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On Games, Reviews, And Criticism -- Part 3

Patrick and Mass Effect 3 senior designer Manveer Heir's closing arguments on the state of game reviews, and where we might go from here.

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If the past few days has evidenced anything, it's that readers take reviews just as seriously as writers, developers and publishers. That's awfully important, too; ostensibly, you're what this is all about, right?

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I've thoroughly enjoyed reading hundreds of comments from readers responding to my conversation with Mass Effect 3 senior designer Manveer Heir, who should be commended for throwing himself pie-first into the flames. There aren't many developers willing to take this kind of risk, but I'm hoping the great reaction from players means I'll be able to convince some other developers, too.

Maybe you're one of those developers. Drop me a line, won't you?

But that's getting ahead of ourselves. We still have a conversation to finish, in which Heir and I make our closing statements about where game reviews are, and where they're going.

If you're just joining us, catch up.

Note: This exchange took place over email, and I've done minimal editing to reflect the casual style.

--

Patrick,

Those are interesting points you bring up, and I have a hard time disagreeing with the examples and the points you brought up--so let me answer your question. Am I opposed to criticism being part of a review because it will skew more negatively? Well, that's just crazy--why would I be opposed for that reason? Except, I started to think about something you said in a previous email about how publishers have made reviews and their scores important, which has contributed to the whole problem...and then thought that maybe your question was spot-on.

See, when there is criticism in a review that seems unfair to me, and by unfair I don't mean the critic's opinion is wrong but rather that it is an unfair thing to hold against a game (linearity in Uncharted 3 or Modern Warfare 3, for example), that sucks. I realize the effect that has on the developer. In that regard, I think I do get upset at what feels like unfair reviews that contain criticism that should be pointed elsewhere. It's not that the criticism is negative, but rather that it is unfair (to me) to negatively hold that against a specific game, instead of holding it against, say, all games of that type. And it's unfair because this aggregate score, which I have been trained by all publishers ever to know as the value statement of my entire life and career, is affected, and I feel for those developers. It's hard to get away from that without removing the power from the score, which, as we discussed, is a whole huge mess.

The latest Batman was once again beloved, but will Rocksteady get that treatment a third time?
The latest Batman was once again beloved, but will Rocksteady get that treatment a third time?

As for the "it just needs more time" argument, if I am to buy that, I think we need to see improvements in reviews in the next year. I can't just take it on blind faith. Do game journalists have a conference where they discuss the state of the industry and ways to improve it, like what game developers have with GDC? If not, why not? That be one way to start getting forward thinking journalists to start pushing each other. I know having my peers challenge my ways of thinking and designing have made me better, so I have to imagine the same would be true for your field. How about we re-evaluate at the end of 2012, contingent on the Mayan predictions not being correct.

I will say that, in general, it seems like reviews are going down a bit now. I'm working on a sequel to a game that has a 96 rating and won Game of the Year awards all over the place in 2010. The Mass Effect 3 team will tell you that it is a better game than Mass Effect 2 in every single way. But there is no way, in my eyes, Mass Effect 3 is beating a 96 score because reviewers have started to get tougher (and rightly so). Scores are deflating slightly, and so maybe some of the pains and annoyances I am feeling are a result of that. I'm glad scores are going down--I think they should go down a lot more (hence the 5 star scale). But right now, it makes it seem like our games have less quality, and that is painful to those of us who spend our lives crafting experiences for players to enjoy. Instead of looking at these numbers as absolutes, maybe I should start looking at them like in sports: there are eras, and in video games we're in the "inflation era." Hopefully, a new era is upon us and we are just transitioning, which will probably coincide with new consoles.

But you bring up a good point that there is tons of criticism that does indeed belong inside a review. I think I've come around and agree with you there. So, then let me pose a final question to you and let you have the last word. Are there criticisms that are fair for a review and some that should be directed outside of a review? Is it fair to criticize a game for not being something it isn't trying to be, such as non-linear? Or are all criticisms always fair since, they are by their very nature, a matter of opinion?

