How I Rate Games

Evaluation Metrics & Scoring Guide

When I review games on The Game Scorecard, I don't use vague 5-star ratings that tell you almost nothing about what playing the game actually feels like. Instead, every game is scored across 4 Master Categories: Difficulty, Freedom, Repetitive, and Storyline. Each master category is calculated directly from its nested submetrics on a 1 to 10 scale using the Bottleneck Principle.

Formula How Master Scores Are Calculated

The Bottleneck Principle (Base-2 Exponential Mean)

I never guess overall scores. All 4 master categories calculate their score directly from their nested submetrics using a base-2 exponential mean:

The Bottleneck Formula
Master Score = round( log2( ∑ 2Submetric / N ) )

Why Not Just Use a Normal Average?

Normally, you might add the submetrics up and divide by the count. But games don't feel like a standard average when you play them.

Here's the problem with a simple average: Imagine playing a game where dying wipes your entire save file permanently (Mistake Impact = 10). But it's turn-based (Pace = 2), has simple color-matching rules (Complexity = 2), and requires zero reflexes (Skill = 2).

A standard average would say:
(10 + 2 + 2 + 2) / 4 = 4.0 ("Easy / Casual")

Nobody playing that game would ever call it "Easy." You're constantly sweating because one mistake deletes hours of progress. Whatever is most punishing, restrictive, or demanding is what actually shapes your experience. That's the bottleneck.

How my formula fixes this: By using powers of 2 (2score), the most demanding parts of a game carry the most weight in the final master score:
(210 + 22 + 22 + 22) / 4 = (1024 + 4 + 4 + 4) / 4 = 259
Taking the log2 brings it back to the 1-10 scale:
log2(259) ≈ 8.01 → Rounded: 8 / 10 ("Hard")

Now the score tells you the honest truth: this game is going to test you.

Difficulty Difficulty (The 4 Submetrics)

Mistake Impact, Pace, Complexity, Skill

Difficulty measures how hard the game pushes you mechanically and mentally. Here is how I grade the 4 areas that calculate the overall Difficulty rating:

Mistake Impact Mistake Impact (How Punishing Failure Is)

Mistake Impact: Real-time progress, resources, or session loss caused by a single blunder or defeat.

Pace Pace (Speed & Attention Demand)

Pace: Cognitive update rate, input urgency, and whether the game allows pausing or idling.

Complexity Complexity (How Much You Have to Think)

Complexity: Depth of interconnected systems, variable tracking, mental forecasting, and build theory.

Skill Skill (Execution & Reflexes)

Skill: Mechanical dexterity, manual precision, finger gymnastics, and timing tolerances.

Freedom Freedom (The 5 Submetrics)

Choice, Exploration, Control & Expression

Freedom measures how much real autonomy and control you have over your adventure. Are you stuck on rails with a single solution, or can you make genuine decisions, build custom playstyles, and shape the game world? Here is how each of the 5 submetrics is scored:

Narrative Choice Narrative Choice (Dynamic Storytelling)

Narrative Choice: The player's authority to steer the plot, alter world outcomes, and dictate character relationships.

Mechanical Choice Mechanical Choice (Problem-Solving & Playstyle Freedom)

Mechanical Choice: How many viable, radically distinct mechanical paths exist to solve problems and express strategy.

Spatial & Exploration Spatial & Exploration (World Layout & Navigation)

Spatial & Exploration: How much physical or navigational agency the environment affords.

Pacing & Structural Pacing & Structural (Goal Autonomy)

Pacing & Structural: How much authority the player has over the order, timing, and nature of their objectives.

Expressive / Cosmetic Expressive / Cosmetic (Visual Customization)

Expressive / Cosmetic: Visual and aesthetic authority over your avatars, gear, vehicles, bases, or worlds.

Repetitive Repetitive (The 4 Submetrics)

Repetition, Timers, Progression Walls & RNG

Repetitive measures how much of your real-world time the game demands for repetitive farming, waiting on energy bars, overcoming artificial level gates, or rolling dice. Here is the breakdown:

Repetitive Action Repetitive Action (Farming Loop)

Repetitive Action: How frequently you must repeat nearly identical loops to advance.

Time Gating Time Gating & Energy (Artificial Session Pacing)

Time Gating & Energy: Hard blocks stopping play sessions or progression based on real-world clocks.

Progression Walls Progression Walls (Stat & Gear Gates)

Progression Walls: How severely progression halts due to artificial stat checks rather than player skill.

RNG & Drop Rates RNG & Drop Rates (Randomness Dependency)

RNG & Drop Rates: How much player progression relies on dice rolls, loot drops, and chance mechanics.

Storyline Storyline (The 3 Submetrics)

Cutscenes, Lore & Dependency

Storyline measures how heavily the game leans on narrative versus hands-on gameplay. Can you skip the dialogue and jump straight into the action, or is the entire title designed around reading and character drama?

Cutscene Density Cutscene Density (Cinematic Delivery)

Cutscene Density: How frequently and extensively direct player control is taken away to present story.

Lore Depth Lore Depth (Worldbuilding Scale)

Lore Depth: The volume, history, and structural background of the game's fictional universe.

Narrative Dependency Narrative Dependency (Required Reading for Progress)

Narrative Dependency: How necessary it is to digest story, lore, and character dialogue in order to know what to do mechanically.

Monetization, Ads & Device Details

Fair Play & Practical Specs
Monetization

Monetization Quality

I grade monetization from 10 (fair, premium or non-intrusive) down to 1 (predatory). A score of 10 means you buy the game once and own it outright—no paywalls, no energy systems. A low score means aggressive microtransactions, pay-to-win mechanics, or timers that block you from playing.

Ad Friction

Ad Friction

Nobody likes having ads shoved into their face while trying to enjoy a game. 10/10 means completely ad-free. If a game forces unskippable pop-up video ads between regular levels or in the middle of gameplay, it gets penalized heavily.

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