What Gives Us the Right to Critique Games?

Mikeshadesbitmob0611
Monday, February 22, 2010

Editor's note: Some developers secretly or not-so-secretly think you better know your B-splines from your framebuffers before you pass judgment on their games. But the history of criticism across multiple artistic mediums says otherwise. Michael weighs in.... -Demian


A few weeks ago, I sat in on the Grubb on Games live stream, hosted by Bitmob's own Jeffrey Michael Grubb. I left for a bit to take a break, and when I came back, Jeff was playing an odd Flash game that I had never seen before. I wasn’t quite sure what to make of it. The art style consisted mostly of dull greys and blacks, and from what I could tell, the character's movement lacked precision. “What is this?” I asked. “Rocketbirds Revolution,” several people in the chat channel replied.

“This game looks underwhelming,” I declared. Jeff and a few others asked if I was trolling, which confused me at the time. As it turns out, one of the people viewing the stream was an artist for Rocketbirds Revolution, and I had just insulted his game based on a three-minute visual demo.

I felt really raw about it. I know what it's like to have people trash your work, and to have it done to your face is one of the worst feelings a creative type will ever experience. My guilt worked its way past the foot in my mouth, stirring up some deeper issues about the role of critics in the game industry. What gives me -- or anyone else in the enthusiast press, for that matter -- the right to critique the work of others, especially when most of us lack the skill to make our own games? Would I still have said what I said if I knew a member of the development team was in the room? And really, how fair was it for me to form an opinion in such a short time, without having touched the game personally?

I thought about it over the past few days. Eventually, I came to some conclusions.

Rocketbirds Revolution

Flash game, or pathway to catharsis? You decide.

 

 

Those Who Can, Do. Those Who Can’t...?

I’ve tried my hand at coding, art, and sound design, and I can say with no false humility that I have no aptitude in any of those disciplines. My skill lies in communications, so naturally, that skill is the one I need to leverage if I want to enter the game industry. Unfortunately, it’s a common skill, and to be quite honest, one that isn’t always integral to a game’s success. Designers often handle writing and editing duties in most cases, unless the scope of the project calls for a professional writer on staff. With less than 200 game writers working in the industry today (based on IGDA Writing SIG enrollment), jobs are understandably hard to come by for someone like me.

The solution? Write for the game enthusiast press. Aside from working directly on a game, writing about games is probably the best way for communications specialists to contribute to the industry. And while I love the idea of being a professional journo, deep down, I’d love even more to work on a game -- preferably one spawned from my own ideas and direction. It’s a common sentiment for many amateur critics; one that guides many young writers to enter the field with the goal of dazzling potential employers with their masterful command of game-design knowledge. It’s why a lot of the writing you find on the 'net is so lofty and pretentious, actually.

I think that’s why I felt so guilty about responding negatively to Rocketbirds. If I can’t even make games, who am I to talk?

Can I do better? Probably not.

However, Jeff pointed out to me that most film critics have never made movies, yet they’re respected for their opinions. Their insight into the industry and love for what they do are what makes their opinions valid. Sure, many of them would probably love the chance to direct their own features, but I doubt that more than a few would be successful. Critiquing and creating are two completely different skill sets, and they aren’t connected in any way.

Creating a game will give you insight into the process, of course, but that doesn’t necessarily mean you have a wide enough knowledge base to write about games professionally. On the contrary: working on one title for so long may result in a myopic view towards games that a critic can’t afford to have. Likewise, knowing the ins and outs of over 1000 titles doesn’t give a critic anything close to resembling the skill to make a game. Sure, they may have a solid insight as to what works and what doesn’t in terms of gameplay, but actual implementation isn’t something you can master by getting all 120 stars in Super Mario 64.

So really, I have every right to be a critic, regardless of my inability to make a game of my own. My qualifications are my extensive knowledge of the game industry, a critical mind, and the ability to write the pants off of a virgin nun (wait, do nuns wear pants?). That’s all anyone needs to be a legitimate critic.

But does that give me the right to crap on a game someone spent so long working on?

I'm-a qualified for to critiquing your game-a!

