Mechanics assessment methodology
Competitive PvP
- Current version:
- 0.3
- Assessment review:
- research draft — 209 assessments
- Observation window:
- September 2, 2026
Counts include catalog games only, matching the mechanics pages. They show research coverage, not market share.
- Games assessed from the catalog:
- 200 games
- Assessments recorded:
- 209 assessments
- With a final depth:
- 130 assessments
- Rubric scores:
- 910 scores
- Field values:
- 675 values
- Values marked Unknown:
- 519 values
Rubric components
Components describe the mechanic as observed. Each is scored from 0 to 4, or marked unknown or not applicable. The final level reflects the overall pattern, not an average. Component-level definitions are not stored in the database; they remain in the methodology’s source document.
Competitive formats
The range of modes, from one queue to a connected format system with tournaments and qualifiers.
Matchmaking
How the game matches opponents: randomly, within level and equipment bounds, by rating, or with roles and lineups in mind.
Rating and ladder
How results are recorded: rating, seasonal ranks, divisions, history, and public statistics. The result unit is recorded with the score.
Seasons and rewards
The seasonal competition loop: resets, goals, rank and participation rewards. Season length and access method are recorded alongside it.
Competitive integrity
Fair-play safeguards, including leaver penalties and measures against rating manipulation and match fixing.
Skill expression
How strongly results in the competitive mode reflect skill rather than attributes, progression, or randomness.
Game integration
How strongly the competitive ladder connects to the game's goals, progression, and economy.
Final level steps
All steps are shown, including those with no games. At levels 1–5, zero means no matching games were found; it is different from an unassessed step. A game with multiple scopes at different depths appears at each relevant step, so totals can exceed the number of assessed games. Required conditions for levels 3–5 are documented outside the database.
The first count shows games with an exact result. “No higher than N” results and results with no recorded form are shown separately and are not added to the exact count.
- 0 of 5 — None0 games in the Catalog
There is no structured competition between players.
Level 0 is empty by design. An absent mechanic is recorded through presence, not as depth level 0, and receives no depth level. The mechanics page shows assessment and presence counts.
- 1 of 5 — Casual matches0 games in the Catalog; 68 more marked “at most”
Rule-based matches without rating or skill-based matchmaking.
- 2 of 5 — Basic ladder3 games in the Catalog; 43 more marked “at most”
A rating or leaderboard with coarse matchmaking and a weak seasonal structure.
- 3 of 5 — Developed competitive system9 games in the Catalog; 3 more marked “at most”
Skill-based matchmaking, seasonal ranks, and meaningful rewards.
- 4 of 5 — Competitive core0 games in the Catalog
The competitive mode defines a substantial part of play within its scope, with systemic integrity safeguards.
- 5 of 5 — Competitive ecosystem0 games in the Catalog
A large-scale ladder, in-game tournaments, and a seasonal cycle form a connected system within the mode.
Module fields
Observations the module requires with each assessment. They help verify that the conclusion follows from the observed implementation. Section names are stored as free text and may reference more than one section.
- Competition format
The size of one side in the competition. There is one value: a mode has one format, and a second format means a second mode.
- Value type:
- List, custom values allowed, single value
- Requirement:
- Required
- Methodology section:
- 14.3
Allowed values:
- Solo
- Group
- Team
- Other — The methodology does not declare this value set closed. The value is meaningful only with an explanation (section 7). (Requires an explanation)
- Competition unit
Who participates as one unit. Ranked wars between organizations overlap with territory control; these modes are assessed separately, each with its own participation unit.
- Value type:
- List, custom values allowed, single value
- Requirement:
- Required
- Methodology section:
- 14.1, 14.3
Allowed values:
- Individual player
- Assembled group
- Standing team
- Organization
- Other — The methodology does not declare this value set closed. The value is meaningful only with an explanation (section 7). (Requires an explanation)
- Entry rules
The level, equipment, and lineup required to participate.
