bcressey wrote:
Games with no ratings look sad and unloved. Even one star is better than none. Just go with your gut and pick a star.
For me, a game doesn't really "exist" yet until it has at least, say, 9 or 10 ratings on the IFDB.

Or at least, I don't imagine I can guess at any kind of consensus for how good it might be until that point.
Sadly, this means that there are even chunks of the Infocom catalogue that "don't exist" yet. On the other hand, I guess I have them to look forward to

bcressey wrote:
It's perfectly fine in my book to give four or five stars to an outstanding one-move or one-room game, and three stars to a deeper, more satisfying game that nevertheless suffers from implementation issues. All you're really judging is whether time with this game will be time well spent; the longer the game, the harder it is to sustain the ratio of awesomeness to minutes played.
Amen to all of that. I rate a game on how well I feel it succeeded as
itself, and how much it rocked my world for the time I spent with it.
For me the stars are pretty simple:
1: Bad or Dull Game*
2: Yeahfine/Decent/Okay Game
3: Good Game
4: Very Good Game
5: Great Game
* If zero stars were possible, zero would be reserved for
dull, which is a shade worse than
bad in my book.
This means there's only one shade of "I don't recommend this," but that's okay, because how many shades of "I don't recommend this" do I really need?