The Human Factor

Sweat, blood, tears, and assorted other bodily fluids go into making a product that someone else might deem an absolutely worthless failure. Sometimes, we forget the faces behind games -- the real people with goals and dreams. If we put ourselves in their shoes, I think we’d be a lot less critical of their efforts.

Unfortunately, we can’t afford to do that. It’s good to be sympathetic from time to time, but to be truly critical, we can’t think of the people who make our games. We need to let the products speak for themselves. Personal relationships, politics, or hurt feelings can’t enter into the equation if we want to do our jobs properly. That’s precisely why much of the writing you’ll find coming out of the game enthusiast press doesn’t resemble “journalism.” We’re afraid of burning bridges by asking the hard questions. I agree that we should be fair and try our damndest to maintain an atmosphere of mutual respect and cooperation between game developers and the press, but we can’t pull punches when an actual human face pops up in front of our fists.

Back to Rocketbirds, I’d like to think that I would have said what I said anyway, so long as it’s what I honestly felt, but in truth, I would have held my tongue if I knew a developer was listening. Granted, I could have phrased what I said much, much differently, and in the future, I plan to. At least now that I’m aware of the problem, I know what I have to work on if I ever hope to be a professional critic.

But tactlessness aside, was I justified in saying what I did based on such a short look at the product?

One of the guys who makes those game tapes we like to
solve. If you worry about his feelings, you lose.

Think Fast!

Can you have a valid opinion of a game without ever playing it? While I would have responded “no” prior to my experience, my answer is now a resounding “yes.”

Not all games have playable demos. Critics often have to write up impressions or previews of a product based on whatever information they have handy, be it a video, a developer walkthrough, or a press release and a few screenshots. While these impressions may not be 100% accurate, given a lack of tactile experience, it’s human nature to make judgments and react to things we see and feel. Every one of us has had a knee-jerk reaction to something in our lifetime, an unexplained feeling that we don’t have to justify or explain to anybody. We’re allowed to feel as we choose, and nobody has the right to tell us what we feel is wrong.

Granted, a critic has to rely on more than a feeling to provide a valid response to a game, but a skilled critic can also tell a lot about a game from what’s happening on the screen. In a way, critics have to put themselves in the player’s shoes; this isn’t especially difficult, since most critics are avid gamers anyway. But if a product doesn’t grab or impress a critic in a short time, it stands to reason that a portion of the audience may react the same way. This could spell trouble for a game, especially considering how competitive the marketplace is in this economic climate. First impressions count for a lot.

No time to think. Get those previews up!

The trick is to remain open to further experiences after the first impression -- a critic can’t give up after 10 minutes of play. I’m happy to say that I at least succeeded on this front. After I finished swallowing my shoe, I checked out the demo for Rocketbirds to get a better feeling for the game. While I still find the art style a little too bland, my assumptions about the controls were correct, and I can respect the developers for trying to channel classics like Blackthorne and Flashback with their design decisions. I can’t say I love the game, but I certainly don’t hate it, either.

A snap decision may seem unfair, but the more I think about it, the more I see that we can’t ignore our snap decisions. If we do, then we’re not helping developers improve by showing them that their games need to capture an audience’s attention in a reasonable timeframe. Not all gamers are patient and willing to give an untested developer the benefit of the doubt. Critics must be, however, while still looking out for problem areas that may cause barriers to entry.

While I could have handled the situation a lot better, it did help me come to terms with what it means to be a critic, and why I’m qualified to be one. I’d also like to thank the art dev who worked on Rocketbirds for being a good sport about my criticism and taking what I said in stride. I owe you a beer if we ever meet at a GDC.

