We have to recognize that games are rated in different ways and these measurements mean different things:
Game of the Year
A straight popularity contest among the minority that votes and cares about this ranking.
Usually takes place after the sales have run their course.
Effect: Makes developers and fans feel good. May help future sales of that IP and developer
Critical Review
A judgment on a game usually targeted at core gamers and the types of games they like
Occurs upon games release so that it can impact game sales
Effect: A high score makes developers and fans feel good. May help future sales of that IP and developer Sales effects can be dramatic within the core audience the reads reviews. A poorly rated core game may be seriously hurt in sales. Ironically, the very lowest rated, non-core or "casual" game may be affected very little because the buyers don't read such reviews.
Attachment Rate
Raw sales/installed base - % of console owners that own a particular game or average total games per owner
Effect: Bragging rights for console maker and/or game developer, a feel good. Otherwise meaningless, a very high attachment rate on a small base may not be profitable
Raw Sales/Development Costs
Total profits per game developed
Effects: Bragging rights for console maker and game developer. This is the single most important measurement for getting and maintaining future game development. How much will it cost to crank out that game and will I make enough to cover that and leave a profit.
Hence the rumor that the cheap to produce, poorly rated, moderate attachment rate Carnival Games on the huge Wii base may actually have made more money for Take Two than the highly acclaimed, super mega hit .... But hyper expensive GTA4.
In other words AWARDS fill up walls but it's SALES that fill wallets.












