Quote from: Pumaman on Mon 03/12/2007 18:48:48Quote from: ranon on Mon 03/12/2007 09:43:57
But you have the rating system. So that is some information. What you are saying is that the system can be manipulated. However, how will sorting on that basis increase or decrease the ability of the system to be manipulated?
If the list can be sorted based on rating, then people are more likely to attempt to manipulate their rating. At the moment, people are unlikely to bother trying to boost their game's rating because it's not really going to make any difference, except maybe get a couple of extra interested players who happen to see it.
But if the game list is sortable by rating, then people have an incentive to try and bump their game to the top of the list as a marketing ploy to get more players; this in turn means we have to have heavier moderation of the page to spot any troublemakers, which eats into peoples time, and so on.
However, as Progz has mentioned there is a review underway of the games page and we have a team of people giving each game an "official" rating which will be sortable.
A rating is not the only piece of information that one uses to decide on playing the game. There are other pieces e.g. no of votes, the comments in game page. A rating is only the starting point. If one sees a game with a high rating but with poor reviews, a downloader is savvy enough to disregard that rating. but at least the information must be available in a good form.
There are two diametrically opposite ways to design rating systems.
The first would be an open system where everybody can rate and there is only rudimentary IP checking to check for duplicate ratings. This system is very scalable and can be used for large systems. It depends on the fact that it is very user friendly to rate and so a large number of people will rate the games and manipulating the ratings will take too much effort for anybody. The best examples of this type of system are digg and wikipedia.
The second is a closed system, which is suited for smaller communities. This system requires registration to rate and cannot be scaled to larger communities. It depends on authentication to prevent duplicate ratings.
The administrators must decide which one of the two methods they should use. From what i gather there is a fear about manipulating the vote and a trend towards the second method.
Still in this (second) method, I would offer a suggestion. Use a weighted system. In this the people who have submitted at least one game (submitters) get a larger weight than people who have not submitted any game. Say, each vote of the submitters counts as 10 votes of any other members. This will almost eliminate duplicate voting.