
The Parthenon in Athens, Greece. Photo courtesy of
tsak_d.
Are
reviews primarily a consumer guide, or should they serve another
purpose? Do review scores deter intelligent discussion of videogames?
Is the presence or absence of a review score the only difference
between a reviewer and a critic? What is the role of the reviewer when
the Internet is democratizing published opinion? How should reviews and
reviewers evolve in light of the emergence and growth of Flash games,
small games, indie games and user-generated games?
These
questions and more were on the mind of N'Gai Croal, John Davison and
Shawn Elliott last summer when they decided to expand their
conversation to a number of noted reviewers, writers, bloggers and
journalists for a published email symposium on game reviews. (See below
for the full list of participants.) The planned list of topics include
Review Scores; Review Policy, Practice and Ethics; Reader Backlash;
Reviews in the Age of Social media; Reviews in the Mainstream Media;
Casual, Indie, and User-Generated Games; Reviews vs. Criticism; and
Evolving the Review.
The topic for Round 1, which will be published here in installments over the next several days, is Review Scores.
Participants
- Leigh Alexander, Gamasutra/Sexy Videogameland/Variety
- Harry Allen, Media Assassin
- Robert Ashley, freelancer
- Tom Chick, freelancer
- N'Gai Croal, Level Up/Newsweek
- John Davison, What They Play
- Shawn Elliott, 2K Boston
- Jeff Gerstmann, Giant Bomb
- Kieron Gillen, Rock, Paper, Shotgun
- Dan Hsu, Sore Thumbs Blog
- Francesca Reyes, Official Xbox Magazine
- Stephen Totilo, MTV News
***
Shawn
Elliott, 2K Boston: How much is on our minds before we begin playing
any given game for review purposes? Will we imagine a range of probable
scores that a heavily marketed, highly budgeted, and hugely anticipated
game will get? What when the game is branded “budget” or is the work of
a lesser-known, less-storied studio? If so, how closely have actual
scores correlated with our assumptions?
Kieron Gillen, Rock,
Paper, Shotgun: As others have said before--but Troy Goodfellow put most
snappily, so I'm stealing his phrasing--the games press has a
presentist/futurist bias. The vast majority of press coverage is for
games that either aren't available, or are only just available. Even if
we haven't seen or played the game personally, our peers will have. And
we'll have seen comments threads full of people saying what *they
think* of the edited information of the game we (and their PR) have
presented. And with all that, when you throw a score out you know it's
going to be read with those expectations in mind. When Eurogamer's
Metal Gear Solid 4 review gave it an 8/10 there were 2000-post threads
and actual death-threats. And Oli [Welsh], when he wrote that review,
knew exactly what response he could expect. Games without the hype have
lower expectations. I remember the attitude being crystallized by a
comment I saw ages ago on Kotaku which stuck with me, when they linked
to a B-game someone had 9/10ed: "It can't be any good, as I haven't
heard of it". It's an ugly, but common, tautology.
You can't
avoid knowing what the score is on that point, without becoming a true
hermit. In terms of coloring your actual expectations of the game per
se... well, unless someone's actually paying me to research a feature,
I ignore 95 percent of previews. So when reviews come up, I try to review
what's there rather than the hype... but that's going onto a whole
different question.
Quick thought regarding the indie/AAA
dichotomy, though: I often think that AAA-popular-sequels tend to start
with 9/10 and lose marks, while games with less expectations start with
5/10 and have to gain them. And... oh, I'll shut up. More on this
later, I suspect.
***
Leigh Alexander, Gamasutra/Sexy
Videogameland/Variety: So, as far as preconceptions go, I just thought
it worth noting that a game's marketing machine, whether through its
fierceness or its clumsiness, would very much for like for us to have a
preconception going into a review.
Unfortunately for them, they
can't necessarily pick what impression they create. I like to think we
react to the fashion in which we're being messaged, rather than
devouring piecemeal the messaging itself. Or, most of us do.
So,
I agree with Kieron that the right answer is "no preconception"--i.e,
the reviewing process doesn't begin until you start playing the full
version of the game, period. But sometimes I wonder whether background
factors should be considered as context for a review. For example, for
months a hyperbolic individual promises that his game will
revolutionize ludology. Are we allowed (or, conversely, obligated?) to
consider his lofty goals when evaluating the end result? If a company
creates an "identity" for a game ahead of time, shouldn't it that
exemplify what the game is aiming to be, and shouldn't we try and
consider whether or not it achieves it?
