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But you guys are fucking rad.
From what you wrote it looks like you are saying that the industry needs to grow up. I agree. Since video games firt hit the scene, they have been the kind-of "other" entertainment media and not taken as seriously as movies or literature. Why is this? I think one is lack of cinematic and daring games (Indigo Prophecy and MGS4 have come the closest) that not ony evolve the industry in story, but revolutionize it. BUT, game journalist hve had a big impact in the mediocraty and down cast look on the industry as well becasue and industry is most reflected by hte people who analyze it, and let's be honest, there are few people in the industry who can go toe to toe with movie critics. So, again I thank you for sharing and I hope the industry spurs it's own revolution.
Man, this blog is the best thing to happen to the internet since sliced bread!
-Mucu
I also want to encourage all of the readers on here who've been keeping it positive and constructive. Its awesome to find a blog where people are above a lot of that trash talking that goes on elsewhere.
Sorry for the ramblings but here's to hoping the journalism industry will grow and change as gamers get older and more mature.
Is Roper the drama guy and Ebert the comedy guy? Provided a critic is professional, it doesn't matter.
One of the games I reviews was the expansion to one of the Age of games. I don't recall the title off the top of my head, but I was up front in the review, stating that I don't normally do this genre, but here's what I thought.
When a reviewer tends to write about (and like) certain genres of games, they gain experience in the inner workings of the genre, and tend to be more knowledgeable about them. Having them work outside of their genre generally leads to a less polished and less informed review, in my mind.
RTS fans can quote chapter and verse about unit builds and strategies, while MMO fans are all about loot tables, mob timers and class builds. Sports gamers can get deep into recruiting/drafting and building the best team. The knowledge sets can be quite different. Sticking to a journalist/gamer's strengths tends to give for a better review.
"What many gamers don’t understand is how busy journalists can be – and also how lazy. Lets say you have a game that takes 30 hours to complete, and reviewer plays 2 hours of it and gives it mediocre review based on the first few levels, just because he has 10 other games to review and can’t put in 20 hours."
I long ago stopped allowing game reviews to dictate my purchases. Not because I think game journalists aren't credible at what they do, far from it actually. As a staff reviewer for a very reputable Hard Rock/Metal magazine, I couldn't imagine reviewing a new CD without listening to it in its entirety. I understand that deadlines loom, but this method of review is completely unfair to the reader, not to mention the developers.
Quote:
"The industry has been crying out for 'real' journalism for a long time now. What this means to me is not harsher reviews, but thoughtful analysis about games, real knowledge of game development, and a deep history of playing games. And ultimately, gauging who the game would be fun for, and scoring it accordingly."
I can only think of two guys (well, Gerstmann too) who lead the way in a quest for "real" game journalism. Crispin, Shoe - can we expect another go at it?
I have a deep appreciation for those who make truly great games, as they feed my habit, but the same way there's good music and bad music, there are good games and bad games. I don't care if Fall Out Boy spent 3 months in a loft only recording music, it's going to suck.
*edit* I wanted to apologize for not thanking Anyonymous for sharing the publishing side. I appreciate the honesty.
So we got this - journos don't trust pr and pr don't trust journos.
How about this - good games sell more than bad games. You can qualify that all you want but in the end I think it still stands.
http://www.vgchartz.com/games/game.php?id=2619
http://blog.tigmagazine.com/2008/08/07/trivia-s...
"ICO sold approximately 250,000 copies in the United States, 210,000 in Japan, 200,000 units in Europe, 20,000 copies in Asian territories and another 20,000 in Korea. This data does not include sales numbers for the 2006 re-release of the game in European territories and Australia. The Chinese release is also not taken into account."
http://www.playnow.com.au/cgi-bin/ultimatebb.cg...
"Sony's ICO development team has confirmed that a new title is under development, they plan to reveal the title in near future. The team has also revealed the worldwide sales of ICO, which is around 650,000 copies; and the breakdown is as follows:
* USA (09/26/01) - 250,000 units
* Japan (12/06/01) - 160,000 units
* Asia (01/13/02) - 20,000 units
* South Korea (02/22/02) - 20,000 units
* Europe (03/20/02) - 200,000 units"
Is that why Madden NFL routinely outsells everything else? Because it's the best game on the market?
Or is it because EA aggressively markets it, and has a huge fan base that buys (essentially) the same game every year for little tweaks, a few new features, and roster updates?
Our goal as journalists is to inform the customer, because as it stands now, most customers are ill-informed sheep, which is good for the publishers, but not so good for gaming itself.
After all, if your comment was true? Beyond Good & Evil would have outsold EVERYTHING.
Great comment.
I'm a little more understanding with the anon guy, though; not giving due credit happens. I feel that calling out against unfair reviews is a necessary step for a healthy community of analysis. (As well as the journalist's defense and any exchange after.)
I would consider a mix of objective and subjective in critiquing to be professional, as long as they are noted, pointed out. Whenever subjective is insinuated to be synonymous with objective, I think, is when it becomes unfair.
I can definitely understand your perspective, though.
"Why bother with dealing with a thoughtful, respected journalist who didn't like your last game in the series when you can go the competitor who's lackluster personality is easily brow-beaten into a decent score? This happens."
I'm not in video game reviewing; I have nothing but the greatest respect for you and your work; but reading the other comments, is it possible that the efforts of PRs and developers can be mistaken for cheap actions such as the above quotation?
That's such a shame; you could be genuinely wronged and your reaction would be so text-book that you could (and probably would) be easily thrown in the bunch with the less-than-professionals.
For your last sentence: thanks for the clarification!
That said, it's not a reviewers job to coddle the people producing the art. Movies, music, games, visual art, theater, dance...if something is sub-par, it's the reviewers job to explain why, in a context of what has gone before and what could have been. Critics and creators are eternally at odds, but they each serve a role. Critics could not exist without the creators, and the creators need critics to keep them honest by providing objective analysis.
And given the theme of this post and preceding ones, that's the real issue: How objective can a review be, given the realities of tight schedules, overallocated staff, pressure from publishers and, as admitted by our guest author, pressure from PR firms?
In the end, I believe a journalist's loyalties should be to his/her readership: You want to keep them from buying bad stuff, and you want to shine light on hidden gems. I believe the developers' loyalties should be towards that same class. I say this as someone with experience in both camps (former journalist, current game designer).
To the anonymous PR person: I may not completely agree with your perspective, but it's definitely important to give people in your position a voice as well. However, after 8+ hours, I think Too Human sucked... ;)
The only real response I can give is that this battle will end bloody, one way or another. Either game publishers will be forced to send reviewable code (games and other review content) only to an elite group of publications even earlier, just so that those reviews can go live before the half-assed so-called gaming journalists can squabble together 500-1000 words of gibberish for a few bloody hits on their cheap websites, or game publishers will have to start charging for early review content. That way, the cheap bastards who only want free games and, oh, can write about them in their spare time after they've had enough of it, don't ruin the hard work of dedicated people.
And you know what? I hate to admit it, but I'm guilty of doing that as well. I hated myself for doing it, and realized how truly unfair it is to not only the readers, but the creators of the games to not at least put in the right time and effort into it. When I visited EA's offices, I saw it firsthand.
That's why I really appreciate what EA has done with their entire company over the last 5 years, turning away from the "corporate giant" to a developer powerhouse. They use their size to help market games so they sell well, essentially acting like a movie production studio, while at the same time looking for good content to publish. And if it's not good, they supply their own trained employees to make it the best they can.
And you're right, Too Human was that bad.
I also can agree there aren't many quality game journalists out there. But on the other hand there really only a few absolutely high quality games that come out per year.
In the end I don't really think amazing review scores matter. If a game is geniunely good, its gonna sell. Regardless of flooding praise from the press. I know I personally don't just look at a review and decide. I give games a chance, rent, play demos and check reviews from the entire media masses. Like Too Human, I played its demo, gave it a rent. It just wasn't there for me. It was extremely repetitive and just didn't do it for me. I wouldn't say its as bad as the reviews have been on it, but I can't say its that good either.
