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'krotomo' said:
'GF4' said:
'krotomo' said:
goldfun, are you forgetting this rule?

hard=/=fun

seriously, someone could rate the level 10/10 difficulty, 5/5 quality, and that would equal 7.5/10 overall which is considered good, even though the player didn't like the level


Where the hell did you get the 5/5 from? I'm saying a scale of 10 for all three rates..
oops, mistake. I meant 5/10 quality.


Oh, nevermind -- I looked at it thinking it was 10/10 since it was 100% (5/5) before.


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Livio
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Thursday, July 29 2010, 2:32 am EST

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Quote:
- Well people, as we are now, are already putting the difficulty into their rating.
You mean people are rating harder levels higher? If they are, it's either because they are amazed at the supposed amazingness of large epic levels, and not because it's super hard. If you were to ask them if they rated it high b/c it was hard, they would probably say no.

Quote:
- People would have to enter 3 numbers with your system too?
yeah but they are independent of each other and you can choose which ones you want to fill out. The main rating is what most people care about, and then there are the sub/side ratings for those who are interested.

And I think that setting up a system that streamlines the way we measure quality is a mistake. People should be free to decide that for themselves. Even if it is flawed according to other perspectives, giving the user that freedom is ultimately more important than the accuracy of the rates.

and laziness is only a problem when a task is mandatory. The idea behind making something called "reviews" is so that when people see it, they might be interested or inspired enough to try it--but they don't have to. Once inside the feature, they may feel obligated to write a decent description of how they rated the level. I dunno, it's not very practical, but I'm mainly just messing with people's psychology here.

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