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shiftymagician

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Games Are Still Programs (GASP)

Often when reading reviews, I tend to see that a lot of the time, it is the subjective experiences of the reviewers that determine the score of a game.  Some try to convince you that even though a game has some technical flaws, it makes up for it with something compelling either in narrative, gameplay, or in another area.  
 
I don't think they have the authority to rule out any technical flaw based on a subjective experience.
 
Most people seem to be under the impression that games in general are just as subjective as movies, music, books etc.  This is a false notion.
Most people think that a game is still good if it provides subjective experiences that will be good enough to ignore the bugs.  This is simplifying the medium too far.
 
A game is made up of two very distinct parts - The technical half, and the artistic half (for lack of a better name sorry).  All programs that perform functions are judged on how well they perform the tasks they claim to do, as well as the quality of the overall package.  For the most part, programs are easy to review without bias, because they either work well, or they don't.  Games, believe it or not, inherit this trait to some extent.
 
If a game works well, then the final review will be a subjective one, as the only thing that can make or break the interest of consumers is the feature set, narrative (if any), setting and artistic direction of said game.  No one can definitively call the game poorly-developed, though can fairly say that they are not happy with the feature set options, or subjective elements like narrative.  Even in the most extreme of situations where games seem to have unquestionably horrible characters, art direction, narrrative and/or setting, those variables are still within the realm of subjectivity, and isn't quantifiable by any possible means.
 
On the other side though, if a game was poorly made and is riddled with bugs or experience serious performance issues, we can objectively say that a game is poorly-made.  If there are problems with gameplay, there is no way to ignore it or see it in a nicer light.  Same goes for frame rate drops, incorrect values, poorly-calibrated control schemes, visual artefacts that were clearly not intentional, bugs that will hinder or even halt a player's progression, corruption of data, failure to retain a recent state of a player's current game, sound issues and many more that I can't think about right now.  An accumulation of these problems can greatly determine the quality of a game on this aspect of a game, and often enough it is poor quality control that will gaurantee a negative impact on a game. 
 
Most people may argue that bad forms of the subjective elements of a game will also guarantee a games demise.  I would then have to remind these people that no subjective element can ever "guarantee" anything.  They can be used to make a calculated guess, but guesses are hardly definitive in the first place, let alone these elements.  They were never able to guarantee, and they never will.  So many people rate Starcraft 2 so highly for being an excellent game, but in the end the only thing that can be gauranteed is that Starcraft 2 is a well-developed game at its core.  You cannot convince people who were never interested in RTS games to like Starcraft 2, simply because it isn't their cup of tea.  However they cannot deny that the game is polished and well-developed to the point that only subjective elements will determine whether or not it is worth their money.  I could say that I do not need chat rooms, but that is my subjective opinion that will differ to another person who might want the feature added.  The addition or removal of a feature does not affect the games overall performance and reliability to perform as best as possible to make the subjective experience an error-free one.
 
As games continue to evolve, there will be many more subjective experiences that will be made possible by the advances of technology, as well as the continuous push for innovation by creative minds.  These will result in many more discussions revolving about many topics, like artistic quality, questionable feature additions, removals or alterations, the dollar-per-hour debate and whether or not it is an acceptable line of thought for deciding the worth of a game, and many others.  As we explore these questions though, we must never forget.
 
Games are still programs, and they cannot be completely subjective until we can guarantee a level of quality in the technical aspects that will prevent any game issues from occurring in the future.  Theoretically, this is an impossible variable to keep constant, and thus there will always be a level of objectivity that will definitively separate good games from bad games to some reasonable extent.

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shiftymagician

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Edited By shiftymagician

Often when reading reviews, I tend to see that a lot of the time, it is the subjective experiences of the reviewers that determine the score of a game.  Some try to convince you that even though a game has some technical flaws, it makes up for it with something compelling either in narrative, gameplay, or in another area.  
 
I don't think they have the authority to rule out any technical flaw based on a subjective experience.
 
Most people seem to be under the impression that games in general are just as subjective as movies, music, books etc.  This is a false notion.
Most people think that a game is still good if it provides subjective experiences that will be good enough to ignore the bugs.  This is simplifying the medium too far.
 