That being said.. a lot of the general public is kinda stupid and will eat into what people say. I guess you can look at a game like the Madden series selling millions each year with little update yearly and see that.
I dunno, I guess the industry as a whole still has a lot of growing to do in all areas.
Edit - I'd also like to thank the author for posting his side though, sorry for excluding that. This blog is continually getting better and better. Hope it continues
"Real" journalism in games just doesn't seem like the right method to me. From the PR perspective, it would appear that your job is to promote a game to as many people as possibly. Having specific reviewers tackle specific genres would be counter intuitive to the process of selling games. It wouldn't take long to realize that the reviewer who's hardcore into RTS games is reviewing RTS games, and the reader coming to the realization that he doesn't give a crap about the inner depths of RTS micromanagement could possibly be turned off. And let's for the sake of indulging me talk about fighting games for a moment. This is my favorite genre of game, and it's dying right before my eyes. And as far as I can see, no amount of marketing could save it. A friend of mine was complaining recently about how Ben Croshaw (Zero Punctuation) wasn't fit to review anymore because he made a Soul Cailbur 4 review where gameplay was only touched upon instead of being rigorously discussed. And while on a personal level, I agree with him, but from a PR and review standpoint I don't see the fighting game demographic being large enough in North America to warrant talking about game mechanics. From what I can see, most gamers care more about Taki's cup size than they do about frame recovery. Having a dedicated reviewer talk about the depths of the genre would probably go on hurting it than reviving it. Catering to the hardcore instead of the casual just doesn't make good business sense, and I find it shocking that our anonymous PR guy would even attempt to sell that point.
And as I have to deal with you little PR kids everyday at the university... might I say that you give them a good name, kind anonymous sir/madam. Most of them appear to be soulless fiends intent on making as much money as possible by spinning bullshit in to the best sparkling shine. Nice to see a few make it out okay!
Should game critics review titles for the audience the game is intended for, the audience that already visits their site/reads their magazine or both?
Why or why not should issues seen in an in-development title (framerate, graphics, gameplay, etc.) be passed onto the readers?
Why do PR/pubs/devs 'massage' critics with open bars, lavish trips and various amenities, thus offering up that so-called 'power' to the critics, if the return is not worth it? Or, is it?
Take for instance, real video game journalists. Sorry, won't ever happen. You''ve got way too many people reviewing games within the industry who still act like they're in high school, and it reflects in their review tone and score, and as long as the gaming community finds this mentality acceptable, then nothing's ever going to change. Triple AAA games will get unfair scores without being throughly evaluated and lesser games will get shoved aside. He is right. The industry needs to grow up, and it has to start from within.
However, and this is a big however, the companies NEED to stop with the press junkets, pulling advertising and banning certain sites/magazines from getting content. That, in itself, is very childish, and it needs to grow up, too. I understand that a bottom line needs to be maintained, but so does respect and a terms of agreement.
They also need to understand how real journalists work, the ones who don't act like they're still living within the frat house and partying with their brothers. I was one of them who was working on a couple of small-time, independent sites. It doesn't compare to IGN or GameSpot, but my future employers didn't care. It still looked good on the ol' resume.
Anyway, I never received a free game or reviewable code because I wouldn't accept it. It goes against my ideals and ethics. I always bought or rented the games when they first came out, sat down and played them straight through, most of the time getting 100% item completion, etc., and then write up an 800 - 1,200-word review as soon as the credits rolled on the screen. Do you know how exhautive that is to do in one to three days' time seven to ten times a month? And it had to be edited and posted ASAP because readers are VERY impatient and want the reviews now. It's why I won't go back. It's not worth the stress or the aggrevation.
Sorry for the long post. The media industry is something I'm very passionate about as I've been working in it for six years.
I think though, that mob tactics like pulling advertising and with holding previews only encourages unprofessionalism. When before you may have a lazy journalist, you might just create a righteously indignant journalist. Not to mention that said journalist can gain respect and eyes by exposing any funny business on the pr side. All the pr seems to gain is a magazine's fanbase of people who don't trust them anymore. Even if strong arming the journalists does work, that just takes the credibility of that outlet away. Just look at Gamespot, how much did that ordeal help people's perceptions of Kane and Lynch?
Two wrongs don't make a right. If journalists are half assing their jobs then people will figure it out. Whether the scores are positive or negative people can figure out when the reviews are sincere.
To the people who spend their lives on something that fails, I am honestly sorry for them. They have to realize that ultimately a games success is based on quality. More so then any other industry, quality counts. Sometimes good intentions and hardwork can amount to failure. Good people can make shitty games, it's just a sad fact.
Just do your best and put out a game that's good and speaks for itself. You do that, and people will follow.
There's a reason that there is much anticipation that TGS will reveal Team ICO's latest project.
People have mentioned movie reviewers, the problem there is movies require you to only watch and listen, not make choices, nor is there an expectation to check out anything deeper than what is seen. Pointing out something like Christopher Nolan shooting half of Harvey Dent's face in shadows at some points is very observant, but for a complete review a gaming journalist probably needs to find ALL the Halo 3 skulls and GTA Pigeons. That's daunting as a gamer, can you imagine what it must be when a deadline is looming and you have two more games to go through?
What the gaming industry needs is to slow down, they are offering almost TOO much at once. Think of this holiday season's line up: I have 11 games that I really really REALLY want to play. That's in the span of a four month period. Most of those games take a minimum of 15 hours to play. That's just games I want to play, there are at least another dozen coming.
Movies have the luxury of being over when they are over, and where your initial impression is usually the correct one. Subsequent views are rarely necessary, but in gaming it's a requirement.
I guess my little diatribe is saying: There's no easy answer to this riddle.
My suggestion: do it Game Informer style, only have 1 review be for people who like the genre and one for people who only occasionally dabble in that genre and are "outside" it.
To the anonymous PR guy, you are correct about reviewers who don't play a game to completion aren't being fair to the game, developer, and publisher. That's not even fair to the gamer. The qualifications and skills of reviewers are too often lacking, I can surely agree. Hell, didn't IGN higher a reviewer after she sent in pics or herself fellating a PSP?
"This is not to say a bad game should get a free pass, but every game should be given a fair appraisal, with considerations made for target market and price."
The problem is, games aren't cheap things. Most new games are typically $50-$60+ tax. Sometimes $70+ in the SNES/Genesis era. That's a lot more than $10 or less for a movie ticket or $20 or less per DVD. Sure, a game CAN give you a lot more than 2 hours in front of a screen, but that's assuming it's good. When it's a $60+ sinkhole, first it eats your money, then your time, if you can stomach it. In the end, it can be a very painful and bitter experience, hence probably part of the reason why the so-called 'hardcore' crowd can be a very jaded and cannibalistic group.
Is $60 really fair for a generic cookie-cutter game, that no one will remember in 1 month, even if it's technically proficient and not a bug-laden mess? Or one that doesn't aspire to be anything beyond the current status quo? It's certainly not worth my cash. As a PR person, the game's quality is surely out of your hands (or so I would guess), but the consumer shouldn't be expected to foot the bill, if your product is generic or generic +1.
Anyway, if you really have faith in the value of your game, maybe you should re-think pricing to reach a larger audience, or better yet (no reason to give up that $60 if you think you earned it), offer a full-refund within a week after purchase, if you really believe in your product. Most gamers wouldn't mind keeping something if they felt it was worth the value you sell it for.
The fact that The Simpsons Game from EA cost the same as COD4 when it came out... unbelievable. I own both and they're not in the same league.
Games trying to deserve their $60 price-tag but not making it are going to get slammed. I guarantee that if Simpsons Game came out at $29.99... people would have said, huh, it has camera-control problems, but it's fun for what you pay.
