This group has tackled the issue of a condition grading scale.
This group, in fact, was created specifically for that purpose :)
anybody think it’s worth trying to put together a rarity scale? You know…to judge how common a game is.
In very simple and plain terms, I think that rarity is such a subjective thing that it would be impossible to tackle it with any degree of accuracy. For example, knowing production numbers isn't enough -- there are games that had extremely high production numbers that fetch high numbers on ebay; by the same token, there are games that had very low production runs (10000 or less) that are not in demand and sell for prices in the single digits. So it is my personal opinion that any sort of rarity scale would have no common frame of reference or definition.
When I tackled the grading scale along with Chris, Hugh, Tom, et al, it was because we were all using *different* terms for the *same* things. It was an effort to define logical/sane grades, what made something fall into each grade, and assign them terms that were consistent. All of those elements were never under debate; only their terms (and how to arrange them) were. But a rarity scale would be constantly debated: Are production run numbers the only factor to consider? Or is it the demand for that item compared to its availability? If the latter, how can you determine demand and availability accurately enough for an official rarity list? (hint: you can't)
So my official opinion is that it would be a fruitless, unenforceable exercise. But I give credit for Hugh for coming up with a cute acronym :)
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Jim Leonard ([EMAIL PROTECTED])
World's largest electronic gaming project: http://www.MobyGames.com/
A delicious slice of the demoscene: http://www.MindCandyDVD.com/
Various oldskool PC rants and ramblings: http://www.oldskool.org/
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