Summary: The problem with videogame journalism is that we rarely get an opportunity to experience the game the same way a gamer will. In this article, Alan talks about the challenges that videogame journalism face. This is the final part of three-part series of articles. If you haven't already, please read through our Xbox 360 Racing Shootout and our Dead or Alive 4 Review. Both of those articles were written as "real reviews" but also for the express purpose of this series.
Videogame reviewers don't play games the same way you do
Of the more than 3000 of you who participated in our survey, 76% of you reported buying fewer than 6 games in all of 2005. Compare that to the typical reviewer at a "mainstream videogame website" who will review over 100 games a year; in the 7 years I've been at FiringSquad I've only written 86 articles! I know it's appealing to think that the more games a reviewer plays, the better information he'll have to determine what's good and what's not. After all, a phrase like "The best game I've played all the year" doesn't matter if you've just played one game that year. The problem is that playing too many games a year causes several problems:
Let's take a look at why these are the major challenges that videogame reviewers face. Before you begin though, please read through Xbox 360 Racing Shootout and the Dead or Alive 4 Review. Both of those articles were written as "real reviews." I really do believe that DOA4 is an 82% game, and that NFS:MW offers the best single player racing experience on the Xbox 360. Those two articles will seem like any typical reviews on the ‘net. The first is a “feature story” that puts several games head to head, and the second is a traditional review of a single game. However, when I wrote those articles, I wrote them with this third article in mind. Let’s get started.
As a result of being jaded, reviewers end up falling into the trap of innovation bias. Bruce Shelly of Age of Empires III talked about innovation bias as being one of the problems of the industry. He's only partially right. AOE3 is necessarily a polarizing game because resource micromanagement is such a large portion of the game. You'll either find it interesting or boring, and that accounts for the wide range of scores. For a lot of people, it's just not that fun. The problem is that if you read through most of the reviews of the game, you'll see that the negative aspects aren't about how the game requires too much micromanagement, but how the game feels just like AOE2 and doesn't bring anything new to the table. The problem is that for gamers who never played AOE2, AOE3 would actually be a great game to get. I can count on one hand the number of reviewers who recognized that. But AOE3 isn't a good example. In this case innovation bias means that some good games get lost in the crowd – a stellar game is still going to be noticed, and as long as there are about a dozen of those a year, there'll be plenty of choice for the 76% of you who buy up to 6 games a year. The problem arises from a game like Project Gotham Racing 3. It is good? Sure. I don't think it's as fun as a game like Need for Speed: Most Wanted, but it's still a game that earned 90% at FiringSquad. On the other hand, if you look at the way the game is reviewed by most video game sites, a huge deal is made about the in-cockpit views because it's innovative. The cockpit view for "street cars" isn't something new – Square did it with the PS2 launch game Driving Emotion S. PC racers such as Grand Prix Legends have also done in before. Very few reviewers actually talk about the flaws of the cockpit view in PGR. The most egregious being that it’s difficult to read the dials because the steering wheel is in the way or the lighting is a problem. Too much gets made about the cockpit view in PGR3 and not enough attention is paid to the problems of the game. Even for my own reviews – are the police chases in Need for Speed: Most Wanted that good, or am I blinded by the novelty and innovation of the feature? Am I criticizing the length of Ridge Racer 6 because I feel like the game has already been done and brings little to the table other than nice graphics? There's not much that you can do other than try to be aware of a reviewer's innovation bias. At the end of the day, it's still important that reviewers play a wide range of games. It's just something you have watch out for. If a review spends too much time talking about how it's no different from the prequel or spends too much time talking about a single feature, take pause. There was another area where “being jaded” comes into play. How come I didn’t have any screenshots of real-tracks from PGR3? It was all about high-resolution shots from the Garage mode… The vast majority of game reviewers stick with direct framebuffer grabs which may not reflect the actual experience and usually, we just take a hundred screenshots and hand-pick the more stylish ones we can find. The only time I’ve ever used direct framebuffer grabs is with GT4 and even then I spent a fair amount of time with a disclaimer. For the record, Jakub completely disagrees with me about Innovation Bias. He doesn't see it as a problem but rather a reflection of the human desire for constant improvement. I think that you can have a desire for constant improvement but still be affected by innovation bias.
