
I'll be the first to confess that when I get passionate on a topic, I tend to obscure my own points. No issue exists in a walled garden, of course, and I tend to eagerly dredge all the trails around an idea and lace all around peripheral or overlapping issues, which sometimes doesn't serve my argument.
So given that Newsweek's N'Gai Croal has returned to the blogging stage at Level Up in order to join the discussion that reviewers like myself and Variety's Ben Fritz have been having around the challenging relationship between art and mechanics within the critical process, I think it's worthwhile, and probably necessary, to clarify my points a little.
When I observed -- okay, complained -- that reviews are arbitrarily critical of mechanical issues while downplaying the role of creative innovation in the perceived success or failure of a game, I most certainly never intended to imply that games that aren't fun should receive high scores simply because they tried something different.
Nor did I ever intend to suggest -- though I'll cop, again, to obfuscating my own arguments sometimes, as is the tendency of the excessively verbose -- that game mechanics, the backbone of an experiential medium, are themselves "minutiae."
Many of you raised this point aptly yesterday in the comments of my post about the Guardian's Keith Stuart's article; commenter juv3nal said:
No one is knocking Mirror's Edge (or, for that matter, failing to give Mirror's Edge credit) for its innovation. It's getting dinged for its failures in execution. As a consumer, I'm all for innovation; there isn't some automatic reaction that new or different = bad. It's just that poor execution is not excused by being new or different.
And Toups pointed out:
If anything, for future creators to learn the right lessons from the game, we would do well to have critics pointing out exactly where it fails.
And one would have to be quite dense to disagree, just as one would be hard-pressed to take issue with Croal's assertion that "mechanics matter... [and] mechanics are also improvable." Indeed, one could argue that we reviewers have a duty to be strict about flaws, as Toups says, because with the way our industry works, the Metacritic scores we contribute have a concrete economic and strategic impact on future creations.
But the primary function of a review is not to educate its creator; it is not a report card, although the rise of Metacritic scores as a barometer of industry behavior creates that side-effect. Nor is a review a control mechanism by which a few writers can influence the trends of the industry by elevating some traits and diminishing others according to their personal taste. Perhaps obviously, the purpose of a review is to try and tell consumers whether or not they would enjoy a game.
And as I illustrated at Kotaku yesterday, the large majority of game consumers do not currently read reviews because they don't find them useful or relatable. The disconnect between the consumer who reads reviews and the one who doesn't is just a precursor to the rampant disconnect between those tasked with communicating about games and those who enjoy playing games.
This particular chasm, I feel, is one of the largest obstacles to games attaining widespread cultural value beyond that of a plaything. And it's also one of the most addressable.
When I lament the lack of attention to innovation in game reviews -- and, by association, in our enthusiast culture -- I am not, as Croal suggests, insisting that creativity should receive "primacy" over effective design. We cannot award "A for effort"s. Although Ben Fritz's standpoints were tightly associated with mine in Croal's blog post, I think it's salient to note that he and I actually initially disagreed on one thing: He noted in his original response to me that he often finds that games often seem over-rated based on hype about their innovations -- and I concede he's right.
Either extreme is undesirable. I am, instead, hoping to engender an acceptance of a broader-lens view of games as experiences; I am rejecting the assertion that a medium with the power to be so subjectively affecting must be reduced to the sum of its parts; I take issue with the idea that there is a single mechanical checklist against which all games can be evaluated.
Most of all, I wholly repudiate the suggestion that "is this game fun?" has a yes-or-no answer applicable to all members of our increasingly vast audience. It's my belief that only in ditching that can we span the chasm.
Again, I didn't play Mirror's Edge, so obviously I am not speaking specifically in its defense. But interestingly, I've heard in conversations and emails with friends a raft of approval for the title that comes uniquely from people who rarely play video games. They think it's fun, they think it's different, and they feel it was worth their money, while those who frequently do play games -- and those whose work entails critiquing games -- sing quite a different tune. It'd be patently asinine to imply that one group is correct while the other is not, and perhaps in my vehement eagerness to encourage a more sophisticated, broad-ranging critical vocabulary for games, I allowed myself to appear as if I was making statements on which standpoints are valid and which are not.
That wasn't my aim, of course. It's never my intention to act as if I'm some voice that can assign correct or incorrect in such a broad, emerging field, which is part of why I almost always avoid calling out individuals. But the idea that the laws of game mechanics alone must determine a single accurate evaluation of a title that is universally true? I think that's wrong -- I'll say that plain.
