Hey Michael! Thanks for thinking with me about this whole thing
But it feels like an arbitrary construct to simply sort of make a graph for the sake of making a graph.
You are spot on here and I think I did not explain well enough what I was going for. I wanted to make a graph to communicate aspects of how the game plays. This is supposed to be put mainly into a pitch deck, after the reader already read the short description of the game, knows the tags and genres and maybe saw a gameplay trailer. I think you are right, this graph could only help players if it was used within e.g. a games' magazine that always uses the same graph with the same axes to help the players understand what the gameplay is about, after they already have the basic information about the game, lets say from a written article.
In terms of *describing* your game's vision the graph is a pretty cumbersome way of describing your game because it becomes difficult to really quantify on an axis which is more, for example, "goal oriented," diablo of divinity? Its a somewhat subjective thing you are measuring in an objective concrete way. Also, if you want to make a more "strategic" combat system than Diablo you haven't answered any questions as to the method by which you are gonna get that result.
I agree with you. This graph alone is not worth much without information around it, which usually are in form of visuals from the game itself and some descriptive text. This graph is also not replacind a design document, it is way to general, of course.
In case you are interested, here is a different version, that I also discarded:
And in the end, I also ended up not using the graph as seen in the video, but go for a very simple version with bars:
This version still communicates the same information and all the criticism you have, @michaelplzno, is valid.
But I still think the graph in the video has its merits and the general idea to create a graph that contextualizes a game's gameplay with regards to other games of a similar genre intrigues me. Although I might tend to overcomlicate things