 
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Comments (27)
Default_picture
February 03, 2010
Man, what a great topic to write about. I've thought about this issue for a long time as well, and sometimes it's hard to know how far to go or if you should regret what you say. When discussing games, I think it's important to be critical, but it should be constructive criticism instead of just saying "this game sucks." Of course we'll think or say those kind of comments sometimes, but I think it's more helpful to offer some ways to improve a game. Like you said, we might not understand how to implement it, but sometimes critics' ideas are feasible. Great article, Michael.
Mikeshadesbitmob0611
February 03, 2010
Thanks. Coming from one of Bitmob's All-Stars, that means a lot.
Lance_darnell
February 03, 2010
If every single critic put this much afterthought into what they said I think we would live in a better world! :) What is really ironic, is that now I really want to try Rocketbirds!!!
Default_picture
February 03, 2010
My only thoughts on being critical of any piece of art/culture etc is that you need to justify your opinion. I think whether someone is qualified to be a critic will be visible in how they go about justifying their point of view. Thanks for the cool article
Default_picture
February 04, 2010
Gerard is right. Considering that it's natural to form an opinion is moot in games journalism; rather we should try our best to understand our own opinions well before we convey them to others. Also, it's very important (I think) for a preview to discuss only what was shown, and not a penny more. I'm not a fan of projections, really. In other words, I think first impressions should count as first impressions. But I've heard mentioned on the Geekbox podcast that Ryan Scott actually has received complaints from readers who confused his Previews for Reviews. Big mistake.
Jamespic4
February 04, 2010
I'm between classes, but when I get home I'm going to finish this article. Good stuff.
Img_20110311_100250
February 22, 2010
Actually what I said was that it doesn't matter to the people who the reviews serve whether you know how to make a game. Critiques are not meant for the benefit of the developer -- if they help them, so be it -- but they are meant to provide information about your experience with the game. The average gamer can't make a game and doesn't care to, but was it any fun? If you know what fun is then you are qualified to make a criticism. If you know how to communicate why it is or isn't fun, then you are qualified to share that criticism in an official capacity as a critic. Also, my feathers are rumpled a little bit that you feel it was justified to take a first impression of a game by jumping into a broadcast half an hour after it started with no explanation of what was going on. Here is the first impression that most people -- including myself -- will get from Rocketbirds: [url]http://www.youtube.com/watch?v=s_E8MdgpBQ0[/url] Do you think it is possible that you felt the need to justify your knee jerk response after feeling guilty about being so blunt to the artist?
Img_20110311_100250
February 22, 2010
Not being antagonistic. This article was seriously good.
Profilepic
February 22, 2010
@Jeff What's wrong with being blunt to the artist? If he's willing to put his work out there for public consumption, he better have thick enough skin to deal with any kind of reaction that comes his way, knee-jerk or otherwise. He's entitled to defend himself, of course, but Michael's also entitled to his first impression. As for the whole "You don't do what I do, so you can't criticize my work," gambit, I'll take it more seriously when I see it used in response to a positive review.
37893_1338936035999_1309080061_30825631_6290042_n
February 22, 2010
Sometimes, a snap judgment is all it takes. Sometimes, you need to dig a bit deeper. The important thing about criticism is to make sure it's always honest and thoughtful. If you're argument is well-founded and not intended to personally attack anyone, then it should be perfectly valid. For example, I'm not particularly excited about Dante's Inferno. I feel it's straying way too far from it's source material (to the point where it might be detrimental to the original work.) I also think that it looks like just another quick-time-filled action game. Now, I haven't played Dante's Inferno, so I can't really comment on how good it is as a game, but from what I've seen, read, and heard (from press, consumers, and even the developers themselves,) has allowed me to make some informed judgments. As a final note, most of the game developers I've seen are very open to criticism (as long as it's honest and thoughtful,) and even admit the flaws of their creations. They want their games to be as good as possible, so they're looking for that feedback to allow them to improve.
Img_20110311_100250
February 22, 2010
@Cameron There is absolutely nothing wrong with being blunt to the artist. Mike just said that he did feel bad for being blunt to the artist, and I thought that his feelings about that may have led to him wanting to feel justified for being so blunt. I, like Mike, doubt I would be able to say my feelings so honestly if I knew I was talking to the artist, but I, like Mike, wish that I would. [quote]As for the whole "You don't do what I do, so you can't criticize my work," gambit, I'll take it more seriously when I see it used in response to a positive review.[/quote] /thread