There's a line, I think,
between making a prejudgment, and bringing with you a context within
which to make an evaluation. Games are an industry and a culture, not a
fragmented, compartmentalized list of disparate products, and rather
than pretend we have no early opinions, I wonder if it's not beneficial
to be prepared to bring that context—which also applies, perhaps to
being aware of budgets, of team sizes, of other challenges?
***
Shawn
Elliott, 2K Boston: Because I believe that self-enhancing,
self-serving, egocentric biases are normal, and that people are prone
to see themselves as being immune to the influences that move everybody
else, I'll happily admit--along with Kieron--that I have preconceptions
before playing. I'm human.
I'd argue that our preconceptions are
active when we decide which games we want to review. That's not to
suggest that, when given the choice, all critics go straight for the
gravy (I've often volunteered to review games that I imagined would be
interesting but not the best available). But what, if not a
preconception of some sort, drives these decisions?
In addition,
I believe that my assumptions are active as I play. For instance, I'm
less likely to immediately doubt the wisdom of a given design choice in
a Valve game than I am with the work of second-rate studios. An
analogy: Say you're competing against someone with sorry win-loss stats
in a strategy game. His opening moves seem odd, so you assume he's
stupid. When his record is intimidating, you take the time to study his
seemingly odd tactics until you're certain you're not missing
something. In my mind, "the right answer" isn't a realistic answer.
Leigh,
I have a problem with holding a loud developer to his hyperbolic
promises (and it has nothing to do with the dozens of programmers,
designers, producers, artists, and animators hanging their heads behind
him): intentional fallacy. I'm interested in the degree to which game
maker's games match their ambitions, but I wouldn't want to evaluate
them on this basis. What New Critics wrote of poems seems sensible for
games: "It is detached from the author at birth and goes about the
world beyond his power to intend about it or control it. The poem
belongs to the public."
Should we consider budgets and staff
sizes? Certainly not when the critic's intent is strictly to inform
consumer shopping sprees.
***
N’Gai Croal, Level
Up/Newsweek: I’ve never liked assigning scores as part of any critical
assessment, and the times I’ve had to do so in the past, it’s always
been under duress. I started out as a journalist by writing movie
reviews for my college paper, and none of the critics after whom I
tried to pattern myself—Pauline Kael, J. Hoberman, Stanley Kauffmann,
John Simon, Andrew Sarris, Armond White—used stars or points or thumbs.
They didn’t provide you with any shortcuts or shorthand. You had to
read what they wrote in its entirety in order to figure out what they
thought. I said to myself, when I grow up, that’s the kind of critic
that I want to be. So because I’m not obligated to dole out review
scores in print or online, I only have two things on my mind when I
start playing a game that I know I’m going to write about.
First,
am I going to enjoy this game? In that sense, it’s not dissimilar from
when I take in a movie. Or a TV show. Or a play. Or a book. Even when
it’s a shared experience, playing a game is intensely personal, and no
matter the developer’s pedigree, no matter the budget, I start each new
title the same way: on the precipice between hope and fear. I hope that
it will be good or great. I fear that it will be mediocre or worse. And
as I give myself over to that series of firsts—the first image, the
first sound, those first bits of gameplay, that first
accomplishment—any and all external influences evaporate, leaving me
only the thrum of my internal gauge, the one that tells me just how
much I’m enjoying myself. I trust that gauge implicitly, and while
external factors might influence precisely how I articulate my
opinion, I don’t believe it goes much beyond that.
Second, how
much of this game am I going to be able to complete before my deadline?
That’s very different from how I approach plays, television, theater or
literature--I wouldn’t dream of critically assessing a piece of work
from those media without having completed it. Why doesn’t that stop me
from doing the same with videogames?
The explanation--or is it an
excuse?--that I offer is that I don’t review games. We’ll get into this
more in the Reviews vs. Criticism section of our symposium, but the way
I see it, a reviewer answers the question, how well does this game
work, but a critic answers the question, how does this game work? A
reviewer helps consumers decide whether or not they should buy a game;
a critic helps players think about a game that they’ve played--in its
entirety or in part--and that is the end of the spectrum where I
believe my writing lies. (That’s also why, on a game by game basis, I
don’t think I need to have completed a game to have some insights about
it--but I do think that if I were advising someone on how to spend their
money, I’d feel obligated to play most or all of the game.) Scores can
serve as a valid form of shorthand for the work of the reviewer, but
I’m not convinced that scores have much to offer the work of the critic.
