U.E.G.A., standing for Uniqueness, Engagement, Gameplay, and Atmosphere, is the reviewing system that I use to make my reviews.
The U.E.G.A. system came about when I was making my first review. I wanted to be unique in some way, so I thought about using a system to review games with. This system came with the benefit of teaching me how to properly criticize and review media, which I have struggled with in the past.
Currently, the U.E.G.A. system is primarily designed for fan games, if the time comes for me to review a non-fan game, I will make adjustments.
Although Version 2.0 of the U.E.G.A System was created to make the rating more impartial, I felt that it steered away from specifics and that it would make each review less distinct. I also feared that the numbers might be too harsh. So, to add some compassion and distinction, I revised Version 2.0 into Version 2.1, which allows me to add a bonus point for a specific aspect that was not part of the rating.
If a game does something well that is not included in the rating, it will receive a single bonus point if I feel that the thing is truly extraordinary. So far, the only games to receive a bonus point are:
Five Nights at Wario's: Bequeath Me a Stethoscope, for the stunning and immersive cinematics.
Treasure Island: 3D QUADRILOGY, for the impressive cinematics.
One Night With Brian: Deluxe, for its fun and challenging Petenight.
For every 5 a game gets in a single category, it earns a GraigGameler Gold Trophy. So far, the only games to receive a GraigGameler Gold trophy are:
Five Shifts at Los Pingüinos', with 1 GraigGameler Gold Trophy for its atmosphere.
Treasure Island: 3D QUADRILOGY, with 1 GraigGameler Gold Trophy for its atmosphere.
(The GraigGameler Gold Trophy)
The first iteration of the U.E.G.A. System, U.E.G.A. 1.0, used only my opinion and comparison between games, and had no standards for what was good or bad, or even for what each category meant. This version of the system is now outdated because I wanted the system to be more objective, and also to alleviate some of the time it takes for me to think of criticisms.
The second iteration of the U.E.G.A. System, U.E.G.A. 2.0, will instead use a series of questions, which can be answered using a range of numbers. Once every question for a category is answered, the percentages of each answer are averaged together and become a percentage of 5. This also applies to U.E.G.A. 2.1, and for future versions in the Version 2 Series.
The questions created for U.E.G.A. 2.0 are as follows:
Question one: How unique is a character?
This question is applied to each character in the game. Once this question is answered for all characters, the answers will be averaged together.
The answers are:
0 - The character is from pre-existing media. (e.g., Wario)
1 - The character is a variant of a pre-existing character. (e.g., Sonic.EXE)
2 - The character is original.
If I am unsure if a character is pre-existing or not, I will assume the character is original.
If the character is a pre-existing variant, then it will be categorized by whether or not it appeared in official media. For example, the skull-headed Wario from Five Nights at Wario's 3 is a pre-existing variant, but does not appear in official Nintendo media. If another game were use that variant, it would still be classified as a variant because it is not official. But if the variant appeared in official Nintendo media, it would be classified the same as the original Wario. This does not apply to social media posts. Sonic.EXE will remain a variant until his appearance in Frontiers 2. Silhouettes and disembodied voices are not counted, unless they are a major part of the gameplay or story.
Question two: How unique is the setting?
If the setting has a lot of variety, in the sense that there are two or more contrasting settings within one game, then this question will be answered for every setting, and the answers will be averaged together. The use of 'setting' in this question only applies to where the game takes place, unless the time it takes place in is significant enough to warrant being included.
The answers are:
0 - The setting is from pre-existing media. (e.g., the pizzeria from Five Nights at Freddy's)
1 - The setting is a variant of a pre-existing setting or is commonly used. (e.g., the pizzeria from The Return to Freddy's, or a generic non-specific building)
2 - The setting is original or uncommon. (e.g., the sun, I suppose)
This question follows the same rules as the last. Variants have to be unofficial to be classified as variants. I'm not all that experienced with Five Nights at Freddy's fan game settings, so if you see me mistake a commonly used setting as one that isn't, that's my bad.
Question three: How unique is a game mechanic?
This question is applied to all game mechanics in the game, then the answers are averaged together. Certain game mechanics, such as character AI and cameras, or any that are essential to a FNaF fan game or are way too common are not counted.