Either way, I thank you for the very interesting conversation.

Gears of War 3 is the definition of careful iteration, a concept that's caused a split amongst critics.
Gears of War 3 is the definition of careful iteration, a concept that's caused a split amongst critics.

--

Manveer,

I'm not about to say anyone penning a review about Modern Warfare 3 or Uncharted 3 shouldn't use that platform to tear apart what they consider broken design. If a game doesn't work for the reviewer, they should say so. They can't play an expectations game. The fundamental difference you're alluding to is a point I touched upon earlier: the backseat designer. Those in the gaming press are often accused of being temporary writers as a convenient means to an end into games development. Hell, you admitted it was your path--it's not a new phenomenon. Look, it happens. Life changes, doors open, and the media business is brutal in its efficiency at producing tired cynics.

Mortal Kombat showed what happens when a developer reboots without losings its roots.
Mortal Kombat showed what happens when a developer reboots without losings its roots.

It's not a conspiracy. I'm not about to accuse every games writer of manipulating their occupation, but when a writer confuses their role as a critic with that of a designer, it becomes a problem. I'm guilty of this, as are most writers. Based on my conversations with developers, it's where a fundamental breakdown exists in the role of the critic, and what often inspires a negative reaction from creators. It's not our job to spend hundreds of words proselytizing about how a game might have been better if they had done this or that. Simply, it's our job to say why it did or didn't work and why--that's it.

I sympathize with your worries over the perception of Mass Effect 3, and you're not the first developer to do so. Giant Bomb's 2012 "The 'Check Yourself Before You Wriggety-Wreck Yourself' Award for Things That Need to 'Take a Break' Before They Become the 'Worst Trend'" was sequel fatigue. In our year-end discussions, we talked about where the fault could be attributed. Is it a Louis C.K. thing, where we're all complaining about things that are great? Or has an extended hardware generation, combined with the rising costs of AAA game development, and compounded by a downed economy, created an unhealthy situation for innovation?

The industry would do better to have a working standard for review scores, and I think we're naturally headed in that direction. Unfortunately, we don't have a "board" making decisions like that. Who would pick them? Who would follow them? But a benchmark solves avoidable issues for everyone. It's not even that everyone needs to be working with precisely the same rubric (though that would be awfully nice!), but take a look at your typical IGN review--they're still breaking games down int terms of presentation, graphics, sound, gameplay, and...lasting appeal? At least GameSpot's evolved, but I've worked with a bunch of ex-GameSpot for nearly a year now, and I still couldn't tell you what the hell a "tilt" used to be. Metacritic interprets the "intent" of each scale on its own, adding an unnecessary layer of mystery, and without a neutral outlet for developers and publications to talk with one another, tension rages.

Ultimately, that we're even having this conversation proves the value of criticism. Parkin wins! Or, rather, we both win. The real loser is, well, also us. We just don't have enough pieces of writing that have earned the criticism branding, and that's the reason there's such an uproar whenever a good one falls into our laps. It's not unlike the fervor that occurs when a game with exceptional storytelling appears. As fans of criticism, when someone makes a good point, we revel (excruciatingly) in every detail to a degree the original piece likely never intended or expected.

Abbie Heppe came under intense scrutiny for her review of Metroid: Other M. What do you think?
Abbie Heppe came under intense scrutiny for her review of Metroid: Other M. What do you think?

Also, when you say it out loud, it's pretty ridiculous the gaming media doesn't have an event to air its grievances, reflect and discuss. Such navel gazing is usually shoehorned into events like PAX, where an audience may show up to listen, but it's hardly the appropriate venue. Maybe I'll look into changing that.

Based on the way people have responded to this, I feel like we're onto something here. It's not often press and developers have an honest conversation outside of the traditional public relations process (it's usually in a bar after one-too-many drinks), and I hope to do more of these with you and other developers in the future.

I'll leave you with a piece of writing I'd like you to consider: Abbie Heppe's review of Metroid: Other M.