***
Kieron
Gillen, Rock, Paper, Shotgun: Leigh, I agree with Shawn. You can
mention the hyped intention and mention whether it measures up—but
that's not what you're rating. Marketing doesn't necessarily understand
their games and what's interesting about it. And occasionally a game is
fascinating despite what their creators were trying—Jim Rossignol
loving the deeply buggy unpatched release of Boiling Point for its
sheer constant surreality comes to mind as an extreme example of that.
N'Gai,
it's far too early for me to do my You Don't Need To Complete A Game To
Review It piece, I suspect. Methodology of reviews is a question all of
itself.
***
Stephen Totilo, MTV News: I wonder why Shawn
dragged me into this. I seldom write reviews. I don't put scores on
games. My main gig's reporting, a.k.a journalism, a.k.a. the thing most
people don't really mean when they want to talk about "games
journalism" because the thing they really mean to muddle over and
improve upon is what we're talking about here: games-reviewing. I'll
give it a go, nonetheless! Scores, who are they for? What do they do?
The
question we're answering is whether those who review games pick a
number before writing a word. Kieron says the ideal reviewer would not;
he and Leigh agree it's hard not to pick a figure already. Shawn's
acknowledging the humanity of having preconceived notions but dodging
his own question about whether that made him start with a number. But I
guess it's hard in some ways to pick a figure at all when it's so
unclear what the point of it is.
What does it mean to select --
prematurely or even at the "right" moment--a seven for a game? Or to see
a game and, at first sight, have your gut gurgle that it’s a nine?
A
review score number may be for the fans, a shopping guide metric that
informs a purchase or justifies one already made. It may get used for
the dastardly purpose of comparing a game to another--even though it
never quite works to pit a 2008 sports game that got an eight against a
1998 role-playing game that got a nine, especially if neither is as
good as Tetris. A numerical score might, in isolation, even indicate if
a game's any good, but not always.
We're talking about arriving
at a number, and, frankly, I don't know how you all do it. A decade ago
I worked at a boxing magazine and sat in press row for many fights.
Scoring vexed me then. I'd score rounds for my coverage on the
"10-point must" system: 10 for the winner of the round, nine for the
loser unless he got knocked down or really took a beating, which would
dock him to an eight. In that system we see the Gillen-described method
of scoring-by-reduction. We also saw the great gaming tradition of
grade inflation. Give a judge (or a reporter aping the actions of the
official judge) a 10-point scale and all kinds of psychology comes into
play.
The other thing I saw at the fights--the thing that really
stuck with me--was how hard it was to score any of it. Boxing matches
aren't like Rocky fights. It's often hard to see who is winning or
which fighter is doing the better work. Sometimes it's all boring or
repetitious, but you still must score each three-minute round. Putting
numbers on these things--and the official judges had to, in case it went
the distance and, god forbid, the paying public needed to know who
won--was a murky and unpleasant job. Try it some time. I'd root for the
knockout, which would render scores moot and sweep any errors in
numerical judgment away. The scorecards didn't matter then. Any scoring
biases we had would be secret. The fallacy of putting a number on
things would be dodged, and everyone would go home happy. No one would
have to know that I gave a 10 to fighter B because I felt bad that he'd
gotten beaten up for the three previous rounds or that I gave the wrong
guy the first round because I bought into his pre-fight hype.
***
Robert
Ashley, freelancer: I took a break from enthusiast press game reviews
for a couple of years. What a *** relief. No more death threats
from insane superfans who think my evaluation of their favorite game is
some kind of paid-for hit job by a shadowy corporate network. No more
forcing myself to play through a 40-hour game in three days. No more
tearing my hair out trying to avoid the clichéd language of a form of
writing frozen in its awkward adolescence 15 years ago. Free to play
whatever I wanted, I fell in love with games all over again. Hard.
Now
that I'm back and picking up the occasional review, I simply refuse to
engage in the bullshit that used to drive me insane. Review scores have
one use: driving traffic from message boards and social networks to
your site and giving those people an excuse to argue out their fan
beefs in the comments section. I treat them as such.