Default_picture
February 22, 2010
Personally, I'm pretty tired of game "journalist" thinking they can critique a game in the manner you describe in this article. I read reviews and listen to several game podcasts and more often than not, the person behind the review admits to playing the game: on the lowest difficulty setting, no more than a couple hours, and no substantial time with the multiplayer aspect. "[Jeff points out that movie critics don't make movies]", yet I'm sure they watch the entire movie in order to form an opinion. You should be embarrassed to admitting that game reviewers make remarks on an interactive media based on text and screen shots. I also often hear a lot of complaining about Gamestop and their used game market sales (Enter Epic Battle Whine). Gamestop profits off of game developers, with no role in the development (or funding) process what so ever. Let's compare that to your average game review site, I don't see much difference. You're not involved in any part of the game besides playing it, yet you profit from it. You've [game critics in general] created an industry around another persons work, their livelihood. Funny thing about your statement, those who can't do, [review]. I doubt many of the game reviewers could produce one useful bit of code, art, or sound.. so be it. You've chosen communications as your career in life, at least be a professional and stop your snap judgments. Perhaps you'd like all the employees working at game companies investing the same level of effort into making a game as many of your fellow reviewers do in their job? Can you justify saying what you did? A resounding No. If you still say yes, then you must concede that I could justify my entire response just by reading the title of your article.
Default_picture
February 22, 2010
@Michael: I feel like if there must be critics, then they should represent both the artist and the audience. Critics should approach the work in question from the perspective of someone in the audience and review and write with that audience in mind. Or, in the practical sense, come at the thing just like a typical audience member would, and then relate thoughts and responses freely and honestly while being civil to the artist. Meanwhile, critics should try to communicate to the artist about what they think of the work as a representative of the target audience. It's up to the artist to take the response and do with it what they will, besides, at that point of development, if the critics are reviewing final products, there's not much else that can be done at that point. But, there is still room for the input to be used in future projects. While the critic is in touch with the artist, it might also benefit the audience to hear about the artist's vision and process through the critic's writing. Ideally works should speak for themselves, but even if the artist can't articulate their vision in any other way except to show the work again, the critic should at least try to get the artist to discuss their process--how they selected what they wanted to include, how they removed what they wanted to exclude. In this sense, critics exist for similar reasons that representatives exist--political, business, or otherwise--because the artist can't possibly get in touch with every single member of their audience, and vice versa. If that role can be understood as being a middleman, with all the connotations that might bring, then so be it! Until something better comes along, critics complete one of the conversation loops between audiences and artists, a loop that communicates something besides market value and demand, or demographics and market research results.
Demian_-_bitmobbio
February 22, 2010
Hey Giles - happy to hear some opposing viewpoints, but please register with your full name. You can change that in the account settings link at the top right of the page. Thanks!
Photo_159
February 22, 2010
Hey Michael, I don’t agree with all of the things in your post but it was well written and I really enjoyed reading it. I think your statement about Rocketbirds Revolution is justified. The reason is, gut-reaction or no, the artist now knows what your personal impression of the game is after your limited exposure. It is up to the artist to determine whether or not your statement is valid. Maybe your not his target audience. As Jeff kind of pointed out - what might be bothersome is the way in which your statement was conducted. You shouldn’t feel guilty for being honest or even that the art style of (any game) doesn’t appeal to you. To me - it seems like you made a social fo-pa which may have made you out to be a bit crass. However, this post shows that you are mindful of your behavior and you will know better than to run out guns blazing next time. Fair enough man we all mistakes or do something at least once that we don’t feel so great about - I don’t think anyone here at Bitmob is going to respect you any less.
Default_picture
February 22, 2010
*Breaks-a-table* Awesome article! Please keep this going! I want to hear the next response in rebuttal to the giles guy because s/he made a good point. One small brow-raiser for me though, when you said "You've chosen communications as your career in life, at least be a professional and stop your snap judgments." I felt that might have been shallowing the debate to [i]just[/i] gut instinct vs full-blown fair-is-fair 100% playthrough (i.e. black vs white debate). I feel, according to the article and comments it is more nuanced than that (e.g. Michael went on to do something else after his 'snap judgement').