And I'll take you up on the offer to broach this topic again a year from now.

See you then,

Patrick

Patrick Klepek on Google+

164 Comments

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thePoark

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Edited By thePoark

Enjoyed the series -- thanks Patrick and Manveer.

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Edited By lukos

Great job Patrick! This kind of thing is what we need more in games journalism.

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morrelloman

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Edited By morrelloman

Kleptok

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GBOmega

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Edited By GBOmega

I'm consistently disappointed in reviews for placating what has sadly become a boring and mainstream-driven industry.

I don't worry so much about scoring schemes as the only way you can properly consume a review is to read it. I'm definitely in favour of eliminating the scores as this attempt to offer a review in pill-form will only further such mediocrity. But beyond that, in reading reviews, I'm disappointed by the lack of recognition for the decline of complexity in games...

I'm not naive to the realities of business - although I think it's equally asinine to think that games weren't profitable before their development became so mass-produced. In fact, it was the willingness to experiment and devise complex systems that built the industry in the first place.

Because reviewers never blew the horn on the decline of innovation and novel concepts in games, we now live in an era of gaming where the balance of production has shifted to more easy-to-manage factors. Off the shelf engines, mixed with inexpensive asset production. From a technical standpoint, while it still involves programming talent, games development today is more a process of integration than actual production of new data models and concepts.

I'd like to see reviewers penalize game makers more often when their titles are simply a re-skinning of a concept that already exists. Maybe it's worthwhile to split reviews into two categories. The first being it's story and production qualities and the second being technical and implementation specific.

The value judgement for me with games nowadays is that if the depth and experience of the game barely exceeds that of watching a movie, I'd rather spare myself the redundancy and just watch movies instead...

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JamesThePikachu

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Edited By JamesThePikachu

An awesome article.

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NegativeCero

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Edited By NegativeCero

I'm a little late, but good job with these. Like what I assume is everyone in the comments, I look forward to your follow-up conversation together at the end of 2012.

And as for a game journalist summit, I have my doubts that it would work. I just think that before you can come up with a more standard scale, a bunch of outlets need to get cut because going to Metacritic has, what about 60 reviews for major games? Who needs that many reviews? Especially when a significant portion of the industry seems to think most games are about a 70+ score. I think Patrick brings up a good point in wanting the review from someone who hates the game.

Some place, like Destructoid, try using the full 10 point scale, which has landed them in trouble with fanboys more times than I care to count. Maybe if the industry tried using the full scale that they come up with instead of the 70+ thing, it would help.

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Edited By charliedown

@GBOmega said:

I'm consistently disappointed in reviews for placating what has sadly become a boring and mainstream-driven industry.

I don't worry so much about scoring schemes as the only way you can properly consume a review is to read it. I'm definitely in favour of eliminating the scores as this attempt to offer a review in pill-form will only further such mediocrity. But beyond that, in reading reviews, I'm disappointed by the lack of recognition for the decline of complexity in games...

I'm not naive to the realities of business - although I think it's equally asinine to think that games weren't profitable before their development became so mass-produced. In fact, it was the willingness to experiment and devise complex systems that built the industry in the first place.

Because reviewers never blew the horn on the decline of innovation and novel concepts in games, we now live in an era of gaming where the balance of production has shifted to more easy-to-manage factors. Off the shelf engines, mixed with inexpensive asset production. From a technical standpoint, while it still involves programming talent, games development today is more a process of integration than actual production of new data models and concepts.

I'd like to see reviewers penalize game makers more often when their titles are simply a re-skinning of a concept that already exists. Maybe it's worthwhile to split reviews into two categories. The first being it's story and production qualities and the second being technical and implementation specific.

The value judgement for me with games nowadays is that if the depth and experience of the game barely exceeds that of watching a movie, I'd rather spare myself the redundancy and just watch movies instead...

need to kill rising...

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midnightgreen20

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Edited By midnightgreen20

The problem with video game reviews is actually one that all forms of media are going through currently. In the days of yore, reviews, particularly for film, were written simply as a critical analysis of the film and its ability to tell the story it encompasses.