In games with optional side-quests, reviewers are forced to take the shortcuts through the game rather than exploring the world as someone might. In fact, one of the best sites for reviews of console RPGs, the Gaming Intelligence Agency, shut down because the staff found that the pressure to finish the game and get the review out as soon as possible meant that no one was having fun playing games. Should reviewers have to finish the game? Not if they aren’t given the time to do so. I think they definitely need to make an effort to really play the game and be confident, without any hesitation, as to what the score should be. Some games aren't fun because the payoff only happens at the end and a "normal" person wouldn't have any incentive to get there. When you don't rush through the game, you have time to really get a good feel for the game's setting and gameplay. By not rushing through the game, I have a better sense of the world of Need for Speed: Most Wanted and had a chance to see how Project Gotham Racing 3 quickly plateaus and stops being interesting. On the other hand, games like NFS:MW suddenly get tougher in the later parts of the game. Since my review of NFS:MW was written before I finished the game, I completely omit this detail. Likewise, since reviewers often have to play online before the online community is developed, it can be tough to get a good sense of what the online play will really be like for everyone else. If you ask around, most videogame reviewers would love to have a bit more time. True, for some games there's no time pressure, but many games take more time to play through than reviewers are given time. I made another common error in videogame journalism two paragraphs ago. Did you notice it? It’s what probably would have been #6 on the list: writing about stuff I only know second hand. If I haven’t beaten Need for Speed: Most Wanted, why am I writing that the game gets too tough later in the game? I don’t know that to be true for a fact. I just read it on a message board (GAF)... This is a fairly common phenomenon. Videogame reviewers have to enjoy what they do, and part of that is participating in the online community. Still, there are many times were videogame journalists will take ideas or strategies from message boards and not really give any credit to the original source.
Suppose you're able to avoid innovation bias, and you were able to play through the game thoroughly. There's still another problem. Tomorrow, you're going to have to start the cycle all over with a brand new game… but you haven't written anything yet for the game you just finished. There's a substantial pressure to get the article done as soon as possible. This introduces new problems. First, this introduces spelling and grammatical errors. In the very first sentence of the very first article of this series, I wrote “videogame journalists have been getting a bad wrap [sic].” It’s rap. Not wrap. There’s no w. That’s the VERY first sentence of this series. Did you catch it? Why not? How about in Dead or Alive 4? “You have a throw button, a block/hold button, and a punch and kick button.” You might think that spelling and grammar are trivial points. Hire a copy editor and you’re done, right? No. More often than not, reviewing and proofreading an article helps you make edits to the content to clarify your thoughts. There's another problem with trying to write a review as quickly as possible is that reviews start to fall into a cookie-cutter approach. Take a look at my Dead or Alive 4 review again. I start off with the cheesy intro which tries to talk about history of the series. You already know from the tone that I'm being negative about the Dead or Alive series because I'm about to say that that this new version is better. Why couldn't I have jumped straight into the review? True, it helps DOA3 fans to get a sense of DOA4 when I review the history, but part of this captures the "innovation bias" that we've got. Likewise, if I’ve done my job, the rest of the article should tell DOA3 fans exactly what they need to know. When you don't have time to write an article, you're not going to try to come up with anything new. It's easy to write an intro this way.
This also means that most videogame reviews end up being filled with clichés which makes for boring writing. I've tried to put in a reasonable amount in all three of these articles, but let me ask you how many times you've read these phrases in a game review:
How about the structure of "Is x true? Yes. Is y true? Yes. Is z true? Depends." In the film world, graphics and sound are only talked about when it makes a difference. If the CG looks fake in the movie, it affects the experience. If the music or sound effects in a movie are good, it can add a lot to the emotional response. This is true for games. Good graphics and sound can immerse yourself into the game. A choppy framerate can interfere with your experience. Why do I need to talk about the graphics of the game like DOA4 when it's not something that interferes with the gameplay? I've already said that it's fast, and you guys aren't blind – you can see the screenshots and video. Likewise, if the sound isn't unusually good or unusually bad, is there a need to talk about it? Writing about the graphics is just filler. When we do this, we don’t spend as much time trying to help you really understand whether a particular game is one that you should buy or should avoid. You guys tell me… I think we just do it because "we're expected to" and it it's not very hard to write about graphics and sound. If reviewers only talked about graphics and sound when it mattered, it'd help make us better writers.
Problem #4: Selection Bias
Problem #5: Distorted Sense of Value
The problem with this is that it is often tough to get a sense of value. Game reviewers usually don't buy games. Of the four games I looked at in the previous two articles, PGR3 and RR6 were provided free of charge by the publisher. NFS:MW and DOA4 were purchased at Toys R Us. The problem is not about being bought out by the publisher (although this commentary by Gamers.com alum Dan Hsu and this commentary by Gamers.com alum Sam Kennedy are worth reading). The problem is that it makes it much more difficult for reviewers to get a good sense of value when it comes to reviewing games. The Sky is Falling!
Being a skilled videogame reviewer is a tough job. There are significant challenges that reviewers face when evaluating a game. Can we really look at the game from the perspective of a typical gamer? Can we do this while preserving the advantage gained from experience? I hope that's the case. It starts with reviewers being aware of these pressures and these problems. We can try to be introspective and look at areas where we risk running into trouble but there may be problems so deep that we are completely oblivious to it. The solution continues with you, the reader. You have to keep us on track and let us know how we're doing. These article comments sections aren’t simply there to bring pageviews – we want to hear your thoughts. | ||||||||||||||||||||||||||||
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