@psrock, you're not coming up with ideas. You're being contentious, and it's not helpful to what is trying to be accomplished here.
@OP,
The problem with the popular review systems lies in quantifying fun, enjoyment, and appreciation. We have to ask ourselves if fun/enjoyment/appreciation can be quantified accurately and meaningfully. My assessment is that it can be, but not consistently with the current model. The current model uses a ton of different reviewers because video games are time consuming. Individual reviewers will use different methods for their quantification.
Because consistency cannot be realistically attained, a more qualitative model needs to be implemented.
My advice is to look at how we recommend games to friends. By playing a game, the gamer is reviewing it in some capacity. If the gamer has a lot of fun with it, enjoys it thoroughly, and really appreciates the outcome of the games development there is a good chance that gamer is going to talk about it and recommend it to friends.
The gamer will tell you what made it so fun, why it was so enjoyable, and what he really appreciated about the quality of different aspects of the game. If anything didn't work and bothered the gamer, you'll hear about that too.
In a person to person verbal conversation, you're probably not going to hear somebody say, "The game was about a 9.3."
The content of reviews themselves contain most of what I've talked about. The question I can't answer is: How do we create a visual aid/tool to concisely relay the qualitative information in a written review?
I'll think more about it.