The issue reviews suffer from is two fold. Nowadays, reviews mainly serve as buyer's guides for the consumers. This isn't to say that no one in the gaming industry isn't making any critical arguments for the game like in Parkin's review of Uncharted 3, it's just that readers want to hear about the game mechanics to see if it's something that they are interested in. Many will argue that people already are sold on some of the games coming out now, but they probably will browse through a review to see if the game meets their expectations or if it suffers from serious bugs. This causes criticism to have a negative connotation to it because the reader isn't particularly interested in that subject matter. When it does come up, it sounds like the writer is "nagging" about something that is totally irrelevant, though the writer is trying to both analyze the mechanical functions of the game as well as the critical aspects of it.

Game mechanics, such as graphics, sound, and controls cannot be ignored in a review. After all, this is an interactive media. The game must function the way it is intended in order for the gamer to get the full experience of the game. Otherwise, any glitches and graphical issues become jarring and may even have people turn away from the game completely.

The other issue with reviews is that they serve as bullet points in advertising from the publishers. I feel they rely too heavily on the ratings that publications and even readers give in order to get people excited for the game. It's a simple case of social proof, where "These people really liked the game so you should too." Reviews serve as barometers for success in the industry, but not totally, as sales are also a major factor. But I feel it's a bit dishonest that publishers only want to endorse games that they believe will review well because it doesn't allow for risks to be taken in trying out new ideas, which is why the indie game space has grown exponentially in the past few years.

So then how do we solve this problem? I would say more, and longer, demos should do the trick. A lot of games do not send out demos for gamers to download and actually try out the game, and even if they do, they could be a bit short and not really indicative of the whole experience. Instead of relying on reviews to get people interested, they should walk the walk and let everyone's experience with a portion of the game be the deciding factor. That way, when it comes to reviews, readers can bypass a lot of the mechanical mumbo jumbo and be able to delve deeper into the critical aspects of the game. This relieves the burden off of the writers to explain how the game works. Let's face it... to do that and talk about the critique the game for the story and aesthetics will make for a really long review.

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overburning

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Edited By overburning

Really great read, thanks guys.

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caseyg

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Edited By caseyg
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Tennmuerti

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Edited By Tennmuerti

Just got around to reading this.

Mad newfound respect for Patrick.

Even tho I already liked him.

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Tomzombie

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Edited By Tomzombie

one example of game critics out there is Yahtzee from the escapist. good sierirs of articles. at least you and more people in the game industry are putting light on this problem and transition thats happening.

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sweep

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Edited By sweep  Moderator

Batrick is killing it!

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emonkey

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Edited By emonkey

The most important point made in these articles imo was that game reviewers are there to tell if a game is worth the asking price. Fruit ninja kinect was mostly worth the $10 asking price, as was uncharted mostly worth the $60 asking price hence it's ok if they both get the same score. Otherwise no game under $20 that still made money after expenses would ever get a good rating.

I'm a developer, worked on Homefront which was basically MW with vehicles in MP. It was critically panned for having a short linear single player. Then MW4 comes out with a short linear single player and gets rave reviews. So I have experienced this all first hand. If Homefront didn't have a single player at all sometimes I wonder if the game would have gotten better reviews because there would have been less wrong with it. In the end there were probably a lot of factors, Homefront without SP for $30 may have gotten critical acclaim, who knows.

I think if game reviews were to improve, and become more valuable to gamers and developers, would be to focus on the 'core value' of game reviews, which would be to see if the game justified it's asking price. Reviewing a $1 iphone game poorly because it's not as good a game as a $60 one should never happen. A $1 game should only get a bad review if it's not worth $1. Doing anything else is a disservice to the people who come to the site looking to find something to do with their $1.

For the most part this already happens (unless reviewers play backseat designer), but it would help if game reviewer sites made this more clear, as they tend to present reviews as their objective estimate of the quality of the game, when they should present it as their objective estimate of the value of the game.