In yesterday's discussion, commenter Dante said:
When we talk of 'classic' games we're nearly always talking of flawed but abitious ones, Deus Ex, Fallout etc. They're all attempts to do something extra-ordinarily different that stumble somewhere...
...Take the BioWare games, for instance; they've always had bugs and flaws, but they've always been narratively excellent. But while Baldur's Gate and KOTOR were numbered amongst the best of their time, Mass Effect was swept under the carpet, despite massive strides forward in presentation and combat.
On a slightly different note, we all enjoyed dragging out old review quotes about Silent Hill 2 that called it, basically, staid and unwieldy, while today it enjoys a seat on the short list of gaming's greatest survival horror titles -- if not greatest titles, period.
Incidentally, those poor reviews for SH2 equated to high 7s and 8s on the scoresheet back in the day, which often makes me wonder if reviewers these days feel obligated to pick out extra criticisms to avoid the old accusation of the "three point curve."
Dante is correct in observing that many of the games that history adores are overtly flawed, and that we adored them in spite of those flaws. We remember a favorite older title as an overall experience, and not as the sum of its "pros" column held up against its "cons."
I do believe that, since gaming is such a new medium, back then many of us were younger and not inclined to criticize so closely as players. The critical press, concurrently, developed a handy system that worked fairly well (remember the ranked categories in GamePro?) in an era when games were simpler and had fewer variables.
But in today's environment, the variables are too numerous to consistently evaluate systematically, and to add an additional knot, development is in a growth and experimentation phase in which it's actively trying to add more variables. At the same time, a wave of new audiences are are approaching -- or rediscovering -- gaming. They know nothing of our systems. They don't know what "ludonarrative dissonance" means, and they wouldn't notice it. Hell, maybe we ourselves would be unbothered by certain issues unless we'd had them pointed out for us and been told inside the internet echo chamber that they ought to ruin our experience.
Which is not at all to imply we need to "lower our standards" or fail to mention problems just because the median user would not be bothered by them. In fact, I'd wager we have almost an embarrassing amount to learn from the average consumer about appreciating a game as a holistic creation -- neither "art piece" nor "product," neither "mechanics" or "innovation." What I stumbled to convey by employing the word "minutiae" is the fact that we hardcore these days often have our nose pressed up so tight against the glass that we can't see out the window.
Ultimately, my original idea -- doubtless because I expressed it poorly, was assigned a "Red Light" by Level Up: "Reviewers aren't perfect, but attempting to police the discourse by insisting on the primacy of innovation over execution is not the answer," says Croal.
If I criticize or levy opinion on the process of reviewing, and the impact of the Metacritic score, it's because as a reviewer who contributes such scores, I feel it's necessary to engage my community in these kinds of discussions on what the focus of our work can be. Aside from the issue of whether placing "red lights" in the roadmap of discussions among reviewers is in itself "policing the discourse," I hope I've clarified, in the fashion of more words than was probably necessary, that "insisting on the primacy of innovation over execution" was never my intention.
Finally, I say this all the time, but it never seems often enough -- thanks to the commenters who contribute their thoughts here, those quoted in this post as well as all the others.
[Wholly unrelated note -- I don't usually link things like this, but since I'm responding to N'Gai Croal, I thought it'd be okay to do a petit homage: EGO... trip!]
18 comments:
I didn't think anyone was trying to "police" anything, but just wondering out loud why people can't make sure that the innovative aspects are noticed.
Still, it is nice to see the debates become a little louder (as long as they're civil)--maybe it's an encouraging step towards getting your average review-reader to consider games in a new light.
I wrote an article about this same thing yesterday, whether we should prioritize the overall experience or the quirks along the way (with a handy comparison to boot). Ultimately, I agree with your following statement:
"I am rejecting the assertion that a medium with the power to be so subjectively affecting must be reduced to the sum of its parts."
I think a good example of this whole debate is Shadow of the Colossus, a game that I wouldn't hesitate to label as one of the best of the last generation despite its numerous gameplay flaws. Its a tough choice, though. Do you forgive a game its flaws, try to appreciate the bigger picture, or do the quirks and flaws prevent you from enjoying or even understanding a game's messages and themes. I think there is probably some sort of threshold, where mechanical issues become too prevalent and too greatly hinder the experience. But I think its good to think optimistically, at least as a gamer. As a reviewer, its a somewhat different story. These things need to be pointed out. But even then, we can always think back to how a game made us feel or what we learned from it, forgiving the game its (likely unintentional) flaws.