A game is made up of two very distinct parts - The technical half, and the artistic half (for lack of a better name sorry).  All programs that perform functions are judged on how well they perform the tasks they claim to do, as well as the quality of the overall package.  For the most part, programs are easy to review without bias, because they either work well, or they don't.  Games, believe it or not, inherit this trait to some extent.
 
If a game works well, then the final review will be a subjective one, as the only thing that can make or break the interest of consumers is the feature set, narrative (if any), setting and artistic direction of said game.  No one can definitively call the game poorly-developed, though can fairly say that they are not happy with the feature set options, or subjective elements like narrative.  Even in the most extreme of situations where games seem to have unquestionably horrible characters, art direction, narrrative and/or setting, those variables are still within the realm of subjectivity, and isn't quantifiable by any possible means.
 
On the other side though, if a game was poorly made and is riddled with bugs or experience serious performance issues, we can objectively say that a game is poorly-made.  If there are problems with gameplay, there is no way to ignore it or see it in a nicer light.  Same goes for frame rate drops, incorrect values, poorly-calibrated control schemes, visual artefacts that were clearly not intentional, bugs that will hinder or even halt a player's progression, corruption of data, failure to retain a recent state of a player's current game, sound issues and many more that I can't think about right now.  An accumulation of these problems can greatly determine the quality of a game on this aspect of a game, and often enough it is poor quality control that will gaurantee a negative impact on a game. 
 
Most people may argue that bad forms of the subjective elements of a game will also guarantee a games demise.  I would then have to remind these people that no subjective element can ever "guarantee" anything.  They can be used to make a calculated guess, but guesses are hardly definitive in the first place, let alone these elements.  They were never able to guarantee, and they never will.  So many people rate Starcraft 2 so highly for being an excellent game, but in the end the only thing that can be gauranteed is that Starcraft 2 is a well-developed game at its core.  You cannot convince people who were never interested in RTS games to like Starcraft 2, simply because it isn't their cup of tea.  However they cannot deny that the game is polished and well-developed to the point that only subjective elements will determine whether or not it is worth their money.  I could say that I do not need chat rooms, but that is my subjective opinion that will differ to another person who might want the feature added.  The addition or removal of a feature does not affect the games overall performance and reliability to perform as best as possible to make the subjective experience an error-free one.
 
As games continue to evolve, there will be many more subjective experiences that will be made possible by the advances of technology, as well as the continuous push for innovation by creative minds.  These will result in many more discussions revolving about many topics, like artistic quality, questionable feature additions, removals or alterations, the dollar-per-hour debate and whether or not it is an acceptable line of thought for deciding the worth of a game, and many others.  As we explore these questions though, we must never forget.
 
Games are still programs, and they cannot be completely subjective until we can guarantee a level of quality in the technical aspects that will prevent any game issues from occurring in the future.  Theoretically, this is an impossible variable to keep constant, and thus there will always be a level of objectivity that will definitively separate good games from bad games to some reasonable extent.

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owl_of_minerva

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Edited By owl_of_minerva
@ShiftyMagician:  Although I see your point, many if not most of the games that reach reviewers and players collective attention are technically competent, and the rare hyped game that falls into the technically incompetent category gets duly panned. Superbly-designed games have a much better chance at being well-received, in many cases competence ensures that the game is playable and not immediately rejected as awful or broken. But then the question becomes: how do we delinate average to good to great to amazing to revolutionary games? Surely, Half-Life and Deus Ex are not better designed games than Halo, although the argument could be made that those games are much more important to gaming than the latter. Or quite the opposite could be argued. The point is that such judgments cannot simply be read off the game's code.
Eventually, the question of the "subjective" (which is the only way programming code is experienced, through the player via the interface) will return as the bedevilling and inescapable way that we assess a game's quality beyond a binary good/not good distinction. Quite simply, there's no avoiding it.
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mfpantst

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Edited By mfpantst
@ShiftyMagician:  I understand your point but that applies to the other mediums you listed as well.
 
Movies- how many movies have goofs where something moves in a scene because takes were done at different times and the crew made a good.  
Music- Autotune.  I do think that this is arguably the most subjective medium because while to me an off key note or singer is a technical gaffe, non western musical structures also sound completely out of tune to my western ears.
Books- every book has typos and grammatical errors.  The author could have made a good, the editor could have overlooked it, or the printer could have been lax in their quality process.
 