The fact that these B-C level games end up $29.99 within 6 months (usually in the used bin at Gamestop) only shows that the game reviewers are 95% dead-on.
Charge what the game is worth vs. the competition (not what your inflated EA development team costs, or what marketing says it should go for)... or prepare to incur the wrath of a jaded gaming public. Cause it'll keep happening.
Don't care. This is a business transaction. I'm in the market for a product meeting my specifications. Some game journalist share my sensibilities so their voices have more clout then others. If your product doesn't meet their criteria and is chastised because of it, doesn't matter to me if your people are crying themselves to sleep at night. I have a finite amount of play money and a lot of dickheads clambering for it.
"What many gamers don’t understand is how busy journalists can be – and also how lazy..."
I have to agree with most of this statement. Far too many preening hacks slap the title "journalist" to their name and expect everyone to bow and scrape before their holy wisdom. So I can't blame a publisher who doesn't want to conduct business with a goofball. On the other hand publishers and developers who think beta copies of games deserve a immunity from critical thinking are kidding themselves. If a journalist spots flaws in control schemes, game mechanics or technical hiccups (stuttering frame rates, torn textures) it's their responsibility to call this out early. YOURS is the business with the reputation of shipping out products with show stopping bugs. So forgive a journo his transgressions in calling out issues they hope will be addressed before shipment of the title. Because all too often your industry knowingly ships out bug filled games and after a decade of this bullshit you still expect a free pass?
"The fact is game journalists – of which there are hundreds at the moment – are living off the blood sweat and tears of creative people who love games and regularly work 100 hours weeks..."
This isn't a parasitic relationship. Both of these organizations rely on one another to squeeze money out of gamers. Developers/Publishers need the blood sweet and tears of reputable journalists to get their games noticed. Buy all the Gamespot, Gamespy and 1UP reviews you won't, nobody listens to those shrills anyway. When dealing with the smaller groups like Joystiq, Arstechnica, Kotaku and Destructoid, you're getting millions of dollars in free advertising and what did it cost you, A video game before street date? That's a hell of a bargain and you're bitching about it.
You can't fault an entire industry for calling a crappy product to the carpet. It's really that simple. Sounds like the real problem is PR folks who don't play games and start to believe their own marketing hyperbole. Not every game is a diamond, in fact most are just smelly lumps of coal.
I'd like to add another thing. Do you really expect consumers to take serious the video game journalist industry when EVERY game is receiving a 90% rating? Do you PR types really believe that's a sustainable operation?
Ooh Ben Kuchera, Frank Caron you guys kick ass!
It's like you took my thoughts and expressed them for me.
Kudos!
Speaking as neither journalist or publisher I will state that this is not a bilateral contest. The consumers are also a player in this drama. As a consumer I want to know which games are good and which are not. In order to select a game I seek out reviews from journalists I have learned to trust. Sometimes they hate a perfectly good game, sometimes they will love an awful game and sometimes they will be perfectly lucid in their observations. Only over the course of several reviews do I learn to trust a reviewers instincts on game play and how they relate to what I perceive as good game play.
If a reviewer plays 2 hours and pans a game with 30 hours of game play, disparaging the thousands of hours of blood sweat and tears the development team contributed then that is as it should be. His instincts say that further play isn't worthwhile, after 2 hours it didn't draw him in. It doesn't matter to me as a consumer how much effort the publisher exerted in putting the game out. It only matters to me whether I want to put my money on the counter to buy that game.
When a publisher starts to bias a journalist to provide more favorable reviews that inevitably leads to a loss of trust in the reviewers, Without that earned trust the journalists efforts are without value. As a consumer I turn to someone who is more likely to speak to truth. So game publishers do themselves a disservice when they seek to accomplish this goal.
Should the game reviewers ever get together and agree to a common set of ethical guidelines (e.g., not accepting early review copies, rejecting 'special relationships' with game publishers, reciprocal relationships to pull all ads should a game publisher try to pull the 'ad buys' from any one of them, etc.) then we might end up with "real" journalism in this industry.
This reminds me of Mr. Show, the episode about "Coupon" the Movie. In this episode, the public dislike the movie so all the producers are very upset. They go out and sue the entirety of America and force them to watch it. The satire involved is that just because you spent a ton of money and time on something, doesn't mean that people will like it.
What this really brings up is whether or not YOU know anything about the games industry. Most people don't read reviews. They go into a store, pick up whatever trash may have just been shoveled out, buy it and play it. When the games industry stops making crap, people will stop calling it that.
"Right off the bat, it needs to be remembered that most serious games are projects that have involved dozens, if not hundreds of people for years (not talking about the licensed crap). The developer, in most cases, kills itself to get a game completed. Any good PR people working for a game publisher understand what a developer goes through, and should fight hard to get the game looked at by journalists fairly. This is not to say a bad game should get a free pass, but every game should be given a fair appraisal, with considerations made for target market and price."
SO? When I review a game, I think about the fact that they cost people, on average, 60 bucks each. Not everyone works in a job where they can go out and just throw away 60 dollars. So, if your game is not good, and I don't think people will enjoy it, I will tell them so. We owe you nothing. I'm not asking for my ass to be kissed, I could care less if you do, but I'm asking that you stop crying whenever your latest FPS clone comes out with a new, brightly-colored gadget and it's not enough to give you a 10/10. Life is unfair.
You know all those authors that work for years writing a book, getting a publisher and then getting bad reviews? How about the movie industry. How about EVERY industry. That's how business goes. Take some responsibility and stop trying to blame people.
Don't give me this blood, sweat and tears shit. Everyone working for a publisher and developer is paid fairly, and in most cases well. They already earned their paycheck, yet somehow consumers are responsible for a game's market loss? Game reviewers are responsible? Yeah right. And there are *still* mediocre titles - the Halo 3s, the Assasin's Creeds, the Bioshocks - that get free passes and greatly overinflated scores anyway. If that that doesn't demonstrate blatant bias (and probably bribes since those titles are all types of awufl), I have no idea what would.
I know exactly where Anonymous is coming from. I just don't make excuses like he does.
Everything else though, dude, so wrong. From this player's point of view journos are more on the developers side rahter then our. Talking more to the developer, more considerate to the developer then to us.
For god's sake, completely unplayable games, games shipped with broken code won't even get bottom scores. Completely average, unremarkable, me-too games get 7's and B's rather then average scores.
I've always thought of reviewers as sort of surrogates for the consumer; our job isn't to criticize a game from the perspective of how difficult it was to design, but rather from the perspective of how entertaining it is to play -- ultimately, to answer the question, "Is this worth your money?"
I think the more you focus on how a game is made or what it's made of, the less you're able to communicate the experience of actually playing it. You get into this arcane underworld that's of no help whatsoever to the consumer -- it's the reason so many movie critics routinely bash films that audiences love (example: check out the Metacritic ratings for the first X-Men, an enormously entertaining movie), and it's the reason Anthony Bourdain can with a straight face recommend eating the entire head of a sheep. You get too deep into how its done and you lose sight of what your audience -- i.e., average people -- really needs to know: Is this something I'm going to enjoy?
Game is entertainment, movie is entertainment. $ per hour entertaining is what it breaks down to.. so I expect similar review style.
On one side, you have the PR people who are paid to make things look good. That's their job, if something is crappy, they hide it, or blunt you over the head with the positives that outlook the negatives. That's why there here.
I like that reviewers can point these things out and tell someone. "You know, this thing is flawed or it dosn't fit the theme of this game at all it takes me out of the un-reality of the game" and the PR person does his best to get the ideas back to them, to fix or they get chewed out because they want things changed all the way around, and they just spent months on making 1 or a few things work.
Game reviewers hopefully try there best, but somedays (ex: This October) another slew of games comes out. They can't spend hours working on a review like he said. Ya gotta play 2 levels or so and get a opinion and I bet they don't see much story or much of anything. A tutorial level..telling you what to do and such, and another level that boosts some story or mechanic and they have to gave a review on it.
