I talked to Frozen and he said I could post this.
Basically, I'm not a fan of the way public voting for contests is set out at the moment.
At the moment, we have Gameplay, Balance, Aesthetics and Technical.
However, I feel that the majority of people, especially those who vote from outside regulars of our community (which happens a lot and is encouraged in contest promotional material) don't really understand what these categories mean. Often I feel the scores are a bit made up, or people have wildly different interpretations of what "gameplay" and "balance" mean.
Personally, I like the idea of gauging public reaction on the maps and having that weigh into the final result, but I don't think we should be asking the public to analyse it like mappers.
I think the public vote should be about what map is the most fun. There might be one that doesn't necessarily have the best gameplay from a analytical perspective, and gosh knows TF2m is super critical on that, but might still be really fun because it does something unique or is otherwise solid.
I propose we change the the voting to only 3 categories: Fun, Aesthetics and Professionalism.
Fun is an easy one. Anyone can understand that. It allows for people to analyse if they had fun, not the map itself. For someone less design-savvy, it simply creates the ability for them to vote highly on the map/s they had the most fun on, leaving the analytical side to the judges (who are essentially forced to take the time to analyse the maps to the best of their ability, something not enforced in public voting). This essentially combines the two previous, largely arbitrary separation of gameplay and balance.
Aesthetics is also an easy one, even people with little design knowhow can still say what they think looks nice.
Professionalism is essentially just a renaming of the "Technical" category we have now. I like the idea of having it, but I think people misinterpret it a lot. Professionalism just means to what standard the polish of the map is - clipping, visual bugs, mechanical bugs, and optimisation. Would it hold up as "valve quality"? (Perhaps a misnomer with Junction in the game
)
Egan brought up the argument that this would allow people to vote on first impressions. Personally, I think most of them already do that, and are forced to make up scores for 'gameplay' and 'balance' (something that means little to a general player). This just allows them to do it in a way more friendly and more inclusive to maps that might not be what TF2M likes, but is what the public likes.
Of course, if you don't like that, there's the option of getting rid of public voting all together.
Basically, I'm not a fan of the way public voting for contests is set out at the moment.
At the moment, we have Gameplay, Balance, Aesthetics and Technical.
However, I feel that the majority of people, especially those who vote from outside regulars of our community (which happens a lot and is encouraged in contest promotional material) don't really understand what these categories mean. Often I feel the scores are a bit made up, or people have wildly different interpretations of what "gameplay" and "balance" mean.
Personally, I like the idea of gauging public reaction on the maps and having that weigh into the final result, but I don't think we should be asking the public to analyse it like mappers.
I think the public vote should be about what map is the most fun. There might be one that doesn't necessarily have the best gameplay from a analytical perspective, and gosh knows TF2m is super critical on that, but might still be really fun because it does something unique or is otherwise solid.
I propose we change the the voting to only 3 categories: Fun, Aesthetics and Professionalism.
Fun is an easy one. Anyone can understand that. It allows for people to analyse if they had fun, not the map itself. For someone less design-savvy, it simply creates the ability for them to vote highly on the map/s they had the most fun on, leaving the analytical side to the judges (who are essentially forced to take the time to analyse the maps to the best of their ability, something not enforced in public voting). This essentially combines the two previous, largely arbitrary separation of gameplay and balance.
Aesthetics is also an easy one, even people with little design knowhow can still say what they think looks nice.
Professionalism is essentially just a renaming of the "Technical" category we have now. I like the idea of having it, but I think people misinterpret it a lot. Professionalism just means to what standard the polish of the map is - clipping, visual bugs, mechanical bugs, and optimisation. Would it hold up as "valve quality"? (Perhaps a misnomer with Junction in the game
Egan brought up the argument that this would allow people to vote on first impressions. Personally, I think most of them already do that, and are forced to make up scores for 'gameplay' and 'balance' (something that means little to a general player). This just allows them to do it in a way more friendly and more inclusive to maps that might not be what TF2M likes, but is what the public likes.
Of course, if you don't like that, there's the option of getting rid of public voting all together.
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