@classicdaves

classicdaves

    David (He/Him) | Mexico City, Mexico

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    The key to happiness is ←↑↓→→ 𝗥𝗮𝘁𝗶𝗻𝗴 𝗦𝘆𝘀𝘁𝗲𝗺 I know that rating systems for rooms are basically useless. What I like is probably not what you like, but I love escape rooms and I love rating things so here I go. I originally started using a rating system of 1-5. However I found this was limiting and didn't quite give me flexibility to rate rooms fairly. I have now moved to a weighted scoring system based off of four categories: Puzzles (Were they fun, engaging, unique) - weighted 30% Gameplay (Did the room flow well and make sense) - weighted 30% Atmosphere (Was the design immersive) - weighted 30% Experience (Did the puzzles work, was the GM/staff nice) - weighted 10% The reason I wanted to have the categories weighted is because I think puzzles, gameplay, and atmosphere are all pretty equal. Experience, though important, is the least important part of a room for me. Maybe the GM was new, maybe they got unlucky with tech not working, etc. This way I can factor it into the rating without it unfairly damaging the score if everything else was great. I feel like it levels things out a bit. 𝗘𝘅𝗮𝗺𝗽𝗹𝗲 Lets take the following scores for a room that did everything well but the experience was poor. All categories are out of 10. Puzzles - 10 Gameplay - 9 Atmosphere - 10 Experience - 3 Unweighted score = 8 Weighted score = 9 This bumps the score up just a bit with the experience score being weighted slightly less than everything else.

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    The key to happiness is ←↑↓→→ 𝗥𝗮𝘁𝗶𝗻𝗴 𝗦𝘆𝘀𝘁𝗲𝗺 I know that rating systems for rooms are basically useless. What I like is probably not what you like, but I love escape rooms and I love rating things so here I go. I originally started using a rating system of 1-5. However I found this was limiting and didn't quite give me flexibility to rate rooms fairly. I have now moved to a weighted scoring system based off of four categories: Puzzles (Were they fun, engaging, unique) - weighted 30% Gameplay (Did the room flow well and make sense) - weighted 30% Atmosphere (Was the design immersive) - weighted 30% Experience (Did the puzzles work, was the GM/staff nice) - weighted 10% The reason I wanted to have the categories weighted is because I think puzzles, gameplay, and atmosphere are all pretty equal. Experience, though important, is the least important part of a room for me. Maybe the GM was new, maybe they got unlucky with tech not working, etc. This way I can factor it into the rating without it unfairly damaging the score if everything else was great. I feel like it levels things out a bit. 𝗘𝘅𝗮𝗺𝗽𝗹𝗲 Lets take the following scores for a room that did everything well but the experience was poor. All categories are out of 10. Puzzles - 10 Gameplay - 9 Atmosphere - 10 Experience - 3 Unweighted score = 8 Weighted score = 9 This bumps the score up just a bit with the experience score being weighted slightly less than everything else.

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