I have no
methodology for choosing a review score. I certainly don't think about
it much. Your gut feeling (after either beating the game or the game
beating you) is more accurate than whatever you might come up with
after careful consideration. This is how the rest of the gaming
community arrives at an opinion--and probably why so many people feel
that critics are out of touch. When you sit at your computer, running
down all the plusses and the minuses--technical issues, story concerns,
lovable roughness, annoying roughness--you can end up talking yourself
into a score that doesn't really represent your true reaction. You
can't explain the magical pixie dust that made the empirically bad game
good. You can't explain the soullessness and sterility that made the
empirically good game bad. You let your stupid logical brain take the
wheel and explain yourself into a lie.
When I say you, I mean me.
Anyway, I say be gutsy and honest with a score, and save your careful thinking for the text.
***
Jeff
Gerstmann, Giant Bomb: Well, I won't deny that scores stir up message
boards and social networks and such. But to claim that's the only
reason they exist is a pretty narrow, jaded view. I think scores are
primarily there to serve as shorthand for folks that won't or can't
read the full review. They're meant to serve as part of the summary. A
deck, a score, and, depending on your publication's review style, some
pros and cons or whatever. They aren't rocket science, and were never
really meant to be treated as such. The key is to not let the different
ways that scores are misused get in the way of what you're trying to
accomplish with your reviews. I don't care if the scores I give fit in
with the rest of the industry on the review aggregator sites. I don't
care if people infer the score to mean that I'm playing favorites
because I'm obviously "TEH BIAS" or whatever. I care about the people
out there who haven't been following a game from day one, and the
people who haven't already pre-ordered the game and are just looking
for validation. As soon as you start bending your review systems in
order to cater to those extremist segments of the audience, you're
getting away from the thing that reviews are designed to accomplish:
assist average, everyday people in their purchasing decisions.
I
say assist because we've reached a point where one review can't
possibly work for every single person that reads it. The audience for
video games is too widespread and varied now for reviewers to think
that their review is the only one that matters, or that it will be able
to directly state if a person should or shouldn't buy a game. This,
more than anything, is what should be driving a change in the way games
are reviewed, not a bunch of reviewers who are tired of all the
weak-ass game review clichés that are still out there. Getting rid of
scores because people who write reviews are tired of assigning them and
dealing with the fanboy rage that invariably ensues hurts the consumers
that actually use reviews for their intended purpose.
But to
answer the core questions, I don't really think too much about scores
when I'm playing a game. I attempt to go in feeling cautiously
optimistic about the game in question, and as I'm playing, I think
about text, and things in the game that need to be specifically called
out. I start to think about the best way to mention those moments, and
the best way to call out its flaws. At some point, all that text
swirling around in my head starts to sound like a range of scores, so
maybe around halfway through playing a game I start thinking a little
more about the score. But it isn't until after the review is written
that the score is actually assigned. The score is meant to sum up the
text. If I've just written a review full of harsh criticisms, well,
then that sounds like a pretty low score. Assigning a score and then
attempting to justify it with text puts the cart before the horse.
Assuming
a score (or range of scores) before actually playing the final game is
pretty dangerous territory. Carefully controlled publisher-run demos
usually paint a pretty rosy picture of a game, and games often don't
live up to that. Case in point: every time I saw Mercenaries 2 prior to
its release, I thought it looked awesome. The missions seemed smart,
the co-op was fun, and it felt like a game that would offer a lot of
variety. The final product turned out a collection of dopey missions
that showcased the game's boneheaded AI, the co-op didn't make much
sense, and a lot of the missions were pretty boring. I didn't review
Mercs 2, but not letting pre-release exposure to a game color your
review with overt disappointment or a sense of smug "I totally called
it" satisfaction can get a bit tricky.
So I agree that, ideally,
a reviewer should start with no preconceived notions about a game based
on budget, hype, promises made by the developer, and so on. But at the
end of the day, we're all human, and I'd expect that some form of
disappointment over a game that fails to deliver on promises or
excitement over a sequel that's turned out better than the last leaks
into some of our reviews. The key is in owning up to that and
presenting your reviews as informed opinions, rather than hiding behind
the old paradigm of rigid objectivity.
***
Shawn Elliott,
2K Boston: I didn't mean to duck the question, Stephen, and I
definitely don't start with a specific rating in mind. However, I'm
sure that I have imagined ranges of scores that a given game would
receive whether I or anyone else was to write the review. That's not to
suggest that I once forced the square peg of a game to fit the round
hole of my presumptions. I never did. Or I don't think I did. What I'm
acknowledging is that, all the same, something was on my mind, both
before I began and while I was playing. I think this is the case for
every videogame critic. And while that something isn't necessarily
decisive, it's nonetheless worth investigating.