Default_picture
February 22, 2010
I have friends who make games and I myself am a digital artist who works in both 2d and 3d. I've worked on mods and can pretty much tell you how the majority of a games components work, from shaders to physics. I still however will happily crap all over a game if its bad but at the same time I understand perfectly how hard making games is. Being an artist I'm use to hearing positive and negative criticism and I like both types, would even say I prefer negative because I learn more from mistakes than I do from successes. Way I see it, journalists shouldn't be afraid to just say what they really feel, hence why I gravitate to the ones with stronger opinions such as Yahtzee and the guys at GiantBomb and Destructoid. At the same time game developers need to just accept no matter how much time and work they put in to their product if its bad its bad. Bioware read about all the things people said were bad about Mass Effect 1 and ME2 ended up being an insanely better game because of it. That is the approach devs should take with game critic, don't shrug it off, put it to constructive use and your next product will be vastly better because of it. Now if only we could kill the entire metacritic numerical rating systems bs then everyone would be happy, except of course the lazy people who demand scores on every review :P
Mikeshadesbitmob0611
February 22, 2010
@Jeff, not at all. The whole thing just made me think about how I approach games. When I was originally writing the article, I felt bad about it and I was going to come to a full apology at the end. As I explored the issue, I came to the conclusion that I used for the article. This piece was more of an exploratory work for me, figuring out how I felt as I wrote it. And I'm sorry if I ruffled your feathers. Trust me, it won't be the last time. @"Giles", All I'll say is that you've made a snap judgment yourself, about me as a person, based on a single article that you read. Pots and kettles! @Jonathan, I agree in theory. I think you should approach a game as a consumer would, as that's who you're trying to serve. As for the latter half of your argument, that sort of thing is better left to postmortems and interviews after the fact. I don't think the artist's POV should have any place in a review. @Evan, thanks for reading. I don't expect anyone to agree with any of this. It's mostly for me. And if everyone did agree with the whole thing, I would be a little worried as to why I didn't come to a common conclusion earlier. I actually don't think there's one right way to do things. We all have our opinions on how games "journalism" should be handled -- in fact, I just got done telling Jonathan what I think should go in a review. Am I necessarily right? Maybe for the audience I want to reach. His audience might think me asinine. I'll fully admit that I make snap judgments about games. I've got a short life ahead of me, and I don't have enough time to give everything out there fair time. It's just not possible. All I can do is try to give games the benefit of the doubt when I come across them and look for something redeeming to keep me interested. I can't be expected to like every game, and anyone who thinks that they don't make snap decisions in their own lives isn't paying attention. I didn't write this piece to defend myself, or to reclaim any lost respect. I felt bad about the incident and decided to use it for some positive reflection. I know I really pissed off Jeff, a good friend of mine, and that's unfortunate. But I know better for next time, like you said, and I think that's the important thing for me to take away from all of this.
Img_20110311_100250
February 22, 2010
I should have thanked you for the plug in the first place. Ever the ass, I missed my cue, and didn't. So, thank you. You didn't piss me off at all. Seriously, I don't get pissed off about video game topics. Priorities. Regardless, I think I just disagree with you about the game. I love the art style. I think it does a great job of shadows and animation. I'm trying to reconcile my opinion with yours and that lead me to that train of thought. It seems like you came into the room and made a snap judgement about the game based on a single frame. Normally, this would be a throw away event, but the artist was there and it became a faux pas as Evan mentioned. I remember being in the room and you came around quickly to say, "who am I to criticize your game. I can't do what you do." I remember James DeRosa quickly saying that he disagreed with that. Even the artist himself said he didn't agree with that, but you were still pretty adamant about it. Sometime between then and now you tried the game and I think your experience was tainted by the faux pas and you were looking for a justification of your snap decision. Something to show and say, "you know what... I am right." I think had you not had that experience in the chat room then you might have been as wowed by the game as I and others have been. I should be clear. This is my assumption (I know the saying about assuming and I do believe it applies to me in this circumstance), based on me liking the game and not fully understanding why you don't. Which again is born out of me trying to make a justification of my own.
Mikeshadesbitmob0611
February 22, 2010
