Rated25

About the Rating System

All ratings out of 25 points:

Rating Description

25

This is a masterpiece. It achieves everything it attempts to do and more.

24

This is outstanding. Only one aspect keeps it from being among the very best.

23

This is exceptional. Anyone can experience it and feel satisfied.

22

This is excellent. Most things with this rating or higher can be highlights of human experience.

21

This is great. Even people with varied interests can agree it's worthwhile.

20

This is good. There's reason to return to it and/or recommend it to most people.

19

This is solid. There's reason to return to it and/or recommend it to fans of similar things.

18

This is fine. Apart from several memorable aspects, it doesn't need to be revisited by most.

17

This is all right. Apart from a couple noteworthy aspects, it doesn't need to be experienced by most.

16

This is ok. It has an interesting aspect about it, making it just above adequate.

15

This is adequate. The things it does well and poorly balance each other out.

14

This is inadequate. Its negative aspects slightly outweight its positives.

13

This is bad. Most things with this rating or lower are not worth anyone's time.

12 to 10

This is bad.

9 to 6

This is very bad.

5

This is one of the worst things.

Album ratings:

Enjoy: The extent to which the tracks on the album are enjoyable. More specifically: (((# of tracks enjoyed / total # of tracks) x 100) / 20) rounded up to the nearest whole integer. Note: In an effort to give tracks more equal weight, tracks with durations shorter than 50 seconds e.g., transitions and interludes, are not included in this calculation.

5

All or nearly all of the tracks on the album are enjoyable.

4

Just over half of the tracks on the album are enjoyable.

3

About half of the tracks on the album are enjoyable.

2

Just under half of the tracks on the album are enjoyable.

1

Somewhere between a couple or none of the tracks on the album are enjoyable.
Flow: Quality of production. The extent to which the album progresses fluidly & meaningfully from the first to the final track.

5

The album exemplifies albums. Track-for-track, nothing is wasted to deliver the auditory experience it means to.

4

The album's production quality is above average for the time it was released. Positive moments outnumber negative ones.

3

The album's production quality is adequate for the time it was released. While there are good moments, others have room for improvement.

2

The album's production quality is below average for the time it was released. Negative moments outnumber positive ones.

1

The album suffers from poor artistic and/or production decisions, making it difficult to listen through.
Talent: Quality of crew. The extent to which the album showcases the effort input by all involved in its development & delivery.

5

The album's personnel showcase the height of their skills, raising the bar for themselves and others.

4

The album's personnel deliver good work, setting themselves just above others for the time it was released.

3

The album's personnel perform satisfactory work, neither setting themselves apart from others nor dropping below expectations for the time it was released.

2

The album's personnel deliver work that is below average for them and/or for the time it was released.

1

The album's personnel struggle to deliver cohesive work. Why/How was this album made?
Fresh: Influential quality. The extent to which the album remixes/innovates on the genre(s) and/or subject matter it delivers.

5

The album exemplifies remixing/innovation on the genre(s) it delivers. It will/has influenced others, while always sounding fresh.

4

The album introduces at least one remix/innovation on the genre(s) it delivers. Something about it will/is influencing others.

3

The album does little to expand upon the genre(s) it covers, yet delivers them adequately.

2

The album showcases ideas that, at the time of release, are tedious as they have already been delivered by others.

1

The album includes content that is/was copied without proper attribution.
Feel: Emotional quality. The extent to which the album delivers a positive and/or meaningful emotional experience.

5

One may stop what they're doing to listen. At least a couple tracks get them dancing, singing, and/or teary-eyed.

4

By the time the album is over, one feels better than they felt when the album started.

3

By the time the album is over, one feels about the same as they felt when the album started.

2

By the time the album is over, one feels worse than they felt when the album started.

1

Listening to the album can be a headache-inducing, offensive, and/or undesirably stressful experience.

Comic ratings:

Flow: Quality of production. The extent to which the comic series progresses fluidly & meaningfully, from one panel to the next.

