Saturday, December 20, 2008
The Transition from Gamer to Game Critic
I've been a gamer for 18 years now across eleven platforms on top of the PC. I took an inventory of my PC games as I was cleaning my apartment last month and discovered that I own more than 150 games. From Quake, to to Planescape, to Thief, to Rainbow Six, to Warcraft, to Indigo Prophecy, I've seen just about all the PC has had to offer. As technology improves I find gameplay has remained startlingly similar from one iteration of a genre to another. I've played Quake I and Quake IV, compared Doom I against III, seen Diablo turn into Titan Quest, and watched Warcraft evolve into Supreme Commander, and smoothly transitioned from each to the other. Outside of the more innovative titles this year like Mirror's Edge, there are patterns to find and tropes to retread in all of the newer titles of this generation. One of the less desirable consequences of having so little to learn in jumping from one game to another is simply my disenchantment with the medium. How does Rogue Trooper differ from Halo? Or Thief with Splinter Cell? A different setting and different weapons. A handful of gameplay mechanics and a new spin on an old trope doesn't get me quite as excited as it used to so I find myself approaching newer games now with a more critical set of eyes than I once would have, and I've started to appreciate video games in an entirely new way.
Being critical of a game doesn't mean you have to dislike it; quite the contrary. I've recently returned to a number of older games like Lionheart: Legacy of the Crusader and Thief: Deadly Shadows with new eyes; an expedition into weaker graphics on antiquated engines in search of whatever it was that made them magical - or perhaps simply passable - when they were new. I derive just as much pleasure from the critical analysis of an older game today as I would have had playing them when they were totally new to me (and often times far more pleasure than I would have had attempting to find the 'fun' in some of these 2 star titles) and it allows me the opportunity to see the industry attempting to innovate in retrospect. Not every old RPG is Planescape: Torment and not every Adventure game is Psychonauts, but every game is built from the ground up by a development team with their own ideas and unique implementations. Being able to appreciate the finer details and squeeze the fun out of a stone is a part of what makes gaming such an entertaining hobby for me, and is a definite factor in providing some of my perspective on the industry.
The transition from a gamer into a critic was an organic one. Once any person acquires enough experience in a particular field to start seeing trends he finds himself linking them together to find patterns. It's natural to become curious as to the 'how' or the 'why' of those things we enjoy to observe around us, and it's only one small step from a casual observation over to a critical one. With so many derivative titles stocking the shelves this year I find myself experiencing a greater sense of satisfaction just explaining what it is I enjoy about games than I would have playing them. To some, sitting around and writing up an analysis for a video game might be interpreted as a rationalization wasted time, wasted to the game at hand and lost to games overall. There's some truth to that, but ultimately that isn't the way I see it. I see it as an opportunity to embrace something I have a passion for; an opportunity to roll up my sleeves and dig deeper into an art form I have an intense appreciation for. It allows me to break down all of the little details that make a good game great and a deficient game defective. If I should ever enter into the industry and attempt to channel my excitement into employment, the knowledge I glean from my critical observations and the secrets I uncover from my late night play sessions will prove invaluable to me. We'll see if it all amounts to much in the end, but for now, it's a hell of a hobby, and I wouldn't have it any other way.
Friday, December 19, 2008
Welcome to the Symposium: A Discourse on Game Ratings
Opinions are primarily divided over the issue of whether or not review scores detract from the reviews themselves. Are the scores there just to give readers something to complain about on the boards as they attempt to leverage that rating against another game in comparisons?
Jeff Gerstmann, Giant Bomb: Well, I won't deny that scores stir up message boards and social networks and such. But to claim that's the only reason they exist is a pretty narrow, jaded view. I think scores are primarily there to serve as shorthand for folks that won't or can't read the full review. They're meant to serve as part of the summary. A deck, a score, and, depending on your publication's review style, some pros and cons or whatever.I don't believe there is any denying that those of us actively seeking out a score for a game we're deciding whether or not to purchase are looking for "the jist" of the review, and will, at times, use those scores as a buyer's guide for those of us in a rush to figure out whether our favorite websites agree that a game is worth the $50 or $60 down. A question becomes raise, then, as to whether we actually read reviews on games we aren't already certain we intend to purchase from the get-go.
Shawn Elliott, 2K Boston: Some of us suggest that our audiences sees scores as buyers' advice. Actual sales rarely correlate with review scores in cases where games are not also heavily hyped and marketed. Increasingly, gamers pre-order games prior to the publication of reviews. Interactive demos allow our audiences to decide for themselves whether or not a game will be worth their dollars. In addition, word of mouth and message board discussions inform our potential audiences' purchasing decisions with an intimacy and directness that we cannot provide. Finally, review aggregation sites such as Metacritic mute the bias of individual reviewers and provide a bigger picture.The strong correlation between a video game's hype and sales provide a window through which to view an unfortunate reality of modern games journalism; regardless of just how well-received your Psychonauts or Planescape: Torment is, no one is even going to know it exists without the marketing to support it. If the only players reading your review are the ones who intended to purchase it from the beginning your influence only reaches as far as that particular game's advertising.
I suspect these circumstances suggest that our self-perception is, well—a throwback to a time when magazines and websites were gaming's gatekeepers.
When scores come into play there is more at stake than reader opinions. Pay bonuses can be determined by how well a game scores on metacritic, marketing coverage can be restricted from websites that provide low scores, and development teams can be broken apart in part based in perceived performance. When games score well, everybody gets a piece of the pie. When games do poorly, everybody aches.
Dan “Shoe” Hsu, Sore Thumbs: Shawn, that’s why this business is so messed up! Publishers want good reviews. Editors want exclusives. Magazines and websites want advertising. Advertisers want good reviews.The read is an entertaining and informative one, and I would strongly suggest that anyone with even a passing interest in games or games journalism glance over it. For what it's worth, I'm of the opinion that scores should remain as a part of the review process, but could afford to be revised to provide a more qualitative analysis. Examine 1up.com and note that they use letter grading rather than number crunching to summarize their impressions of each game. I have an easier time understanding a B+ in the context of a review than I have trying to figure out whether a 7 is supposed to be 'fair' or a 'good.' When I review video games for my blogs I tend to assign two letter grades per title; I gave Spore a C for gameplay, which would be directed at the hardcore gaming crowd, and an A for its innovative and attractive features which provide more appeal to the casual crowd. Far be it for me to tell anyone how they should be reviewing their video games, but I can't help myself in feeling as though they're getting something wrong. Perhaps Shawn's symposium will result in an addendum or two to the way popular gaming websites handle their analysis. I look forward to reading more of this discussion as it unfolds.
Thursday, December 18, 2008
Presenting the Presents: A late 2008 Video Games Guide for the Unassuming Consumer
While Fallout 3 tops my personal picks, the Wii has had a rough year for role-playing. It's also worth nothing that Mass Effect was released on the Xbox 360 in 2007, but it wasn't released for the PC until this year. If they haven't picked up a copy of the game for either system they're in for a cinematic treat. Chrono Trigger stands out ahead of the pack as well, a classic reconstructed from the old SNES role-playing adventure. If he hasn't played Chrono Trigger before, and he enjoys role-playing games, he requires this game.
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