Rubric

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Main Quest
Main Quest
Criteria Ratings Pts
Tension & Pacing
Does the game build rising arcs of tension? Excitement should steadily increase as you go towards game end. Is the game exciting from start or do you have to wait until later for the excitement to start? Is game unfolding at a steady constant rate?
threshold: pts
5.0 pts
Steady rise in tension.
3.0 pts
Stop-and-go traffic.
0.0 pts
Not a game, but an activity.
pts
5.0 pts
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Archaic Design Issues
Does the game suffer from dated issues: runaway leader, leader bashing, early player elimination, and king making. Modern games should avoid classic design problems.
threshold: pts
5.0 pts
Clear of old issues.
3.0 pts
Minor archaic issues.
0.0 pts
Major Archaic issues.
pts
5.0 pts
--
Player Agency
How much control does a players have? Players should feel that choices made led to victory or loss rather than from random events like a dice roll a blind card pick.
threshold: pts
5.0 pts
Randomness is tightly managed.
3.0 pts
Luck is prominent.
0.0 pts
Absolute chaos.
pts
5.0 pts
--
Balance
Are resources, choices, and other game elements balanced? A game does not have to be symmetrical but has to be balanced. A balanced game insures no one choice or strategy is best.
threshold: pts
5.0 pts
Balanced game.
3.0 pts
Slight imbalances.
0.0 pts
Imbalance leads to obvious choices.
pts
5.0 pts
--
Rules Clarity
Are rules clear? If a player misunderstand the rules, they may break the game system.
threshold: pts
5.0 pts
Clear
3.0 pts
Fuzzy-wuzzy
0.0 pts
Hieroglyphics
pts
5.0 pts
--
Feedback System
Does the game system give clues actions and consequences? A player should be able to identify the reasons for victory or loss. A good feedback system will consistently and quickly show consequences of player actions.
threshold: pts
5.0 pts
Clear and timlely feedback.
3.0 pts
Feedbacks are slow or obscure.
0.0 pts
Ulta slow or nonexistent feedback.
pts
5.0 pts
--
Total Points: 30.0 out of 30.0