Like I said, some people are trying their best, while other's seem to fall through the cracks of this. Just like any person in power.
I for one, take nothing as garanteed. 1up may give it a A+ and say best game ever, but I'll take it as advice from a friend. I know we have different tastes, and not everything eye to eye, but if some company boasts some good play mechanic, and he says it's alright. I might take his word, I might not.
I say rental places will never close down, people will always like renting before buying things. Democracy is the best thing we got so far, and were all trying.
Sorry for the rant, but I loved the article.
And that also opened my eyes to the article. What this essentially is a whiny rant that we've heard a bunch of times before, that reviewers don't know what it takes to make a game, and it makes us feel like shit when they walk over it. Art critics, movie critics, comic book critics, don't have to know what goes into making those types of media. Fact is, it's a consumable product. You want us to spend 50-60 bucks on a game, we have a right to learn every positive/negative aspect of it.
I think PR managers, developers, and producers don't get that, which is why there is such a devide between us.
I will agree with Joe up there. Knowing how a game developed is trivial tripe when it comes to reviewing games. I mean, really, who cares. Mr. Anonymous' comments on that matter was very absurd and thoughtless. As a past reviewer, game player and reader of reviews, I could care less of how a game is made when it comes to reading a review and knowing what the reviewer liked or didn't like about the game.
If I saw something like this in a review, "It took the developer X-million dollars and X amount of months to develop this game, and their brilliant team of engineers used X program on 10 Y computers to..." See where I'm going with this? Who cares! None of it is relevant. if I did see that in several reviews, chances are, that magazine/website would lose a reader.
And let me propose a question to everyone: When did games get overwhelmed in the push and shove game of politics? Whatever happened to just playing for fun instead of all three factions -- gamers, producers/developers, gaming journalists -- trying to make the others conform to a certain set of unrealistic standards, and when no one does, everyone is quick to cry out that something's unfair or pull childish tactics?
The last line in Mr. Anonomous' speaks volumes compared to what I have to say: So the battles will rage on!
Games used to be fun. Now they're not because of all the politics behind it. It makes me want to hang up my gaming hat for good. :(
Reviewers should state their backgrounds, but they don't have to have any background in particular. This isn't objective: all viewpoints are valid, and having a spread available allows readers to find one that matches their own.
Current video game journalism does not do this, and for good reason: the narrative structure in video games is bad. Video games are built up around a target audience, and the story flows from that. I know it's cynical to say, but I get the impression that ideas for video games come from focus testing, and after a bunch of suits determine how burly the main character should be and what kinds of firepower he gets to use, artistic creativity comes second. This is the equivalent to thinking up a title first, and then writing the book.
So what standards are games supposed to be judged by? If there are no rules for game development, how can there be rules for game journalism? Movie reviewers agree on one thing: judge the movie by its execution. What kind of experience are you getting, and how well is it pulled off? Is it trying to accomplish a specific mood or simply entertain?
If a game is supposed to be pure, mindless entertainment, it's easier to judge. When a game tries to be ambitious, here's where actual journalism is important, because suddenly you're not just criticizing the game, you need to criticize the atmosphere, the mise-en-scen, the whole package.
Game developers, then, have to be aware that there will be higher standards than merely appreciating the effort put into their work. As frustrating it may be to hear, high scores should not be rewarded for effort. If the idea is uninspired, or derivative, or poorly embodied, that should be laid at the feet of whoever decided to think up the concept first, and the experience second.
A lot of time and money goes into game development, but I wouldn't feel remorseful for letting loose on a poorly conceived game. I shouldn't have to be harangued by a developer to understand what makes a game special; the game should speak for itself. I think there's a giant creativity deficit in video games today. Games cost so much to make that developers are scared of taking risks.
I would probably not get very far if I sought out a career in games journalism because I have too much respect for narrative structure to appreciate the countless hours of work that went into making a half-cooked experience. Games are designed for too specific of an audience. Did Spielberg micro-target Indiana Jones to appeal to a niche, and simply get lucky? I don't think so.
There is no universality in games. This is a problem, because judging a game should not have to rely on its niche. Its target audience, yes. It shouldn't have to go as narrow as reviewing a game specifically for a "fantasy action/RPG FSP MMO" niche. If you let game developers dictate how their games should be reviewed, there's going to be a loss in quality of both the product and the review.
Game developers are too interested in pleasing their audience to take creative risks that would benefit them in the long term. It's all oriented around returning their investment, and going the safest route to ensure they get it. I appreciate that there are a lot of hard-working artists and programmers slaving away to get their product to market, but the people managing them don't have a clue about creating an experience that stays fresh in gamers' minds for more than two months. How can an industry thrive on throw-away serials and not expect to be criticized for it? Should we applaud Disney every time it hashes out one of its successful classics into a creatively worthless franchise?
I don't see how developers can you take pride in a body of work knowing that it will be forgotten almost as soon as it was released. Pride in one's effort can only go so far before it turns into ego. If I were going to invest millions of dollars and hours of combined effort into making a product, I would want to make absolutely sure it would leave an impression that lasted longer than the fiscal cycle. That would mean investing in concept-smiths who think beyond target audiences and stay true to making an unforgettable experience.
In my opinion, a game can't just be an impressive, polished graphics demo with a weak story as an afterthought. If you want to break video games out of their poor reputation and give them some artistic credibility, you can't complain when a reviewer gives you an unfavorable score. Instead, try studying classic books, movies, and music to understand what made them great, and apply that to your game.
And for God's sake, hire some decent writers.
Jeff Green has announced that he's leaving Ziff Davis for EA. He's going to work on the Sims team. Which is all fine and dandy. Maybe. Does his working at EA change how EGM, or Ziff Davis in general, treat EA? Will he being an ex-coworker present moral problems when, and if, any of the 1up staff interviews him?
I don't think they'll be interviewing him as a representative. In all likelihood, Jeff'll return once in a while (a little uncommonly, but casually) to write an editorial or to appear on one of the podcasts. Luke Smith left 1UP to work for Bungie, and as far as I know, he wasn't a publicist or PR or representative for any Halo merchandise to 1UP. When Luke Smith joined the 1UP Yours podcast at Penny Arcade Expo (PAX), there didn't seem to be any animosity as a result of this.
Indeed, even when Shane Bettenhausen of EGM tried to bait Luke (possibly into another famous "You Shut The Fuck Up!"?) by saying that a famous thread on the 1UP Boards had people saying that a certain game had better graphics than Halo 3. Luke responded very calmly, saying, "They're entitled to their opinions." So, it's probably no big deal... but then again, EA is kind of this huge monstrosity thing! :D
PS: About Shane baiting Luke... after Luke responded, some guy in the audience asked Shane, "Did YOU post it??" Hahaha!
All in all, sadly there are sacrifices that need to be made on both sides. Sometimes, when that happens, some people may not like it. People have families to feed and bills to take care of. Everyone does the best they can with what they've been given.
Thanks for being fair.
A picture is worth a 1,000 words...How much is a movie worth and beyond that, how much is a playable demo worth?
Also the whole fact that RTS journalist should look at RTS genre and FPS at FPS is just crazy. There are like 10 RTS titles coming out each year and only about 2-3 are AAA productions. It is pretty easy job.
I just don't pay any attention to reviews any more. Sometimes is gets so rediculous I am reading the review and it explains the game is very similar to the previous one and there is no much innovation. I am like thinking 8.0 mayne 7.5 and then boom 9.5. I am like wtf. (IGN Halo 3 Review)
We shouldn't lose sight of that fact.
http://yahoo.rogers.com/yahoo/spotlight/tech_ma...
Reviews are totally subjective. What one person likes, another might not. Some person likes the game for the art, another totally hates the art. A reviewers job is simply to cover the bases. Let people know what the game has to offer and then offer his judgment on how /they/ liked the game.