- Value type:
- Text, single value
- Requirement:
- Required
- Methodology section:
- 14.3
- Condition standardization
How encounter conditions are equalized. Measures can be combined, so all active ones are recorded. This serves as evidence for the skill expression component: standardization raises its score.
- Value type:
- List, custom values allowed, multiple values
- Requirement:
- Required
- Methodology section:
- 14.3
Allowed values:
- Character templates
- Stat normalization
- Equipment normalization
- No standardization — Recorded instead of the other values, not alongside them.
- Other — The methodology does not declare this value set closed. The value is meaningful only with an explanation (section 7). (Requires an explanation)
- Result unit
What is recorded as the result. Without this field, participation reputation, a personal matchmaking metric, regional leaderboard placement, and victory currency are indistinguishable. There is one value: the methodology requires the unit of the result used for the score.
- Value type:
- List, custom values allowed, single value
- Requirement:
- Required when applicable
- Methodology section:
- 14.4
Required when: Beside any Rating and ladder component score above 1.
Allowed values:
- Standing among players
- Personal numeric metric
- Cumulative participation count
- Victory currency
- Result is not recorded
- Other — The methodology does not declare this value set closed. The value is meaningful only with an explanation (section 7). (Requires an explanation)
- Season length, weeks
Competitive season length in weeks. A four-week cycle and a six-month cycle are comparable only with this note.
- Value type:
- Number, single value
- Requirement:
- Required when applicable
- Methodology section:
- 14.4
Required when: Beside the Seasons and rewards component score.
- Season access method
What unlocks the season. The list is closed: section 3 explicitly defines access costs, and here they apply to the season rather than the mode. Values must match game_mechanic_assessment_access_cost, where the same set constrains the assessment column. Both locations must change together.
- Value type:
- List, fixed options, single value
- Requirement:
- Required when applicable
- Methodology section:
- 14.4
Required when: Beside the Seasons and rewards component score.
Allowed values:
- Free access
- Subscription
- Ticket or entry fee
- Separate purchase
- Access through an edition, subscription, or platform store
- Mode state
Whether the mode is active now: queue wait times, merged or closed formats, fewer maps and venues, and public developer explanations about a lack of opponents. Stored separately from depth and reach because a shrinking mode has the same component profile as a growing one.
- Value type:
- Text, single value
- Requirement:
- Required when applicable
- Methodology section:
- 4, 14.6
Required when: Wherever the mode may be fading.
Version history
Changes recorded for each module version. Assessment versions are matched against this history because different rubric versions may produce different levels.
- Version 0.3 Current Adoption date not recorded
Revised after a six-game pilot. Aligned levels 4 and 5 around one comparison unit, the competitive mode; moved "one of the game's main loops" to Core Relevance. Split the level 5 condition: an in-game tournament format is mandatory, while selection and qualifiers remain score-raising component attributes. Rewrote the top scores for Matchmaking and Rating and ladder. Added the mandatory result unit because "rating" meant four different things in the sample. Added checks that the opponent is another player, plus season length, access method, mode state, leaderboard eligibility rules, a ban on tautological dependency, and a split between publisher-run and community-created external layers.
- Version 0.2Adoption date not recorded
First written module version: concept, implementation types, assessment scope, seven components, final-level rules, usage signals, external layer, classification errors, and minimum evidence.
Versions used for recorded assessments
This list is based on assessments, not version history. Versions with no recorded assessments are omitted. Reassessment replaces the previous record, so zero for an older version would misleadingly imply that it was never used.
- Version 0.3:209 assessments across 200 games
What the full methodology covers
This page shows what is stored in the database: rubric components, final-level criteria, module fields, and version history. The source document also defines required conditions for levels 3–5, component scoring from 0–4, source priority, minimum evidence, and common classification errors.
Each level criterion above is a short database summary, not the full rule. The complete rule also defines component thresholds and required observations.
The source document has no public URL, so this page cannot link to it. The section shown beside each module field points to the relevant place in that document.