The G@mebox Evaluation System

My personal evaluation of games is given in the following categories:


All evaluations are given on a scale from 1 (very bad) to 10 (very good).

ComplexityThis scale tries to determine how many rules the players will have to learn and how many options for actions a player has. By this, it can be seen on how much time he players must invest to learn and understand the rules.
DesignThis scale tries to give an impression of how the game and itīs parts are looking. Itīs based on the gameīs outer appearance and the craftmanship which was put into the manufacture of the components.
InteractionThis scale shows how much enjoyable the game for a group of players. Basically, it tries to classify whether a game is highly enjoyable with much fun and player interaction or whether it is simply moving pieces with long waiting phases for the inactive players.
StrategyGames always differ in how far the balance between strategy and sheer luck is concerned. This scale tries to indicate whether a game is more strategic or luck dominated. Thus, this scale does not operate on the usual "good" or "bad" mechanism, but instead functions as a balance indicator: the higher the value, the more strategy is involved.
EvaluationThis value is a summary, giving the overall impression of the game. However, this mark will not be a simple arithmetic middle value of the other values. Instead, the game is seen as a whole and we try to find an independend mark for our overall view of the game. An important factor here will be in how far a game and the playing mechanisms can match its background story and thus create a good playing atmosphere.

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Copyright © 2007 Frank Schulte-Kulkmann, Essen, Germany