A prime example that is recent is Age of Conan. The developer played it exactly right, knowing that reviewers wouldn't play past the first 20 levels, so that's where they concentrated the most effort and it paid off big time. But, just as quickly, the game died when people realized there wasn't anything past those first 20 levels. It also hurt the developer because now people view them with distrust and disgust.
The whole idea behind the review isn't the play the game all the way through, but simply to provide information to let the consumer make an informed decision. When you put several reviews together from different sources, you can generally get an idea of what a game is like.
PR, by it's function, is bullshit. It's not about fair reviews. It's about getting the word out about the game. To get that game as popular as it can. To spin it as good as they can, even if it is the biggest pile of crap to ever pass through the doors. You give away swag to get good vibes about your company. You advertise to get people to wonder what you are. You pep up descriptions to make it seem like it's a lot more than it really is. Talking about fair reviews is simply putting another spin on bullshit. It's simply trying to manipulate the environment to make the game look as good as possible.
My question is: Why does a review need an author/commentator when the fact is not everyone is going to agree and should, on their own merit, come to their own conclusion? Just demonstrate the games (1st-time through each mode once) and let those who see it, make their own judgments and decide.
Imagine having a butler at each arcade machine yapping away about the game as you approach it before you decide to insert your quarter/token to play, yeah it's silly, but I see it that way sometimes. Let the game demonstrate itself, and let gamers decide from there. I think demos prove this.
Metacritic is a major culprit, but replace "Metacritic" with almost any review site in the following points:
1) Metacritic - Some journalists would rush a poor critical score to be first, and thereby set the trend for
2) Metacritic lemmings - other journalists more eager to jump on the bandwagon than do their own thinking, research, and honest game-play review. A statistical analysis of game scores easily shows a correlation between initial scores and ultimate scores. I have no doubt that some publishers do everything they can to ensure that the first scores posted are high.
3) Lack of any "bar" on journalist credentials for scores posted. Any schmuck calling themselves a journalist can post a ridiculously low score and a shoddy review.
4) Lack of reasonable algorithms for review posting - such as collect the first 10 reviews before any score is posted. This contributes to all of the above points.
5) No "sanity" algorithm on ridiculously low scores. A disgruntled or unprofessional journalist can pull a game down by simply posting a 0 or a 30 for a game that WAS averaging 80 or 90. This is an absolute travesty.
Game publishers and developers have no say in these matters, and have no choice but to "grin and bear it". They hope that these scores don't "really" affect sales, but of course they do. I see this as one of the major problems of the games industry and it should be addressed.
1) Review sites should themselves be rated and approved by the game development organizations
2) Minimum standards for journalists should be established, before they are allowed to post a review score, and their scores should be weighted by factors like "years in journalism"
3) Minimum-bar algorithms should be established, such as dropping ridiculously low scores and accumulating at least 10 reviews before posting them
4) Journalists should certify that they've actually played the game before being allowed to post a review
What is done about this problem can certainly be debated and discussed, and these suggestions may ore may not have merit, but the problem is absoultely real and absolutely should be addressed.
I will agree with you there needs to be a set amount of years in real journalism before anyone can call themselves a real journalist, or at least have a B.A. in journalism before you're given the privilege to get behind a keyboard and write out an X-word game review. If you're caught showing any bias, then there needs to be repercussions, but only from within that building's population that the review was written in. It's not the job or duty of the gamers or companies to dish out the punishments.
I also agree that journalists should certify if they've played the game to its full extent or not, but there's no way to know that unless his/her boss is looking over their shoulder and make sure it happens. Who has time for that or wants to do that though? Just because a writer says, "I've played the game and finished it 100%" doesn't always make it true. That's where trust comes in. Gamers are smart enough to know who actually played the game and who's writing a big bunch of garbage, and they'll divide their trust accordingly.
What I won't agree with is this: "1) Review sites should themselves be rated and approved by the game development organizations."
That's a huge violation in ethical standards. If that happened, the scenerio would be like this:
X amount of companies who didn't appreciate the honest reviews their game got by
Y amount of gaming media outlets could rate the media outlet as low as they want and encourage others within their feild to do the same. Word would be quickly be spread in the game development community about those sites and then everyone would have a chance of scoring them as low as they want. Advertising would get pulled left and right, no one from the media outlet would get paid and it'd die a pennyless death.
This method could easily be used to corece the least favorable sites to "change their ways" or get put out of business because of this new type of power the developers could hold over the media outlets. Then where's the trust and the credibility from both the media outlets and the developers?
If the practice ever became a hidden reality, don't think it wouldn't get uncovered. Remember, we do live in the information age. There are no more secrets. Everyone and everything is fair game.
I would agree wholeheartedly that industry control over journalism would be as bad the other way as it is now.
1. Correlations and causations are two separate entities. To say that early, low scores cause subsequent low scores is a leap I'm not willing to take without further evidence. Is there a correlation? Absolutely, but to say that it is what it is here is a bit silly.
2. Your former fellow gaming executives are just as much to blame for the increased emphasis on metacritic averages as anyone else. By using metacritic as a basis for determining bonuses, projects, and indeed, termination of employment decisions, you and your fellow executives have only increased it's power and hold over the industry. Further, at least half of your reply deals with your issues regarding metacritic and aggregators in general, not game journalism (whatever the hell that is). It is either lazy or deceptive on your part to lump these issues in with your criticism of the enthusiast press.
3. Review sites should be rated and approved by the game development organizations? Thanks for personifying much of what is wrong with the enthusiast press. You already have a PR department. You want "quality journalism" so long as you have control over it. Do you see the problem here?
4. One of your minimum standards for journalists would be centered on their years in the industry? Hello! Many of the guys that you devs...er, ex-devs have problems with are the guys who have been banging around in the enthusiast press for quite some time and aren't quite so willing to kiss developers' asses on a regular basis. Perhaps the best best for you and your cohorts would be precisely the opposite: you cannot have been a member of the enthusiast press for more than a year, you must live in an apartment shared by you and several of your co-workers, and you must really be in dire need of a nice meal, a fancy trip, etc.
5. You want the reviewers to "certify" they've actually played the game they are reviewing? How fucking insulting. Here's a thought: why don't you gather up a bunch of developers and see how successful you are in getting them all to certify that everything they do is simply for the benefit of their fans, the consumers, and not their shareholders. Good luck with that.
For what it's worth, the problem isn't the people previewing or reviewing the games. It's the fact that the system is set up in a such a way that you're all in bed together, but not fucking. You've got a line drawn down the center of the room, splitting the bed in two, and you've got a shower curtain hanging up there as well, but it isn't getting the job done. The guys who get it right are the guys who are going to refuse to accept advertising dollars from the publishers, who'll write whatever the fuck they want to write, and let the chips fall where they may. It'll be this, or it'll be Japan. I'm confident in saying that a change is coming, for better or worse.
I'm all for reviewers being up for criticism -- critics should be able to take as well as you give -- but your ideals are a little extremist and honestly laughable. Lie-detector test to ensure the reviewer played the game they reviewed? Suits from publishers having critic "approval" power? Sites keeping from publishing completed reviews? None of that is every going to happen.
Games are going to receive high ends and low ends of the scoring spectrum; that's what averages are for. Yet in your one entry you both insult reviews that post "copycat" scores, while also insulting those who post scores off the beaten path. You say reviewers rush to put out early bad scores, but also they rush to put out early high scores. Huh? If you're going to blame someone for your unhappiness with Metacritic averages, blame the stockholders who think they matter.
I can't help but imagine your emotional response is attributed to a sub-70 Metacritic average to one of your games -- which robbed you of a bonus that would've paid for a new BMW to replace your 2-year-old model. It'd be harder to imagine you're looking out for the people spending hard-earned money on your games...but I could be wrong.
