Scoring Methodology (100-point scale)

  1. How Dynamic Weighting Works
    1. Example 1: Action Roguelite (Emphasis on combat, progression, gameplay loop)
    2. Example 2: Open world RPG (Emphasis on Narrative, Exploration, and Quality of Life features)
    3. Case Study Example: Blazblue Entropy Effect X (Action Roguelite)
  2. Highlights
  3. Lowlights
  4. What the Numbers Mean
  5. Let’s Connect: Editorial & Industry Inquiries
    1. I am currently available for:
    2. Get in Touch:

Scoring games is a fundamentally difficult process because there are a variety of ways in which games can succeed or fail. It is impossible to directly compare a story-driven RPG like Clair Obscur: Expedition 33 with an action roguelite like Hades 2 using the same scale because these games are great for different reasons. For example, Hades 2 deserves points for excellent meta-progression and an addictive roguelite loop; Expedition 33 doesn’t have these things but boasts phenomenal exploration and RPG mechanics that evolve over the course of the game.

In an attempt to compare these games as accurately as possible, the 100-point scale uses Dynamic Weighting to create a review score. Before writing a review, I look at the genre and game and define the important categories for evaluation. Each category gets a different maximum point value based on their importance to the overall player experience.

How Dynamic Weighting Works

Each review is built on a custom rubric. This is what that looks like in practice across different genres. Different games in the same genre might receive different weight based on the player experience or gameplay mechanics.

Roguelite games are generally a bit lighter on story or forego it entirely, so the score reflects that. Risk of Rain 2 would not factor story into the equation; conversely, a game like Ravenswatch would only have a possible 5 points. Roguelites that have a noticeable emphasis on story (Hades 2, Blazblue Entropy Effect X, etc.) are given 10 possible points and lose 5 points from a different category.

RPGS where combat is not the main focus like Baldur’s Gate 3 would use this scale. Games with no combat to speak of (i.e. Disco Elysium) would have zero possible points while a game like Expedition 33 where combat is still very important have 10 points available.

For an example of how this looks in practice this is the scale I used for Blazblue Entropy Effect X:

In total, Entropy Effect X scored 89/100. A phenomenal score which reflects my feeling that this is one of the best games in the action roguelite genre.

What the Numbers Mean

This scale aims for a true 50 rating in hopes of combatting some of the rating inflation that has grown in the gaming industry in recent years. A game that scores a 50 is mediocre but not unplayable. Here is a brief explanation of how each range shakes out.

  • 80-89 (Exceptional): Games that represent their genres extremely well and are a must-play for anybody interested in said genres. Might have some small blemishes but the total package has a strong sense of identity and is enjoyable the majority of the time.
  • 70-79 (Great): Games that will please fans of the genre and are fun experiences throughout. Might not be as novel or able to differentiate themselves from contemporaries, but still good games. Strong in some respects and weak in others.
  • 60-69 (Solid): These are solid games with noticeable flaws. They are fun but hampered by small issues which make them hard to return to or really enjoy throughout the full process. Probably cannot escape genre conventions and won’t appeal to players outside.
  • 50-59 (Mediocre): These are games that are not terrible but suffer from technical difficulties, dull gameplay, or some other large issue that holds them back. To score here the game cannot be miserable to play and must have some fun components but it fails in other respects.
  • 1-49 (Bad): These are games with flaws that outweigh positives and struggle to deliver a fun, engaging experience. Games rarely score this low because most studios nowadays do a good job! Also, I will typically quit a game this bad before finishing it and I don’t like to review games that I do not finish.

*Notes: This scale is a living document. As the industry evolves and continues to produce great (or terrible) games, the framework is subject to change.


Let’s Connect: Editorial & Industry Inquiries

The 100-point scale attempts to standardize some of the difficulties of comparing games across genres. Players deserve a critic who will take into account the technical mechanics of a game while also considering the broader industry trends that shape its development.

With a professional background in education and years of international experience analyzing cross-border gaming trends, I specialize in scaffolding complex game systems for a diverse audience. I deliver high-quality, technically sound analysis with a teacher’s eye for detail and a journalist’s commitment to clarity.

If you are looking for a reliable, knowledgeable writer who values work ethic and analytical precision when evaluating games, I’d love to hear from you.

I am currently available for:
  • Freelance Reviews & Features: Specialized in Roguelites, RPGs, and action titles.
  • Deep-Dive Analysis: Examining game loops, progression systems, and creating guides.
  • Editorial Partnerships: Assisting with coverage for upcoming releases and industry events.
Get in Touch:

Please reach out to me via email at gullojoe4@gmail.com or fill out the contact form below.

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