I should also
add that our predictions regarding meta-ratings and the reviews of
other critics are on the mark more often than not. (In these instances,
self-fulfilling prophecy isn't an issue.) Some companies are so
confident of our ability to make these calls that they're willing to
pay us for our input as consultants.
Jeff is correct in that
sometimes PR-controlled preview demonstrations are smoke-and-mirrors
magic shows. But what about when we're allowed to play near-complete
code for prolonged periods? I'm not talking about performance
issues--commenting on the framerate of an unfinished game is almost as
pointless as it is for an Entertainment Weekly writer to assure her
audience that King Kong may or may not appear in place of a green
screen. Sometimes design, locked down years prior to a game's preview
phase, is apparently dopey. Again, I have to emphasize that holding
some assumptions in no way necessitates my maintaining them in the face
of final evidence.
You also imply that an aversion to cliché
shouldn't drive change in the way that we review games. I won't argue
that cliché is the one and only reason to reconsider our habits,
however, I count it among the many. The paragraphs on a game's
graphics, sound, and so on in previews and reviews produce recognizably
generic writing devoid of the discovery and perception that might make
them worth reading. They are lazy in that they eliminate both the need
to transition thoughts and to interpret a game as the complex product
of interconnected components (instead of simply summarizing these
parts).
Even worse is when the paragraphs that constitute a
template are themselves composed of yet more methods of avoiding actual
analysis. I mock the overuse of words such as compelling not because
there is anything wrong with the words themselves but rather with the
way that they're used to replace real explanation. We know that any guy
in the game store can say he likes or doesn't like a game's graphics or
story. We recognize that it's our responsibility as paid writers to say
something more than "I like it" or "it's good." Replacing "like" and
"good" with "compelling" isn't even trying.
***
John
Davison, What They Play: If nothing else, review scores serve as the
starting point of a discussion for readers. As Jeff says, they serve as
a shorthand for those that have no interest in digging deeper than a
fundamental thumbs up or thumbs down gauge of quality. I think we can
all safely assume this, but back in my time at Ziff we experimented
sufficiently that we got absolute, empirical proof.
Jeff Green
and I spent a lot of time talking to Computer Gaming World readers, and
trawling through our message boards to really try and put together the
ultimate reviews section for the audience. We wanted to do something a
bit different, but more than anything we wanted to acknowledge what a
large group of our readers were telling us. That was, essentially, that
"we're older" and "we're smarter" than the average gamer, so "treat us
like that." They wanted longer, more considered think pieces about
games, and it appeared, anecdotally at least, that review scores were
not high on their list of priorities. They wanted, they said, to really
understand what the reviewers were trying to convey. They wanted to
really dig in.
So we gave them that. We took the scores off, and
made the reviews longer. We actually went a step further, and tried to
acknowledge the broader critical spectrum, and talk about what caused
other reviews to express particularly positive or negative comments. It
was our own little expression of idyllic critical idealism. A utopia of
reviewing and we dreamt that it would spark enlightened and intelligent
debate about specific qualities and opinion.
The reaction was
spectacular. The readers really, really f---ing HATED it. The most
common complaint (I'm paraphrasing, but it was pretty consistent) was
"How do I know what you think if you don't give it a score?" That and
"you guys are retarded." We figured at first that it was simply a bit
of culture shock and that it would wear off, but the negativity
increased over time. After three months or so, we had to go back to
putting a score out of five on the reviews just to stem the tide of
vitriolic hatred.
On a separate note, I was speaking to someone
recently who had some connection to Rolling Stone, and he told me that
the reviewing process for albums there was that the critics only submit
the text, but do not submit a score. The number of stars is assigned by
the reviews editor based on the tone of the review. He was drunk at the
time, so might have been talking out of his *** though. Does anyone
know for sure if this is the case? Even if it's not true, it's
certainly an interesting approach--and something I'd like to discuss in
this context. If a reviewer is freed from thinking about assigning a
score, but knows one will be applied later--would it necessitate a more
disciplined approach to how thoughts are expressed? I know it would for
me. But are we ready to relinquish that kind of control?
Next: Totilo challenges the review score naysayers to answer the question "Who is actually upset about review scores?" Hsu and Reyes defend scoring on behalf of the consumer. And Davison discusses how Google has impacted the individual reviewer. P.S. If you absolutely, positively can't wait to read the rest of Round 1, Shawn Elliott has posted the entire transcript--all 16,000 words of it--on his blog, here.