However- we don't reference these when talking about our subjective experiences of the movie (I mean I go to IMDB to read movie mistakes but I never notice them, and when I do I am rarely distratcted from my subjective experience), book or song (I do more with a song but I would argue that's a bad subjective experience as opposed to a technical flaw) so why do that to games?
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Edited By BeachThunder
@ShiftyMagician: Great post - only a few typos! I would comment about the actual ideas you've presented, but it's not really relevant.
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shiftymagician

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Edited By shiftymagician
@owl_of_minerva:  Oh when it comes to how good is a game after it has proven its competence, that becomes purely subjective of course.  Sure, there are notable games that will be praised by everyone unanimously for introducing a new game feature that will spark a new trend of game design, but even with those there is no way to quantify their impact in any reliable form of measurement to make a definitive answer.  That is where it becomes interesting to hear the opinions of others in why they feel a certain game is better than another game to them (though quite a few go carried away to declare their point of view as something factual, derived from something that may not be of actual value).  It is always fun to hear what others think of certain games at times.
 
I never intended to give the impression that we needed to avoid subjectivity.  I just wanted to simply to state that there is a degree of objectivity that still exists in games due to the nature of the medium, and that this aspect can be measurable.  Of course when it comes to older games, we have to compare them to the expected level of quality and integrity from the period it was developed for, hence I leave them alone as "period pieces".  It would be wrong of me to shame some atari games for poor load times or a lack of save options now.  I also wouldn't compare Half Life or Deus Ex to Halo in either case, because they were all developed under different significant periods of time, and that any debate about their importance would be purely subjective.  
 
Jeff demonstrated this level of subjectivity excellently a while ago when he said Tetris would be his greatest game of all time (as far as I remember), and would expect younger audiences to probably pick something like Halo as the best game ever.  Both are subjective choices and there is no real way to determine which is more important when focusing on the games themselves, and their effect on the industry as a whole.  We can at least understand how each party may have come up with their decisions, but the decisions themselves are not founded under anything that is truly measurable.
 
Thanks for the reply dude. Appreciate it.
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shiftymagician

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Edited By shiftymagician
@BeachThunder said:
" @ShiftyMagician: Great post - only a few typos! I would comment about the actual ideas you've presented, but it's not really relevant. "
AWWWWWW! Bummer.  I can never be typo-free eh?
 
Hey it's fine if you want to comment on said ideas here, as I'm always about discussing concepts anyway.  Perhaps I could expand on a few of them in future blogs to cater for them properly.
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Edited By owl_of_minerva
@ShiftyMagician: Perhaps this question requires an answer of too large a scope, but how much do you find a knowledge of coding informs your reception of video-games? Does it provide useful criteria for judging a game's merits?  
I was considering, out of interest in video-games generally and how they work, reading about the fundamentals of game design and coding, although my knowledge of mathematics isn't wonderful.
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Edited By shiftymagician
@mfpantst said:
" @ShiftyMagician: ...we don't reference these when talking about our subjective experiences of the movie (I mean I go to IMDB to read movie mistakes but I never notice them, and when I do I am rarely distratcted from my subjective experience), book or song (I do more with a song but I would argue that's a bad subjective experience as opposed to a technical flaw) so why do that to games? "
Oh I understand completely if someone was just commenting on the game and their experience with it.  I just exclusively refer to when they try to translate their experience into some sort of quantitative recommendation.  I just tend to have the personal opinion that someone trying to actually give a score to a game should take in everything about a game, including technical issues.  I never meant to say that you shouldn't enjoy a game if it had issues, but just the basic idea that you wouldn't recommend something that has good ideas about it, but plays poorly.
 
Yes and I forget about those technical issues involving the other mediums, but as I said in my blog, it is ok if the overall issues aren't something that hinders the overall performance and still allows the subjective experiences to move forward without any unintended interrupts such as significant frame-rate drops, or poorly-implemented controls and other possible problems.  I probably didn't state that too clearly sorry.
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Edited By mfpantst
@ShiftyMagician:  Understood- I certainly agree that technical issues in games can hamper the experience to a greater degree than other mediums.  But isn't that a) subjective to the person (eg- some people can't watch movies without seeing the goofs, and for them movies with more than a couple are worse) and b) subjective to your personal experience.
 
