The engine that drives our vision of gamer-focused journalism is the ability to provide a potted history of each writer. The profile system aims to identify their gaming history, peaks of enjoyment and current life situation.
Name (Date of Birth)
Taking a lead from a classic statistic based card game, the top of each profile describes the writers name, date of birth and nationality.
This section provides a styalised image of the author.
This section provides the detailed profile of the journalist. Their overall profile is summarised in their tag line. The following lines then detail the following aspects:
- Life Phase
One of the general life metrics, thatidentifies the general life stage of the reviewer. It is interesting becuase this will also suggest other aspects of life, such as proximity and availability of other players, frequency of play time and other competing responsibilities.
This is selected from the following:
- Play Time
One of the general life metrics, that identifies how much free-time is availble and how much of that time is used for gaming. The first figure is the time available and the second is the time spent playing.
This is interesting as it also impacts the types of games that fit in the available time, short bursts of action or long drawn out narratives.
Some examples of this are as follows:
- 30/15 Bathroom gamer.
- 60/30 Twitch gamer.
- 120/30 Occasional gamer.
- 120/60 Moderate gamer.
- 240/240 Hard core gamer.
One of the game metrics, which describes the prefered play setup of the player. If given the choice would they play Are their favourite game-experiences alone, co-operatively, or with an audience.
The following schemas are currently considered:
- solo – single player
- turns – single player turn based
- co-op – co-operative
- multi – multiplayer
- massive – massively multiplayer
(audience signified by ‘a’, private signified by a ‘p’. e.g. solo(a).)
- Game legacy
One of the game metrics, which describes the first generation that was substantially played. This is interesting as it identifies the volume of related game material that may affect the play experience.
The generations are considered as follows:
- (c64, spectrum, amstrad cpc464)
- 8bit (nes, master system)
- 16bit(amiga, st, snes)
- 32bit(megadrive/geneis, n64, ps1)
- (ps2, cube, xbox)
- (ps3, wii, 360)
One of the game metrics, which describes the series or game that made the deepest and longest lasting game-experience. The games that you find yourself thinking of in idle moments. The series that hold most significance for you.
There were many other metrics by which we had considered profiling our writers. Some covered similar ground to those that we have outlined above, while others were felt to be skewed towards non-player (and therefore non-experiential) aspects of games. For example we ruled out ‘Favourite Game Type’ as this meant a choice of a particular pigeon holed game style (platform, adventure, sports, racing, fighter, shooter, puzzle, simulation, strategy) rather than focusing on the individuals experience of that game.