I think some of the games mentioned in this post undermine your point. Mass Effect was a million-seller, with a Metacritic score of 91. Silent Hill 2's Metacritic score was 89, and it, too, was a million-seller, at least worldwide. These do not sound to me like things that were maligned in their time, fairly or unfairly.
With that said, I fully agree that the checklist approach to game reviewing isn't necessarily the best one. Nor do I even think a reviewer necessarily has to provide equal time for a game's flaws in an otherwise positive review. Still, it's fair to say critics have to carefully weigh a games virtues and flaws, and just where the scale falls for each person is the point at which the useful conversations begin.
Awesome point, Mitch, thanks for looking those up.
You're right; sigh, I guess I've got to find a way to quantify how the language of reviews, even positive ones, reverberates out into the culture and quantifies an unfair prejudice.
K GREAT ILL JUST START THAT BRB
I think this is being over thought. As a reviewer, you either enjoyed the game or not, and your task is to explain why. Some people enjoy innovation, even when rough around the edges. Others prefer tried and true gameplay. Just report what you honestly think of the game.
Roger Ebert blogged some rules for film critics and many of them work for all reviewers...
http://blogs.suntimes.com/ebert/2008/10/eberts_little_rule_book.html
I wonder what influence games that trade primarily on perfect polish has had on reviewers' culture. Some games are differentiated primarily by their tuning and mechanics. What's really the difference between Haze and Halo except finesse? For an FPS this is the difference between a 55 and a 94. Then again, an innovative but warty game like Deus Ex could nab a 90 in 2000.
To go to the music analogy, there are songs that can survive on pure viscerality despite piss-poor recording quality and crappy instruments, there are songs that shock you with originality, that are so perfectly produced and played that you forgive them for being somewhat uninspired.
But music has accepted that listeners have different tastes and there are specialty mags for all sorts of different genres. Of course there'll always be some crossover, but it doesn't make sense to send a punk rocker to review the latest Top 40 hit or American Idol, just as it doesn't make sense to have a mainstream reviewer write reviews for Venetian Snares. This is why I agree that reviewers need to be less clinical and embrace their own voice and experience with games. Reviews are inherently subjective, and reviewers are hurting themselves AND their readers by ignoring that fact.
Perhaps it could be a good idea to separate reviews from criticism (in video game journalism).
"Perhaps obviously, the purpose of a review is to try and tell consumers whether or not they would enjoy a game."
These reviews should be written for consumers and concentrate on what to quote says.
Critisism on the other hand does what review should not:
"But the primary function of a review is not to educate its creator"
These critical analysis of games can be written for us, who live in the "another world" from the title of yesterday's article. In this work all these new concepts to analyse this medium can be used and better understanding of it learned.
Perhaps the problem is that the video game media is almost completely somewhere in the middle, born from the early magazines written by hobbyist and still aimed at those teenagers who consume massive amnount of games but do not spend time analysing them.
Now, how to fix that problem, I don't know. But at least we have many bloggers doing something on that are.
The objective review has quickly become irrelevant. Amazon, Ebay, and Metacritic have all picked up on something EGM has done for years. It's the spectrum of opinions that matters, not any one singular opinion. Reviewers are failing if they try to write objective product recommendations to sell you a game. Let game publishers sell their games, and let reviewers describe their personal experiences with that game without having to hide behind an faux-objective veil of legitimacy talking about framerate, texture resolution, and AI (or hierarchal scripting as it would more accurately be described).
Nobody needs someone to tell them what they like. That's an invaluable service, but honest articulation of all the different ways a game can affect people... that would be constructive and genuinely valuable. At the end of the day it's not the games we remember but the people we shared them with. Like an episode of Siskel & Ebert. I remember their exchanges far more than I remember whatever points they were trying to make about Clear & Present Danger or Boys on the Side...
err "valueless"
I commented on this general topic in the "Will Not Pun on Faith" post, so I'll be brief here.
I don't think 'review' and 'criticism' are necessarily two mutually exclusive ideas. They certainly can be, but I think this is more of a "shades of gray" situation in which each writer has his or her own approach.