By the first I mean some people will put up with bad technicals because they can ignore them.  I think the degree to which these can be ignored is largely subjective
 
By the second I mean this primarily for PC games and for viewing mediums (TV's)  I don't think this one applies as strongly to the console market.  Perhaps a reviewer has a good PC (That's somewhat their job)  and so they don't get framerate drops and other issues.  Also with TV's, I think there have been games where the designers made a mistake and had the game display better on a certain resolution of TV.  Unfortunately this is a technical issue, but if you have the right set up, you don't experience it.  So in that sense it is subjective because it can be controlled for.
 
 
So yres- technical gaffes can hinder gameplay experiences more than other mediums, but I don't think you give credit to the hindrance of the gaffes can largely be subjective, so why do we need to give it objective status?
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shiftymagician

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Edited By shiftymagician
@owl_of_minerva said:
" @ShiftyMagician: Perhaps this question requires an answer of too large a scope, but how much do you find a knowledge of coding informs your reception of video-games? Does it provide useful criteria for judging a game's merits?  I was considering, out of interest in video-games generally and how they work, reading about the fundamentals of game design and coding, although my knowledge of mathematics isn't wonderful. "
To be honest, knowing a bit on coding really changes your perception on games a lot.  You get to see more actual issues when they appear in games, but you also get an understanding of the "inner gears" of a game, to the point where you can respect and admire the work of the developers a lot more.  As an example, I thought that the gun generator for Borderlands was brilliant, but they didn't explore it's potential to its fullest yet.  They should have allowed the players to build custom guns, and was surprised that this wasn't implemented.  It seemed like an obvious thing to do if you could generate any gun from a combination of parts.
 
The knowledge helps to make better conclusions as to the quality of the game in a technical level only.  We can never truly pin a value of any kind to aspects like the narrative or visual style, as that is governed by our taste in games.  However, you know a game was made well if it manages to pack in a lot of content or expensive features, and still remain really smooth.  If you remember the dudes making the next Mortal Kombat game, and that they achieved 120fps in 3D for the PS3 when previously, developers had a hard time trying to keep games running at 60fps in any platform, this is an example of really impressive design.  Sure people would prefer the FPS boost to be focused on things other than 3D, but that is where subjectivity creeps in again.  I'll be honest in saying that the example used is more something a nerd like me would be impressed with hehehe.
 
That kind of book would be good to read about game design and coding, but if you wanted to know purely coding, and then learn about game design after, just look for any good old programming book with theory in it.  Any book tailored for Computer Science classes would be especially recommended, and you don't really need a lot of math when starting out.  Math only really comes in if you ever decide to get into computer Graphics at a programming level (there is a bit, but it ain't that crazy compared to Engineering Maths, which I did when I used to do an Engineering course before switching degrees to Computer Science).
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shiftymagician

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Edited By shiftymagician
@mfpantst:  Oh yea when it comes to certain details, it is definitely up there with speculation.  I can ignore the frame rate issues of Mass Effect, as well as the bugs that caused me to reload a past save, losing progress from time to time.  I still subjectively love the game, and those problems didn't phase me at all.
 
The idea that I presented was only to remind anyone who read it was that even though I can love such a game, that doesn't mean it didn't have problems, and that they could have been addressed or thought through better during the development phase.  They are problems where at a technical level they are important, and that the developer's inability to keep their package consistent is something to definitely address when reviews are concerned (some reviewers did very well to state these issues clearly and informatively).  This does not mean because they had issues, the game must be condemned however.  Theoretically, if we did that, no one would have fun, because every game has at least one bug, and that is being very generous hehe.
 
For the second point, those are good examples of really minute problems that could be understandably be ignored by many people (including myself).  The reason I don't see it as subjective in the traditional sense is that unlike the differing taste of each person regarding story or character design for example, each person will have a different opinion on whether or not the developer's creative choices were the right ones or not.  The technical issues I talk about are issues that may be ignored, but they are persistant at all times and are known and should be understood by everyone that they "shouldn't" be there.
 
I basically mean that the act of either adapting to or retaliating against a technical problem in a game is definitely subjective, but the fact that it shouldn't be there is something persistent and informative, and can be used to identify the good and the bad of the technical aspects of each game in a definitive manner.
 
