Just to be clear, I’m not arguing against the idea of review scores here. (Review scores, in my opinion, serve a very important purpose to the consumer as an evaluative and comparative shorthand.) I’m disputing the idea of framing or scaling review scores within a context of a price or an amount of hours played.
And rendering the review score as a dollar value doesn’t address the issue at all – if anything, it just makes a giant red, flashing sign that points directly at the problem – because the reviewer, whether they realize it or not, are going to bake their own pre-conceptions and assumptions about value into that dollar amount “score.”
Yes, bad critics are going to do that for the review score anyway, whether it’s letter grades or dollar values or elephant testicles, but it would be even worse when they have to assign a dollar value to their evaluation because the idea of having a lot of something (e.g. mediocre 60 hour RPG) is going to have more monetary value than a smaller, but more enjoyable package.
(Alternate argument: think about all the good games out there that are free or free-to-play. Now, how does that affect the value calculation for a game?)
I’m not a reviewer by trade, but I’d imagine that game reviewers are universally adamant about reviewing products out-of-the-box because there’s no way that they could keep up with the stream of patches/mods – many of which are optional or unofficial – that can fill the airwaves for any given game. (You might even say it’s a lot like the inability to keep up with the market value of a game!)
And, even if they wanted to embark upon that futile exercise, I would argue that the scale of impact behind a mod or a patch has got nothing on the eventual and inevitable degradation of a game’s market value. Valve was giving away Portal, a $20 standalone game at one point, for free over Steam a few months ago. There are countless games on Steam sales or GamersGate sales at twenty dollars or less after hitting the marketplace at a sixty dollar clip a year ago. There may be a game like a Vampire: Bloodlines or an Arcanum that gets “saved” by fan patches over time, but I would contend that those games are the exception, rather than the rule.
I don’t disagree with your point towards consumption in this case, but I do disagree with regards to relevance. If anything, I’d say that “late” reviews have more value now than at any other time in gaming history, because more games are available and playable on more systems right now than at any other time in gaming history. Consumers have more options now than ever before; hell, there’s a thread on the first page of this section of the boards right now called “Overwhelmed by so many good games”, which has 3+ pages of conversation about the struggles of keeping up with the flood of quality gaming on the market at the moment. (See also: the endless stream of LTTP threads on every gaming forum ever.)
With all of those options and all of that content out there, consumers are much more likely into come to any given game late than they were in the past. And those consumers need review love too. :)
Yes, time/dollar valuation is subjective in the same way that other evaluation of the game would be, but I’d argue that it’s far more fragile, if that makes any sense.
I’ll put it another way – I feel like truly good games are good forever, regardless of the imitators that may follow, whereas dollar values for games are anything but.