I am putting together a game design competition and I could use some advice about rubrics. Feel free to comment below or send an email email@example.com.
Here are the rubrics I've put together. Do you have any suggestoins to change them for the better?
A. Theme (Does the game match the theme?)
5: The game matches the theme.
3: The game partly matches the theme.
1: The game does not align with the theme.
B. Story (Does the story cohere with the game?)
5: The story and game complement each other.
3: The story and game do not complement each other.
1: There is no story.
C. Aesthetics (Do the setting, colors, and lighting cohere with the game?)
5: The aesthetics are used to complement the feel of the game.
3: The aesthetics and game do not complement each other
1: The aesthetics take away from the game.
D. Mechanics (How well are events sequenced?)
5: Game play is smooth and events trigger with little or no trouble.
3: Game play is mostly smooth; some events trigger with poor response time.
1: Game play isn’t smooth and events trigger with poor response time.
E. Player Instruction (How well does the game direct the player?)
5: The goal and rules of the game are easy to learn.
3: The goal and rules of the game are mostly easy to learn.
1: The goal and rules of the game are not easy to learn.
F. Overall Experience (Is this a fun game?)
5: I would like to play this game again.
3: After some changes, I would play this game again.
1: I would not like to play this game again.
While I've NEVER been involved in any Game Design Competition, I use rubrics a lot in my room. Your rubric seems accurate in meeting design criteria. I'd suggest you might want to add something about the game's challenge. My son, and his friends, really enjoy playing games despite how long it may take to "level up." My observation is that these kids seem to enjoy games the most that have an Exponential growth in how many points must be earned for the next level up.
Thank you for your feedback, Glen. I will be sure to investigate adding game challenge somewhere in the mix - it's a very important part of game design. If the game is not challenging enough, then it tends to be boring, if it's too challenging, then it tends to be frustrating.
This should be addressed somewhere - perhaps it will serve best in the description for the "Overall Experience" rating.