One other good example I could think of to clarify would be Metroid: Other M.  Regardless what people thought of the story, Samus or even people's stance on Team Ninja, the Save issue where people are stuck on a certain point in the game is definitely a serious technical issue, and even if people could still like the game on a personal level, they can't say that the bug was not a big bummer that has affected quite a few players.  This makes it hard to recommend the game under the reasoning that you cannot be guaranteed that you won't come across this game-breaking bug, even if you can still find it in your heart to remember the game for what it was meant to be, not for what it was.
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Edited By HitmanAgent47

Yeah then you have gamerankings and metacritic that is like a compass pointing in different directions. With more reviews, it goes from subjective, to statistical (even though most ppl don't like it or like being told what to like even if they sort of have bad taste in games. Look there are good games and there are great games, your confusing good games with great games if you disagree with AA scores) We know from the compass, treyarch can't make an AAA 90% and over gamerankings game this gen, neither can isominac. We know uncharted 2 and mass effect 2 are over 90%. With more reviews, you get statistics, I just want to stress the point. Even if you disagree, statistics becomes mathematics, the score becomes statistics if you ignore all the written words and look at the numbers.  
 
The technical side of programing is their responsiblity, let's say if you make a 3d movie and it doesn't work, or even normal movies, the special effects doesn't work, they shouldn't get a score on it, they should by quality control finish it. It's the same with videogames, that's what game testers are for.  
 
As an artist myself, I know art can be subjective like fine art and non subjective art is like commerical art where everything can be judge from skill and mistakes. The subjective side doesn't really make a difference when you have an audience and you want to be specific with their experience and make money from it, same with videogames.

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Edited By jackbag

I think you're kinda over simplifying things.

Sure, games are programs. But unlike other programs, they're first and foremost an entertainment medium. 
 
Programs like Word or Filezilla or Photoshop or Skype all have very specific purposes. If they don't work on a technical level, then they can't serve that purpose. They're broken. The only purpose a game has is to entertain - and what qualifies as entertaining is 100% subjective.   
 
I think any responsible reviewer should at least acknowledge a game's glaring technical flaws, but if they enjoyed the game despite those flaws, then a positive review is justified. 

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Edited By Video_Game_King

As others have said, this is a great post. To play devil's advocate, though, you assume that poorly-designed equates to a poor game, even though that's not always the case. Take RDR or Oblivion, for example. They're not well-designed, leaking glitches out the ass, but somehow, the glitches don't detract from the game, most of the time. They can be funny random.

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Another thing to keep in mind about technical problems is that they don't necessarily present on every playthrough - if a reviewer doesn't experience any bugs, they can't comment on them.  For example, RDR has a ton of strange glitches, but I never encountered any floating cowboys or donkey women in my game.  The only bugs I ran into were a scripting glitch in a side mission (the game wouldn't update my objective, so I had to restart), and one instance where background textures didn't immediately load.

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Edited By Pinworm45

I completely agree, this is something that I think about a lot. It kind of bugs me when people say reviews are opinions, and it kinda bugs me when reviews ARE opinions. 
 
Don't get me wrong, I completely understand that parts of games are going to be subjective, and that games will always rub reviewers either the right or wrong way sometimes. 
 
But the majority of the pieces to a game are technical that do have a quality level. Let's take graphics for example, this is pretty much not subjective at all. Even if it's an artistic game, and you'd make the argument "well whether or not you like the graphics to this game with an artistic edge is determined by your subjective opinion of the art style". True, to a small degree. But regardless of that, it should be judged by reviewers on its technical merrits. Are the textures blurry or not? Are the models high polygon (or if the art style is to not have that, does it work well?) Does the game run slow because of that? 
 
And so on. Games should be judged by reviewers (at least by high profile sites, obviously sites where you want to hear the actual persons opinion shouldn't be run this way) based mostly on their technical merrits. The graphics are either good or not. The control is either tight or it is not. The game either has a lot of content or it does not. The game either has good voice acting or it does not. The story is either well executed or it is not (Story is probably the most subjective, but again, either it is executed well or it isn't.) 
 
For example, I don't like JRPG games at all (minus chrono trigger which is my favourite game of all time, but other than that), but if you gave me a really good one and a really bad one, I'd know the difference and if I was a reviewer, I'd try my best to rate it purely on its technical merrits.