5

The comic exemplifies comics. Page-for-page, nothing is wasted to deliver the visual narrative experience it means to.

4

The comic's production quality is above average for the time it was released. Positive moments outnumber negative ones.

3

The comic's production quality is adequate for the time it was released. While there are good moments, others have room for improvement.

2

The comic's production quality is below average for the time it was released. Negative moments outnumber positive ones.

1

The comic suffers from poor artistic and/or production decisions, making it difficult to read through.
Writing: Quality of narrative and/or concept. The extent to which the story and/or idea delivers an entertaining and/or interesting experience and is integrated with its accompanying visuals.

5

The narrative and/or concept completely succeeds at its purpose. All story elements work meaningfully to introduce, explore, and conclude the comic.

4

The writing quality is above average. The comic at time of release introduces some novel and/or well-crafted story elements.

3

The writing quality is satisfactory. The comic at time of release is familiar, yet its story progresses adequately from start to finish.

2

The writing quality is below average. The comic at time of release is too familiar and/or poorly-crafted to the point of being boring and/or amusingly bad.

1

Glaring errors, inexperience, and/or offensive material in the writing make it difficult to even consider the comic as amusingly bad.
Art: Aesthetic quality of visual elements. The extent to which the artwork delivers a visually meaningful experience and is integrated with its accompanying narrative.

5

The visual elements work in unison to seamlessly deliver a captivating and iconic experience.

4

The artwork is above average. The comic's art at time of release introduces some novel and/or well-crafted visual elements.

3

The artwork is satisfactory. The visuals at time of release are familiar, yet they support the narrative adequately from start to finish.

2

The artwork is below average. The visuals at time of release are too familiar and/or poorly-crafted to the point of being boring and/or amusingly bad.

1

Glaring errors, inexperience, and/or offensive material in the artwork make it difficult to even consider the visuals as amusingly bad.
Fresh: Influential quality. The extent to which the comic reimagines/innovates on the genre(s) and/or subject matter it delivers.

5

The comic exemplifies reinterpretation/innovation on the genre(s) it delivers. It will/has influenced others, while continuing to be fresh.

4

The comic introduces at least one reinterpretation/innovation on the genre(s) it delivers. Something about it will/is influencing others.

3

The comic does little to expand upon the genre(s) it covers, yet delivers them adequately.

2

The comic showcases ideas that, at the time of release, are tedious as they have already been delivered by others.

1

The comic includes content that has been copied without proper attribution.
Feel: Emotional quality. The extent to which the comic delivers a positive and/or meaningful emotional experience.

5

The comic invites fast and full immersion into its pages. At least a few moments can have the reader laughing, surprised, and/or teary-eyed.

4

By the time the comic is over, one feels better than they felt when they started reading.

3

By the time the comic is over, one feels about the same as they felt when they started reading.

2

By the time the comic is over, one feels worse than they felt when they started reading.

1

Reading the comic can be a headache-inducing, offensive, and/or undesirably stressful experience.

Movie & Show ratings:

Flow: Quality of direction, cinematography, and editing. The extent to which the content progresses fluidly & meaningfully end-to-end.

5

The content is delivered masterfully. Nothing is wasted to relay the intended audiovisual experience.

4

The delivery of content is above average for the time it was released. Positive moments outnumber negative ones.

3

The delivery of content is adequate for the time it was released. While there are good moments, others have room for improvement.

2

The delivery of content is below average for the time it was released. Negative moments outnumber positive ones.

1

The content suffers from considerably poor direction and/or production decisions, making it difficult to experience.
Writing: Quality of script, narrative, and/or concept. The extent to which the story and/or idea is entertaining and/or interesting.

5

The script exemplifies scripts. All story elements work meaningfully to introduce, explore, and conclude the content.

4

The writing quality is above average. The content at time of release introduces some novel and/or well-crafted story elements.

3

The writing quality is satisfactory. The content at time of release is familiar, yet its story progresses adequately from start to finish.