I, too, have long abandoned game reviews from major gaming sites. I only trust people's opinions about the games in which I'm interested. This means I read a lot
of forums where people post their opinions on the games I play.
It's not about whether you like a genre so much as whether or not you have the context for it.
Contrary to what Anonymous alleges, though, most of the big sites have genre specialists. There are a very few polymaths out there who review games from every genre and platform. But Steve Butts does not review shooters. Desslock does not review racing games. Andy Mahood does not touch RPGs. While lack of genre context is certainly a problem with smaller sites, at these places the errors tend to be in the publisher's favor - any complicated strategy game is called "deep" and pretty shooter is called "immersive".
guys in showing two sides of the story...especially one rarely seen
in the games industry of the "PR Guy."
That said, I disagree with Anonymous Guy in that reviewers should
be intrinsically involved in how a game is made and ONLY then being
able to review it.
The enthusiast press is there for answering the question:
"Should I spend my money on this game?"
Joe Consumer doesn't care about milestones or difficulties a
developer has had in making the game, just if it's a game he
should be interested in and whether he should spend his hard-
earned money on it.
I understand developers work on games for months -- even years,
sometimes -- but that shouldn't give them a free pass in saying that
because they've worked on it for so long, it deserves praise.
It would be like giving praise to a painter who draws dots on a canvas
for months and saying its warranted because of the time it took
him to complete.
speaking as a developer: I'll have to say I wasn't sad to see Gerstmann canned.
I've read comments saying he was 'the real journalist' and such, but you know what? No. He was loud mouthed hack and held grudges and vendettas against specific developers. A hopped up bully who would 'review' budget games with a 10 to 20 dollar price point as if they were AAA titles, just so he could toss out some personal attacks at developers.
The circumstances of his dismissal were at least badly timed, and at most suspect, but I can't say I'm sad to see him gone.
As a dev? I don't want ass kissing. I don't want a free ride. Overly gushing reviews that gloss over the problems are just as annoying as basing the final review off a year old press build.
What I'd like to see?
Well... less 'back seat game developing', for one. Yes, maybe what we made didn't fufill whatever expectations your imagination has drummed up, but using those in your review is irritating. You imagination doesn't have a publisher, technical requirements, and deadlines. Please keep that in mind while making your suggestions. Most of the time? We've tried it. No, it didn't work as well as you think it will.
Some context would be nice. This ones a sore point with me, because I started in budget games. I spent 8 months working on a game for a publsiher with unreasonable expectations on a team that consisted of 8 people, including the boss. We all half killed ourselves getting this thing out on time and budget. The first few reivews out were good, for a budget game. 6's and 7's. Not bad, and around what we expected. Then some ass gives it a 1 in a review that read like the most he did was read the box and look at screenshots. Unfortunately, it was at one of the bigger sites, so the reviews after that were affected, and it dragged the meta critic scores down.
I know, not a huge thing on a budget game... but it had and still has a fan base, and the tone and language of the review were such that it sounded like we'd raped his puppy.
Really, really uncalled for.
But there's crappy criticism and reviewers who'd rather give a game the evil eye and be on their way, such as you mentioned. *That's* when ignorance is bliss.
When it's a worthwhile suggestion, it's noted and worked into the post mortem.
That's critique.
I'm talking about a slightly different phenomenom of 'feature' suggestions that rarely have anything to do with the game itself.
Generally delivered with the 'Well, the devs just havn't recognized my genius' tone.
It's a fine line. One's helpful, the other is irritating as hell.
And it's most of what we get.
Or, in the case of budget games: sometimes it's a great suggestion. If, for instance, we had time, money, and resources.
None of which we had all that much of.
I can honestly say good critique in reviews is very, very rare.
When I come across it on something I've worked on, I save it, even if it's a low score.
Do you have any idea how badly that backfires? If I see a game has been witheld from reviews before release I wonder what the publisher is trying to hide and wont touch that game with a bargepole.
The sad part is that, as a designer, I get held accountable for that negativity, even if it isn't true. Would I have liked to hold onto that game for another year and make it a near 100? Absolutely, and so would the other 100+ ppl on the team. But guess what, there isn't some unlimited money fountain that lets us make that call.
Also I"m wondering why these ppl are referred to as journalists. I don't think I've ever heard someone say Siskel & Ebert were anything but critics.
I know I'm not objective on this topic,
But I've been in a very similar boat.
So it was Scott Sharkey. What was the game?
It sucks when someone kicks your favorite baby down the stairs just for the hell of it, but sometimes your kid was just stupid enough to fall down on his own while other people had to watch.
It's like watching your mom on my wang, but even uglier.
But in general it is an editorial choice, to focus on the positive or the negative. You can spend your time writing about what's wrong with the product, or focus on what is right, and to whom these features may appeal.
I don't want to talk about regurgitated press release, or the distant cousin, the cut-and-paste Frankenstein review. Both are common, both are produced by folks without any journalistic integrity, so I'll leave them aside for now.
However, neither do I make any pretention to pure objectivity: I deal with facts and don't lies, but my readers are interested in two things, facts and my opinion/conslusion. I assume that if they did not care about what I think, they'd just read the back of the box and the tech specs...
Am I wrong? Well - let's just say a piece I wrote on the iPod 1G doubted it would go anywhere. But I lay claim to my mistakes and live with the consequences.
Finally, I ALWAYS give the manufacturer a preview version, and a chance to correct errors and respond. This is critical when dealing with gold/beta products - how often have I received "we know and it's being fixed" answers, with a final product far more polished than what I was toying with.
Good communications, the ability to talk with the coders or engineers, and simple fair play means I never had any problem, no matter if the review was good or bad. As you said these guys invested tons of money and years of time in making their product. They owe me NOTHING. And I owe them, at the very least, a chance to correct what can be corrected.
Are you talking about a preview of the preview or a preview of the finished game?
What I want to know from Anonymous is if the laziness or unprofessional nature of some journalists justifies your job, which is to get as high a review score as possible regardless of whether it's deserved.
So I ask, how are we supposed to have "thoughtful analysis about games" when the PR machine denies access and tries to squeeze the reporters it doesn't like? How are we supposed to have "real" journalism when the marketing squads knowingly taint the process with swag and junkets?
Folks, let's keep our eyes on the prize.
The games played between PR and critics are likewise very similar across industries. Music publicists are perhaps the worst I've dealt with, while film publicists cancel interviews if not told that a director's new work is a masterpiece. It's an ugly field but it's universal. Even within other beats. Anyone who's ever worked the crime beat for a metro section will be aware of the pressures not to piss off the local bureau because they are your primary source of information. For whatever reason game fans seem more outspoken about these issues, but it's in no way unique.
On a mostly unrelated topic, I take some issue with the publicist's ire towards not having "specialists" review games, i.e. someone who loves fps games play the fps review etc. One thing I like about the EGM 3-person review is that you can potentially put one person the game who plays that genre next to one who doesn't and see what they both say. Both points of view are valid. I'm not the most knowledgable person when it comes to contemporary Italian cinema but if I write a well-thought review, that shouldn't be too relevant. Likewise, a review of a dogme95 film that only talks about it in the context of the industry can easily miss whether or not a person uninterested in film-as-art would give a crap about what it's doing.
There is no journalism school for any media criticism--there is just specialization within journalism. "A great unspoken truth is that those involved in games development and publishing feel that many journalists feel a sense of entitlement – that they deserve to have their asses kissed because of the power they wield over the sell-in." This is true for all artists and their critics. I guess my ultimate point to this rant is that games and how they're covered aren't as different as everyone in the industry seems to think they are. A decade ago I would've agreed, but coverage has come a long way and I think that it's almost time for people to admit parity with how it's addressed w/r/t other arts.
