SLeague Reviewing Policies

The Scenario League's main purpose is to improve the quality of Civilization II scenarios. Recent discussions have led us to draft these suggestions designed to make reviews more thoughtful and more author-centered. These policies are not set in stone at this time, and are presented here for comment. As with any SLeague offering, send us constructive criticism on what you think doesn't work or is missing and we will amend them. Changes since previous version are in pink type.


Guidelines and Policies for Review Writing

We will consider any review sent to us for publication on the web. We're not fascists and aren't trying to force people to do things "our way". Still, we do reserve the right to reject reviews that fail to live up to some basic guidelines.

#1: WHAT MAKES A GOOD REVIEW? We want to see evidence that you have:

  • Spent some time with the scenario before rating it
  • Thought about why some approaches that have been taken in the scenario were used
  • Relayed your views and backed them up with argument

We suggest that you imagine that you are the scenario developer and ask yourself "Is this review of any use to me? How does it help me? Are the views valid - why or why not?"

Remember, someone has probably put weeks if not months into developing such a scenario. If it's bad, say why and what can be done. If it's good, say why and identify what can be learned from it for other developers to note.

#2: WHAT TO REVIEW: A list of scenarios that we recommend for review is prepared each week by El Khan and posted on our download page. We encourage you to review scenarios from this list to facilitate discussion and provide timely feedback to those who have requested it. Other people may request reviews on the message boards.

Freelance Review Policy: "Freelance" reviews of scenarios not on the suggested list are also allowed. You may review any scenario available on the internet provided that you did not write it yourself.

#3: THERE ARE NO LENGTH RESTRICTIONS: There is no set length limit for reviews, but we prefer that they be long enough to provide specific criticisms. Reviews that simply rate a scenario without providing specific areas that could be improved and suggestions for improvement will be rejected.

#4: GO BEYOND THE OBVIOUS: Our main concern with many current reviews is that they seem too superficial. A lot of reviews have taken the form of saying, "I liked this, I didn't like that". We need to move to a higher level and provide reasons for why we liked/disliked something and ways to improve on it.

#5: CONSTRUCTIVE CRITICISM: All reviews should provide constructive criticism. That is, you should recommend specific things that you personally would change if you had unlimited time to modify the scenario yourself. For example, it is not enough to write, "The readme stinks". You should specify the things you would change. For example, you might say, "The readme would be improved by including a list of Wonders, as well as unit stats. I also wondered what sources the author drew on when designing the scenario, as historical accuracy was good."

Really Bad Scenarios: Some scenarios are just really bad. In this case, you may need to suggest things that most scenario designers know. For example, you might suggest using a custom units.gif file and suggest some specific units that would be good to include.

Wording Choices: There are nice ways to say things and there are not-so-nice ways to say them. While we think everyone here is mature enough to accept criticism in the spirit it was intended, there are ways to sugar-coat your review a bit to make it sound less harsh. Some useful phrases:

  • "It would be better if..."
  • "The scenario could be improved by..."

#6: LEON MARRICK'S "SEVEN SIGNS": At the very least, the following problems should always be flagged and mentioned in reviews. These are taken straight from Leon's document, "Advanced Scenario Design".

1. A non-functional scenario. The uploaded .zip file may be corrupt, or the Rules.txt file may have fatal errors. After zipping your scenario for submission, unzip it, install it exactly as your instructions say, and make certain it works.
2. A garbled readme or scenario briefing. Nobody has any excuse for not spell-checking his work, or for not making certain his audience knows what the scenario is. Those writing documents in a second language had better make QUITE certain they are comprehensible.
3. A map mostly consisting of grassland. Clear evidence of lazy cartography. Their efforts to plop down patches of woods, hills, plains, etc. merely amuse. Make very certain your geography makes the game either realistic (in historical scenarios), faithful (fantasy scenarios based on another's work), or amusing/fun/replayable (in your own imaginary realms).
4. By-guess-and-by-God terrain alterations. I have seen mighty cities with wilderness hinterlands, cities with no water supply or irrigation, irrigation on swamps, mining in grasslands, city radii completely railroaded surrounded by utter wilderness, ... And so on. The terrain alterations each civilization is granted in your scenario says a lot about the economy of that culture. Properly used, you can recreate a living society for the amusement of your audience.
5. Misspelled city names. Some people use an atlas in their native tongue when naming cities. This is good, especially in scenarios with protagonists speaking that language (There is a Catalan scenario that benefits greatly from this.). Others, whose own language may not be English, use English to attract a wider audience. This, too, is good, although extreme care is required. Some people can't seem to decide which language they are using. This is pathetic. Check out an atlas, and get a dictionary.
6. No or inappropriate scenario limitations. I have suffered through scenarios that claimed to depict the Cuban Missile Crisis, only to get 10,000 Cubans on Alpha Centauri, scenarios based on the Pacific War that ended up with Zulus controlling Polynesia (when Tokyo fell, the empire split), and scenarios covering the establishment of the Roman Empire fought out with destroyers. Eliminate all ridiculous situations, except those you plan.
7. Cities that riot, starve, sell off structures, etc. during the first turn. Make certain your players start out with working civilizations (unless you specifically warn them to expect otherwise). Always design in Deity level (and change at the last moment if desired).

If you have any questions or comments, post a message in the Apolyton Community Forum. Someone will be glad to help!