2

The writing quality is below average. The content at time of release is too familiar and/or poorly-crafted to the point of being boring and/or amusingly bad.

1

Glaring errors, inexperience, and/or offensive material in the writing make it difficult to even consider the content as amusingly bad.
Talent: Quality of casting and screen performance (verbal and/or nonverbal). The extent to which the characters play their parts well.

5

The cast showcases the height of their skills, raising the bar for themselves and others.

4

The cast delivers a good performance, setting themselves just above others for the time the movie/show was released.

3

The cast delivers a satisfactory performance, neither setting themselves apart from others nor dropping below audience expectations for the time the movie/show was released.

2

The cast delivers a performance that is below average for them and/or for the time the movie/show was released.

1

The cast struggles to deliver a cohesive performance. Why/How was this movie/show made?
Design: Quality of sets, costumes, makeup, lighting, and effects. The extent to which the filmmakers put their design budget to good use.

5

The design elements work in unison to seamlessly deliver a captivating and iconic experience.

4

The design quality is above average. There were some memorable and/or innovative design elements.

3

The design quality is satisfactory. There was nothing particularly memorable or distracting about any design elements.

2

The design quality is below average. There were some distracting and/or poorly implemented design elements.

1

The mishandling and/or lack of design budget sabotages enjoyment of the movie/show.
Sound: Quality of the score, sound mixing, and/or how non-original music is used. The extent to which audio complements visual.

5

The audio elements work in unison to seamlessly deliver a captivating and iconic experience.

4

The sound quality is above average. There were some memorable and/or innovative audio elements.

3

The sound quality is satisfactory. There was nothing particularly memorable or distracting about any audio elements.

2

The sound quality is below average. There were some distracting and/or poorly implemented audio elements.

1

The sound quality suffers from poor artistic and/or production decisions, making the movie/show difficult to experience.

Tabletop game ratings:

Look: Visual quality. The extent to which the game's visual elements compliment and are integrated with the rest of the game.

5

The game's visuals masterfully communicate the game's purpose, reinforcing gameplay comprehension in aesthetically appealing ways.

4

More often than not, the game's visuals compliment the game's purpose and are well-integrated with its gameplay.

3

The game's visuals generally compliment the game's purpose. While some visual elements are well-integrated with the gameplay, others have room for improvement.

2

More often than not, the game's visuals fail to compliment the game's purpose and lack clear integration with its gameplay.

1

The disconnect between the game's visuals and overall purpose makes the gameplay difficult to comprehend let alone enjoy.
Learn: Game learnability. The extent to which the game is straightforward to learn and/or teach to others.

5

This game can be learned and/or taught by pretty much anyone, regardless if they are familiar or new to tabletop games.

4

This game can be learned and/or taught by most types of players who are familiar or new to tabletop games.

3

While this game can mainly be learned and/or taught by players who are familiar with tabletop games, some players who are not as familiar could do so as well.

2

This game is best learned and/or taught by players who are familiar with tabletop games, likely alienating players who are not as familiar.

1

This game is difficult for anyone to learn and/or teach, regardless if they are familiar or new to tabletop games.
Think: Quality of cognitive engagement. The extent to which the game offers a mentally stimulating experience e.g., creatively, strategically, and/or narratively.

5

The game offers a wealth of mental stimulation, masterfully catering to the player's creative, strategic, and/or narrative interests.

4

The game offers frequent engagement with interesting information and thoughtful decision-making.

3

The game neither lacks nor excels in offering engagement with interesting information and thoughtful decision-making.

2

The game offers infrequent engagement with interesting information and thoughtful decision-making.

1

The game offers little to no mental stimulation. There is little difference between playing and not playing this game.
Feel: Emotional quality. The extent to which the game delivers a positive and/or meaningful emotional experience.

5

This game reliably offers a substantial emotional experience, delivering moments of excitement, joy, and/or introspection.

4

By the time the game or a session of gameplay is over, one feels better than they felt when the game started.

3

By the time the game or a session of gameplay is over, one feels about the same as they felt when the game started.