I think that in the whole, then, a lot of problems related to games journalism may be that they've been almost exclusively trade press for so long. I edited a piece my roommate wrote about games for the NYTimes earlier this year and was very amused by the companies treating him like the trade press. Microsoft offered to send him a 360 to play some of their games (which was not taken up on) while afterwards one of the major publishers banned him from interviews for a year. Not only was this offputting and a bit confusing for a number of reasons related to the article, but I think it was indicative of the attitude the publisher had towards all press misfiring wildly. As the medium does become more mainstream and you see someone like Tony Scott doing weekly reviews in a mass-market newspaper every single week, that's when you'll see some change. Every time I read a review of games in the New Yorker or Time I'm happy not just because hey, maybe that's another place I could get work, but also because of what the expansion is indicative for in both the industry and you guys in the secondary industry that surrounds it. It's a slow road, but my hope is that we are moving forward on it.
Back to your original question, Matt (btw, keep up the good work at 1up, as you do a damn good job over there asking real questions during your interviews) there are certainly examples I've seen but, as I'm still sort of employed (I'm kind of a perma-lancer... no end of freelance work but no salary or benefits bah... so I eat a whole lot of spaghetti and curse a lot) I don't think that's something I should get into too much. Needless to say, though, this is the drama behind the pages that goes unseen but exists more widely than people are aware of. Film criticism is taking a weird route now where the largest magazine in the industry just folded and online criticism has taken over so much that it's nearly impossible for trade press to obtain a review of a big film without a guarantee of positive coverage... which no credible outlet will do. Thus if you look at my folks at Paste, the music coverage online is pretty much the same as print, but film coverage is wildly different. Reading J. Green's blog about leaving the industry, one thing that was striking about his description of Johnny Wilson how it seemed so akin to that of Pauline Kael back in the day. Not that they were doing the same thing at all, but as an example of one journalist having probably too much power and from this being able to obtain access with it that we would like to see everyone have. Unfortunately, in the age of the internet for every A.V. Club there's an Ain't It Cool News who could care less about unbiased reviews. Staying in the black is hard for everyone these days, but AVC is one of the best examples of Shoe's doctrine that if you write first for your audience, they'll eventually come to you.
Dunno if that lengthy rant really answered your question, ok it didn't, but it can probably act functionally as part 2 of my, "We're more the same than you think," thesis.
Do you guys really think the problem with games journalism is that people are too harsh on games?
Too harsh?
This is the industry that uses the 7-9 scale and if your game doesn't format my hard drive or crash to desktop every 3 seconds if gets an automatic 7.0. If your game had any sort of AAA marketing its basically an 8.0 unless you fuck up completely, in which case you might drop to a 7.5.
Games are being rated too harshly?
/boggle
Its almost like music criticism where Briney or Kanye or whoever can dump an album on market and get a guaranteed 70+ rating on metacritic.
In fact, that's why sites Kotaku and the like, love guys like Jack Thompson and media-related game ignorance. It's always a 300+ thread of comments. But really, if you're to blame Kotaku, you'd have to blame all 'news' media, because that's exactly what they aim for nowadays, getting people angry and upset about petty things = ratings, and sales. But that's a whole other topic...
Anyway, It's probably best not to touch the music the industry. They're a joke unto themselves. It's hard to say which has less credibility when it comes to criticism or awards.
The mention of Shoe and Crispin being "real" journalists is funny, since that didn't stop Ubisoft from doing what they did. So whoever publishers feel is the "real" journalist is also a matter of perspective. Thing are never always as black and white as the "shooter" reviewer or the "puzzle" reviewer.. people like multiple genres, believe it or not.
Publishers need to understand that THEY are biased, it is ignorant to think reviewers should be gentle because of the team behind it. What does guilt tripping a good score do for anyone? Yes, they are at the mercy of the reviewer... but they are also at the mercy of the consumer who has a right to know what they're spending $60 on.
----------------------------
HAHA But if review will be A+ YOU wouldn't care about if reviewer played 10 hours or 5 minutes and THATS THE TRUTH
What's needed is someone to trash shit critics and show them up with _real_ criticism of the games and most of all ambition for moving things forward. And no that's not a rare thing. Everyone has ideas they'd love to see happen, and talking about them, focusing on that, rather than needless introspection and hyperarticulation _about_ the games, would be a far healthier climate.
98% of the reviewers, reviews sounded like they wanted to stick it to Denis Dyack and itreflected in their reviews. I believe there are good and bad journalists and after playing Too Human and looking at the reviews, it is easier to tell who is who. Those bad journalists reviewed the President of the Company and not th game.
I decide from the content not from the score.
P.S. excuse my english(i'm from Slovakia)
**NOTE: This comment is a bit rushed and only serves as a quick fix to all the current problems in the gaming journalism industry.**
Games journalism isn't an outlet for congratulating developers on their work, its a way for consumers to see if a game is worth their hard-earned dollars. Journalists need to write honest, accurate reviews, and gamers need to read beyond the score into the text of the review to get the full story on the game. If a journalist does not complete a game before reviewing it, or any of the other abuses you detailed, they need to be called on it. Not by barring that publication from reviewing games any more, but by public disclosure, so we the gamers can adjust how much trust we place in the journalists in question. The process needs to be MORE transparant to the consumer, not less.
• Who else is invited? As long as one certain magazine isn’t the only on attending the event or getting special treatment, let them have a good time trying to sway the bar.
• Did the developers have the same opportunity? This may be my strongest point, but the people who actually made the game, have they had the same treatment? If a bunch of game journalists are invited to a shooting range to learn how to fire some weapons, it seems like that is something the developers themselves could have done to prep for some new military game. How about flying those same journalists out to the Super Bowl, followed by a party of hookers and blow? Not as likely. In that case, if Future or Ziff wanted to foot the bill on that, then they have more money then we know. If the developers aren’t privy to the same big money event, then it shouldn’t have anyone else do it either.
• Does the gaming public have the same opportunity? Going to a sports event or some awesome display show is one thing, but getting flown to Chernobyl to run around in bio-suits is something completely unrealistic. If you have to know someone, that knows someone, and have a lot of cash, then it is hard for the gamer to relate to that experience, being that they couldn’t in their normal life get a chance to it.
• What’s the occasion? Is Anonymous Guy trying to secure a front cover story or a small preview? If Big Publisher wants to spend $100 on a hockey game for a 50 word, single screen shot preview, more power to them. Something like that will be completely forgotten by the game actually ships. To fly someone to Tokyo for a 2 week vacation/exclusive preview, that’s a little overboard.
• How honest is the magazine publisher? As long as the magazine company is completely, 100% upfront about their experience, and can back up the non-bias perception in writing, then I’m curious to see how review, preview, article compares to the game. For those who have never seen a major sports event in person, it is completely different then at watching it at home. If Big Publisher’s event can help capture what the developers are trying to recreate, then I don’t see any harm in it.
I’m sure, given more time, I could come up with more, but feel these set some, somewhat, visible boundaries.
Now I don’t blame Anonymous Guy for trying to raise that score, or get more coverage, it’s his job. Just like the rest of use, he’s just a squirrel trying to get a nut. Asking for PR to always be respectful of a magazines space, time, and money, is like asking a lawyer not to lie. Now I know this is a stereotypical view, but as a “gamer” that’s all we know. As part of my love for it, all I’m going to read about is the pro side of videogames. I’m not going to read some marketing magazine, hoping to catch some article about videogame PR gone wrong.
When it does come to that, it is really unfortunate our people, PR and journalist, couldn’t get along nicely. When the Kane and Linch review was changed, what happened, Gerstmann got fired. What about the PR guy? Shit I hope that guy got a raise, ‘cause he won that battle. This is unfortunate, because someone lost their job after 12 respectable years with one company and didn’t get a chance to explain himself, only learn from it. But that can of worms will have to wait for another post.
The only thing I know about games is what I read and play, that’s all. I’m not trying to solve all the problems, but I am trying to give the average, normal gamers view.