There are definitely some notable "wrongs" occurring in the industry, such as the prevalence of untrained writers. And note that that doesn't necessarily refer to a lack of schooling, but rather quite literally the absence of basic writing skills all together. But putting aside that particular group, I think we can start to see the medium's own critical voice developing.
As for N'Gai's comment about "attempting to police" the running dialogue that is game criticism... bah! Discussing these topics is essential. Andre Bazin's "What is cinema?" did not emerge in a vacuum. It was the inevitable product of the decades-long development of the medium and the discussion surrounding it. That discussion is occurring in the interactive space right now, but it hasn't hit its maturity yet. Read through the writing of even the greatest academic thinkers in the field of game studies/ludology/new media studies and you'll see there's still a level of chaos and confusion in their respective approaches. Hell, a proper title for their field of study hasn't even been agreed upon.
We're all getting there, just inches and centimeters at a time.
I think Adam really put it well. I don't know if it's just because I'm right in the middle of cinematographic study at university that I am having this feeling but I've sensed that in the last what, 3 years, more and more discussion about what is gaming, what are the different "gaming culture" participants(like reviewers and scholars) roles and how can the media go forward have been taking place on the very "close" but prolific public space of the internet.
We are shaping the medium and people you called "culturists" in your article in Kotaku yesterday are the equivalent of people reading and writing in "Les Cahiers du cinéma" or "Positif" in France back in the late 50's early 60's when cinema was starting to get institutionalized and an whole vocabulary was being set by thinkers like, thanks Adam for pointing it out, Bazin. We're not "there" yet, and who knows where's "there", but having animated debates is a good start.
On an unrelated note I really dig the french title. :D
These days I am coming more and more of the opinion that game reviews have become functionally useless outside of getting a rough idea of a game's quality.
Very, VERY rough idea.
Even forums and fansites aren't proving to be a good resource any more.
Hell, just look at Fallout 3. If you were to read some gaming forums it would be counted as the crappiest crap that ever crapped a crap.
Yet reviews, general player comments, and even comments from other RPG makers are overwhelmingly positive.
In fact, here is an example:
http://www.rpgcodex.net/phpBB/viewtopic.php?t=27883
They have a bias and a groupthink there and their opinion of what is an is not an RPG seems to be based off 1: Games that are as close to the original 2 Interplay Fallouts as possible. 2: Other RPGs they like but aren't modern, made by anyone who DARES make a new Fallout that's not EXACTLY LIKE THE ORIGINAL ONE, and the majority of the forum posters agree is ok to like.
This is the Internet gaming scene.
I have seen the same retardation from the other RPG side with places like Insert Credit and the thankfully dead and buried GIA.
Go to a sports gaming site and see how well they would like a Civ game. Look at how anal and stupid the competitive game communities are. (Fighters, FPS, RTS.)
Everyone has a bias, and finding a game review not based on bias is nigh impossible.
Even yall pros have biases. Which is why some folks praise innovation over good gameplay, while others are happy to give the same damned game with a higher resolution and some new levels 5 star reviews.
And yall have even worse luck since corporate sellout pressure seems to require certain scores. (Eidos seems in love with this strategy.) And even after yall deal with MBA hell interference you then get frothing fanboy idiots who demand high scores on franchise titles they have yet to even play, much less mull over its quality. (See Jeff Gerstmann and his infamous review of the Wii Zelda game. He gave it a good score and the Nintendo fanboys ripped him a new one over it for not being a 9-10 level!)
I have mostly just decided to look at what games I want in my preferred genres and styles (Turn based games over almost everything else.) and take other people's opinions with a grain of salt.
Hell, I am fully aware my opinions are pretty much my own and don't fit ANYONE ELSE'S, EVER, so why should I pay attention to it?
And for the record I would absolutely put my biases into reviews. EA titles would get 6s and 7s for the good ones. I hate EA and want them to be purged with cleansing fire Warhammer 40K style and I would nitpick and intentionally do what I could to hurt them in any way.
It would be wrong, but I would do it. And that's why I won't review videogames.
And a final thought on innovation while its in my mind and somewhat on topic.
Some of my favorite games have been the SECOND game in the series. The first might have lots of good ideas to be sure, but there are niggling flaws and bugs and just a general lack of polish.
The sequels I love tend to perfect what the first game probably could have been given more time for playtesting and feedback.