I did say that, and I was adamant about it, because that's what I was always led to believe. It's a personal hangup I've had for a while now. The fact that two people I respect -- along with the artist himself -- disagreed with me prompted me to take a look at how I approach criticism. Like I said, I fully expected that I would love the game and go back on what I said, with the conclusion that snap decisions are totally wrong. That's not how it played out. I still couldn't get into the game, and I still have some issues with it. I know you're a fan, and why you like the game. You don't understand why I don't love the game, though, only because I didn't really go into it, as this article wasn't supposed to be a review of Rocketbirds. We can discuss the game later if you want to share opinions.
Img_20110311_100250
February 22, 2010
Absolutely.
Default_picture
February 22, 2010
Hey Michael, great article. :) I won't be home for a few hours yet, but just wanted to respond real quick to some of the comments til I get on a real keyboard and not my iPhone. I'm the artist Michael's referring to, and I actually didn't agree with his stance at the time that you had to be able to do in order to critique. Heck, even snap judgements are fine under the circumstances (livestream chat). As an artist, my craft pretty much lives or dies on critiques and first impressions, positive or otherwise. As for the right to critique, I've heard similar discussions on podcasts, especially those of journos who have moved to development, and frankly, I don't believe it's a reviewer's responsibility to take a developer's hard work or difficulties into account when reviewing a game. Joe public (ie, your target audience) certainly won't. :) A reviewer's job is simply to take the product as it is, and let his/her readers know if the game is any good. Further investigation into the background of the game's development can be explored in an investigative piece or other such followup article, I reckon. I'll sound off further when I get home later. :)
Bman_1a
February 22, 2010
Great read and great food for thought. I think one of big problems with games journalism is too many writers would rather work in games than write about them, and see journalism as a stepping stone rather than an end. I don't think critiques are the place to beta-test a game and give the developers notes for improvement. You can say what works and what doesn't, but if the intention is to ultimately create games, in a way every critique becomes an audition instead of the narrative of an experience, and that seems dishonest. Maybe it doesn't have to be so either/or, though. See, I'm still chewing. Great article.
Default_picture
February 22, 2010
The point of creating something is for it's consumption, if it's not something I enjoy consuming I have a right to say that. The amount of work that goes into something has no value to me, I shouldn't have to be guilt-tripped into empathizing with the developer to enjoy a game and nor should you Is what I said harsh? yeah, but it's also the truth. It's not something a 5 year old is going to be conscious of so why should I be?
Default_picture
February 22, 2010
To do a review properly is to have a certain amount of distance from the developer, otherwise bias enters the review, otherwise you should just have denis dyack review his own games, he has the most perspective on them anyways.
Default_picture
February 23, 2010
As a reviewer, I have always thought the important thing is to make clear what your opinion is based on. If I play a game on easy, or don't make it to the end, I say so if it seems relevant (it's not always relevant; some games, like sports titles, can be evaluated pretty quickly, IMO). I always try and discuss my opinions of similar games and how fond I am of a particular genre, so that readers have a way to evaluate how relevant my opinions are likely to be to them. Within those parameters, I think a reviewer's responsibility is to give a subjective opinion in a way that is well thought out and entertaining. I don't think the reviewer needs to take into account how much work has gone into a game, because a tremendous amount of work has gone into some truly awful games, nor what the intent was, because I'm trying to tell people how it feels to play a game, and when most players play a game, they have no idea what the developer's intent was (and huge numbers of gamers also play games on easy or don't make it to the end, although the people who complain about critics are generally those who play on nightmare and then brag they beat the game in two hours).
Default_picture
February 23, 2010
I'd like to know what podcasts "giles" is listening to where the critics admit to spending very little time with the games they review. I also listen to many gaming podcasts, and I have heard many conversations about playing games on the easier settings, but I have never heard anyone talk about spending very little time with a game before reviewing it. Additionally, when it comes to multiplayer and reviews, I can only recall instances where the critics complained about how they couldn't/wouldn't review a game prior to being able to play the multiplayer. What is really insulting about his comment is that entitled attitude that only game developers seem to have concerning their product. Anyone who makes money off of the games industry (legitimately or not) is a parasite unless he is a game developer.

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