2

By the time the game or a session of gameplay is over, one feels worse than they felt when the game started.

1

The game can deliver a headache-inducing, offensive, and/or undesirably stressful experience.
Value: Value of gameplay. The extent to which the game is replayable and/or offers an experience that is worth the component cost and time investment.

5

The game offers excellent value and/or replayability, considering its component cost and the time it takes to learn/play. Countless hours have been spent playing this game.

4

The game offers good value and/or replayability, considering its component cost and the time it takes to learn/play. This game is brought to the table often.

3

The game offers average value and/or replayability, considering its component cost and the time it takes to learn/play. This game has been played several times and that's probably enough.

2

The game offers poor value and/or replayability, considering its component cost and the time it takes to learn/play. The game has been played once or twice, and players may wish they had done something else.

1

The game offers little to no value and/or replayability, considering its component cost and the time it takes to learn/play. If only a time machine could be used to regain time wasted learning/playing this game.

Video game ratings:

Look: Visual quality. The extent to which the game's visual elements compliment and are integrated with the rest of the game.

5

The game's visuals masterfully communicate the game's purpose, reinforcing gameplay comprehension in aesthetically appealing ways.

4

More often than not, the game's visuals compliment the game's purpose and are well-integrated with its gameplay.

3

The game's visuals generally compliment the game's purpose. While some visual elements are well-integrated with the gameplay, others have room for improvement.

2

More often than not, the game's visuals fail to compliment the game's purpose and lack clear integration with its gameplay.

1

The disconnect between the game's visuals and overall purpose makes the gameplay difficult to comprehend let alone enjoy.
GUI: Quality of graphical user interface. The extent to which gameplay information and options are understandable and accessible.

5

Game information and options are seamlessly integrated with gameplay, supporting the player's game comprehension and meaningful decision-making.

4

The game's GUI quality is above average for the time it was released. Positive aspects about the game's delivery of information and/or the usability of its options outnumber negative ones.

3

The game's GUI quality is adequate for the time it was released. While some game information and/or options are communicated well, other related content could be clearer.

2

The game's GUI quality is below average for the time it was released. Negative aspects about the game's delivery of information and/or the usability of its options outnumber positive ones.

1

This game is barely playable. It is difficult to understand what is going on and/or how to interact with the game.
Sound: Quality of sound production. The extent to which the game's audio is fluidly & meaningfully integrated with gameplay.

5

The audio exemplifies video game sound production. From the game's official sound track and/or to its sound effects, nothing is wasted to deliver a meaningful auditory experience.

4

The game audio's production quality is above average for the time it was released. Positive moments outnumber negative ones.

3

The game audio's production quality is adequate for the time it was released. While there are good moments, others have room for improvement.

2

The game audio's production quality is below average for the time it was released. Negative moments outnumber positive ones.

1

The game audio suffers from poor artistic and/or production decisions, making it difficult to listen through.
Think: Quality of cognitive engagement. The extent to which the game offers a mentally stimulating experience e.g., creatively, strategically, and/or narratively.

5

The game offers a wealth of mental stimulation, masterfully catering to the player's creative, strategic, and/or narrative interests.

4

The game offers frequent engagement with interesting information and thoughtful decision-making.

3

The game neither lacks nor excels in offering engagement with interesting information and thoughtful decision-making.

2

The game offers infrequent engagement with interesting information and thoughtful decision-making.

1

The game offers little to no mental stimulation. There is little difference between playing and not playing this game.
Feel: Emotional quality. The extent to which the game delivers a positive and/or meaningful emotional experience.

5

This game reliably offers a substantial emotional experience, delivering moments of excitement, joy, and/or introspection.

4

By the time the game or a session of gameplay is over, one feels better than they felt when the game started.

3

By the time the game or a session of gameplay is over, one feels about the same as they felt when the game started.

2

By the time the game or a session of gameplay is over, one feels worse than they felt when the game started.

1

The game can deliver a headache-inducing, offensive, and/or undesirably stressful experience.