Galaga, Fallout 2, Warlords 2, Master of Orion 2 as examples. They are all fundamentally the same game as the original, except more, better, and shined up all good and proper.
I’m guessing that you, the audience of this blog, aren’t quite able to settle on a pat answer. Instead you are likely thinking, “well, it’s complicated,” or, “it depends on the game, doesn’t it,” or even, “it totally depends on the game mechanic in question!” But there seems to be an impression among much of the industry, and much of its audience, that the answer has something to do with challenge–either a challenge of skillz, or a challenge of wits.
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williamgeorge
smo
It seems like the issue is with reviews not properly addressing what's most interesting about a new game.
IGN's checklist approach to reviewing gives you an overall look at a game and a breakdown of whether each part is good in the eyes of the writer. This is a horribly reductionist way of looking at something and doesn't address it as a complete experience. Instead of mentioning how the car feels to drive, it's writing about the wheels, the seats, the windscreen wipers. There's a certain point at which you're no longer even reviewing a car.
The other problem is that how good a game is, is often the least interesting thing about it.
A review should always provide some baseline practical use to its readers. It should inform, and allow people to make an educated guess as to whether or not they'll like something. But a review ought to correctly identify what's most interesting about a new title and spend time addressing that, and the IGN review template seems to demand that game's be sliced evenly.
As a result, when the review eventually identifies movement as the game's crucial element, it's treated with equal importance as everything else. It gets the same cursory two-paragraph summation that every other part gets.
Attention should be paid to a game's mechanics relative to how interesting and important they are to the experience as a whole. Innovation that fails in execution shouldn't necessarily be lauded or praised, but it ought to be recognised.
There seems to be a basic assumption about game reviews that is getting in the way of the discussion.
Speaking broadly, as a game reviewer, I don't know you. I don't know what you look like, I don't know school you went to, I don't know if you are a Cubs or White Sox fan. I know next to nothing about you. What I do know is what you said in reviewing past games.
Since I don't know you as a person, I have no idea where you're coming from whenever you cheer for Feature A or jeer at Feature B. Do you have an agenda? Does your cousin/spouse/BFF work for the publisher?
As an intelligent, informed consumer, all I can do is assume that there is a certain amount of consistency in your tastes as presented in your reviews. I can then take your opinions as influenced by your tastes and then translate them into something I can use to form MY OWN rough opinion about the title.
Because of this, it doesn't really matter whether or not you liked the game, or didn't because I'm basically trying to remove your bias from the review in the hopes of having a nugget of objective data that I can use to make a preliminary decision.
Isn't that what everyone else does? Isn't that what an independent thinker does with any editorial information?
That's why I have almost no use for metacritic, even conceptually. Other than the fact that all these reviews are listed together nicely on one page, it doesn't make my decision making any easier.
Leigh, as always, you make some good points. I do wonder though if perhaps you are assuming a value to reviews in industries outside of our industry that isn't there. I look at what movies but up big returns and what music sells and I don't see a strong desire for a critical voice. That certainly doesn't mean I want it to go away, rather that perhaps the critics will never serve beyond an already engaged base.
As to N'Gai's article, I do agree with him and I suppose for me it comes down to the fact that we are still, at some level, discussing a consumer good. As a consumer, I don't want to feel like I wasted my money on a game that only half-executed. I didn't buy Assassin's Creed for that very reason. It is a wonderfully flawed game with great ideas, but still flawed. The other major problem we face as an industry is how rapidly our product becomes dated. While I can still find movies from nearly any decade that I'd enjoy immensely, it's damn hard to find equivalent games. That creates large gaps in experience and taste between generations of game players. So while we can look back and agree that such and such game is innovative, we can't all go back and play it to enjoy it.
I believe that, for a game review, the experience is paramount. If the game wasn't fun to them, for whatever reason, they should say so. Innovation is very important, but the ability to execute said innovation is more so. Ideas are everywhere but putting those ideas to work is the important thing.
A belated thank you for the reply, it still astounds me when people listen to anything I say.
Alas that darned Mitch has sullied my argument with his 'facts', guess that's what I get for wildly speculating about how harshly a game was reviewed without looking at the scores.
I know I mentioned this via Twitter, but I wanted to make sure you saw that Sean Sands weighed in on this subject over at Gamers With Jobs: http://www.gamerswithjobs.com/node/42417
On balance, I'd say I prefer games with more mettle and less polish.
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