The answers are:
0 - The mechanic appears in official FNaF games. (e.g., the mask or the power bar)
1 - The mechanic is commonly used.
2 - The mechanic is original or uncommon.
Again, I'm not very experienced with Five Nights at Freddy's fan games, so I may not know which game mechanics are common or not, feel free to tell me if I'm wrong.
Question four: Does the game make an effort to stand out?
Does the game try to make itself seem different from others? Does it advertise itself in an unusual way? Is the game itself trying to be unique?
The answers are:
0 - No.
1 - Somewhat.
2 - Yes.
Question five: Does the game keep you engaged/interested?
A good game should interest you and keep you engaged.
The answers are:
0 - No.
1 - Somewhat.
2 - Yes.
Question six: Do you have to pay attention?
The game should require your attention. If you are able to keep your guard down the entire time without any worries, then that's a problem.
The answers are:
0 - No.
1 - Somewhat.
2 - Yes.
This question and the previous one may look the same, but they are different. Question 5 is about whether or not you want to keep playing the game. This question is about whether or not you need to pay attention to win.
Question seven: Is the games concept interesting?
The game should not just be the main gameplay, but rather it should involve story or something else besides the main gameplay. For example, if a game was story-heavy, then that's an interesting concept. If the game has poker in it for whatever reason, then that's an interesting concept. The game's way of being unique should actually work.
The answers are:
0 - No.
1 - Somewhat.
2 - Yes.
This question may seem like it is fit for the uniqueness category, but it doesn't, as it relies on the result of the effort of being unique, not on the effort itself.
Question eight: How is the gameplay? (enjoyment-wise)
The worst thing a game can be is boring. The goal of entertainment is to entertain. If you fail at this, you should strive to better yourself.
The answers are:
0 - Infuriating.
1 - Irritating.
2 - Mediocre.
3 - Fun.
4 - Extremely fun.
I'm not a very negative person, so I probably won't go below a 2.
Question nine: How difficult is the gameplay?
An ideal game would be just difficult enough to ensure that the players have to try in order to beat it.
The answers are:
0 - Extremely easy.
1 - Easy.
2 - Medium.
3 - Difficult.
4 - Extremely difficult.
This question will be impacted on whether I strike out while playing the game, and how fast it happens if it does.
Question ten: Are the mechanics easy to understand?
Let's assume a game does not have a tutorial. If without a tutorial, a player can figure out what they need to do, then that is good. Game mechanics should be easily readable to players.
The answers are:
0 - No.
1 - Somewhat.
2 - Yes.
Question eleven: Is there variety in the gameplay?
The game should strive to have variety. If the only thing that happens are characters appearing in your doorway waiting for you to close the door on them, then that will leave the player bored.
The answers are:
0 - No.
1 - Somewhat.
2 - Yes.
Question twelve: How atmospheric is the game?
How much does the game successfully try to immerse the player in it? The atmosphere of a game influences how a player thinks about it.
The answers are:
0 - Not at all.
1 - Not very much.
2 - Somewhat.
3 - Immersive.
4 - Extremely immersive.
Question thirteen: Does the game's atmosphere match its theme(s)/genre(s)?
A game should match its genre. A horror game should have an unsettling or scary atmosphere. Games should also match their theme. If the theme is retro, then the game should look retro. This question will be applied to every theme and genre, then the answers will be averaged together.
The answers are:
0 - No.
1 - Somewhat.
2 - Yes.
If a game has either no theme or no genre, then that is fine. If neither are listed on the Game Jolt page, then I will assume the genre(s). If for some reason I cannot assume any genres, then this question is an automatic 0. Horror is counted as a genre if the game is a survival horror game, otherwise, it is counted as a theme.
Question fourteen: Are the visuals good?
The answers are:
0 - No.
1 - Somewhat.
2 - Yes.
This question was originally about if effort was put into the visuals. I changed it because you can't always tell if somebody is trying or not.
In Version 2.1 of the U.E.G.A. System, I decided that I may grant a single bonus point to a game if I thought there was something specific (but not included in the rating) that stood out to me as excellent.
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