-Devon
The_Pie_Pieper.1up.com
hahah YOU only want 8 score or better
And these new machines? These are beasts. I'm running a 12" powerbook (rev D), and if the MacBook Pro is 4-5x faster then jesus... thats going to be a powerful machine.
What's the relevance of saying a game takes thousands of hours to create, and a big team? That doesn't make it a good game, or one worthy of getting platinum sales and five-star review. Games are no different from movies - they take a long time to make, and involve hundreds of people, but when's the last time you saw a movie studio trying to strong-arm critics by promising exlcusives, or pulling ad revenues?
Frankly, it's rare for a bad game to get good reviews, or vice versa. I understand the criticism levelled against Too Human; what's the counter-argument, that people should try harder to learn its controls and get into it more? Well, learning curve is part of a review. If people played that game for 25 hours and never really got how to play it, is that really the hallmark of a fantastic game?
Bad reviews end up looking bad in the wash. Lazy reviews get exposed online, and over time people come to trust certain reviewers over others. Play magazine ALWAYS seems to give games 90%; guess what? I don't trust Play Magazine anymore. I come to trust certain online sites more than others. I've trusted EGM for a long time, because they seem to give honest and careful reviews. The bad reviewers will ultimately be revealed as such.
And aren't all games pretty much reviewed by the same publications, the same people? Does one game really suffer from the things Anonymous is talking about, while others don't? Does one game have all the publications' FPS guy reviewing a racing game, or isn't this a problem that EVERY game probably faces in the internet's myriad sea of (largely incompetent) reviewers?
The purpose of reviews is simple. A game costs $60. That's like, 1/4 of the cost of a console on average. That's also a fair chunk of change to bring something home that you'll play for 15 minutes before realizing it sucks. People, like me, count on reviews to give them the sense of whether they should buy a game or not. As a consumer, I'm intelligent enough to give different weights to different reviews, to know that I don't really care if a game has online functionality or graphics that much, because those aspects aren't too relevant to me. I think most people are equally smart (this isn't rocket science). But when publishers step in and try to manipulate the process, to get good scores for games that don't deserve them, they're cheating consumers out of their $60 and that's totally unfair.
Up with hope, down with dope!
Now personally, I really appreciate Halverson's unshakeable enthusiasm for all things gaming. But I can see how readers yearning for "just the facts" analysis would be put-off by his glowing reviews of pretty much everything.
I'll preface my comments by saying that I work in the graphic design field; so while I may not be extremely well-versed in how video game design runs, I do know how the creative process works, and more importantly, how creative development and business models work in tandem.
The problem with Anonymous' letter is that he/she is attempting to gather reader sympathy in those poor, poor game designers and coders, spending hundreds upon hundreds of hours coding their hearts out to release a game. The flaw: creative professions aren't nearly as Romantic as PR people would like you to think they are.
Sure, I'd think game journalists were demonic if Independent Company owner John Smith and his devoted team of 10 developers put in 10000 hours on a brilliant, innovative idea, only to have it smashed by critics, but that's not really the case. In reality, Games-R-Us Marketing Committee 17A brainstorms the most convincing and least detectable way to rehash GTA:IV over gin and tonics. CEO Dave P. Laigerizer likes their idea the best, and hands it over to the Director of "International Relations",
who gives the assignment to a team of 1000 Nameless Indian Software Coders overseas. When the game turns out to be crap due to the apparent lack of a concept and the fact that the coders were in no way involved in the "creative" process and therefore have no feel of what should be happening in the game, journalists begin to pan it. That's when Mr. Anonymous in PR has to go knocking on the doors of game publications, telling the sob story of the countless numbers of people who died in their cubicles working on this Great Game.
Furthermore, creative people know when ideas sucks (PR/business people do not). I'm willing to bet that game developers do the same thing I do when they're working to polish turds: they work on it half-heartedly during the day and then bitch about it over beers with the co-workers at night. It's not the coder's job to love a game, just their job to make it work. I don't think any of them get their feelings hurt when they see a terrible review for the game they coded. In fact, I bet some even get an enjoyment out of it; hoping that it hurts the company that has enslaved them to unpaid overtime for months at a time.
Don't kid yourself, you're not twisting the arms of gaming magazines to protect the developers and the coders and the artists that all spent time on a crappy game; you're doing it so that more unsuspecting victims will spend $50+ on a game that doesn't deserve any attention. Hell, I'd APPRECIATE if a journalist said flat out in a review "this game was so boring and impossible to control that I was begging for the 2-hour mark to pass." No one in his/her right mind wants to wait 10 hours into a 35 hour game for it to "get good."
Of course, the bigger problem is that threatening publications into giving higher scores is even acceptable. Believe me, the critics know what they're doing. Do you honestly think the consumer cares about how long it takes to make a game? How many hours you had to spend perfecting collision detection? No, they care about whether or not their money will get put to good use. The critics do a great job of answering that question for the consumer, and that's all that matters. Make better games and quit making excuses.
Your justification, if it had any fucking weight to begin with, probably wouldn't need to be said under the cloak of anonymity. The fact that it does is admission enough that your attitude is shady and that you'd rightfully catch shit if anyone knew who you really were or who you worked for.
But, luckily enough, you're free to speak on the blog of a writer who only cares about maintaining the mere illusion of integrity and is willing to illustrate the entire problem by actively ensuring that there is no real accountability for your retardation.
As for Hsu, the fact that he waited to leave 1up not only proves what bullshit 1up is, but what a sackless waste of space he is. He'd get more sympathy from me if i weren't getting more information from former writers myself than he's dared to give in those pathetic editorials where he tries to clear his conscience without actually doing anything to really expose the very issues that apparently bother him enough to editorialize in the first place.
You are a human being are you not? You say you are a gamer first and fore most but I say you are a human first. As a human you have free will to do, think and say what you please.
So when it comes to games MAKE UP YOUR OWN MIND. Read reviews/previews or don't. Pay attention to ads, blogs and comercials or dont. Play demos and betas or don't. Ultimately with all the information available on games these days, from outlets big and small, its fairly easy to make and informed decision on weather or not YOU think a game is worth your money or not.
Trashing other people for having an opinion or doing their job is just childish and really doesn't have a place in this discussion.
We all caught up there, stimpy? Up to speed on things now?
How's that PSP? Would you mind doing another radio show to talk about its merits?
Just keep the name calling and insults out of it, please? Thanks.
You left the established venues. For what? To protect the anonymity of the very people who blithely are part of the problem? Here you are free from it and with the added benefit of a built-in readership that people like me can only grasp at, and you're still protecting them. For what? To give a voice to someone who clearly has more than enough sway? For what? So that we may fume in impotence at it and go back to taking it in the ass?
I am a gamer, one of the people who are ostensibly meant to benefit from what you're trying to do here. If, then, by your own words it doesn't affect me directly, then that's the entire problem. I don't expect you to change the world. I expect you to change the one you left. Because if you don't, i and writers like me will.
You want to change this business, more power to you. But you're treating it like a war. Honestly, are you that angry at me for not doing things the way you expect me to, for not fulfilling some unsaid promises you think I've made?
Hey, give me some feedback or constructive criticism. I welcome it. But the name-calling, personal bashing, and vulgarity aren't helping and have got to stop, please.
Looking forward to part 5.
What an amazing coincidence. I post something that points out you're doing what the media has always done, and that's what finally does it. Tends to say more about you than it does me, ace.
Also, i can't imagine why i would be hostile toward the industry. You know, your series on the seedy underbelly of what you adorably still call gaming journalism is actually quite uplifting. This is all a misunderstanding too, since i've often wished PR and/or marketing types -- the most useful and respectable of all publisher employees -- had some way to get their well-reasoned and forward-thinking perspectives across in the gaming media. You've continued to fill that niche, so i really should be thanking you.
Whatever you do, Shoe, don't answer a telephone ringing in a Phone Booth....