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Posted Monday, December 22, 2008 2:11 PM

A Symposium On Game Reviews. Topic 1: Review Scores, Part III

N'Gai Croal
 The Parthenon in Athens, Greece. Photo courtesy of cambiodefractal.

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 reporters 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. Last week we published Part I and Part II; today we continue with Part III.

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Participants

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Tom Chick, freelancer: On the subject of review scores and expectations, I have a lot on my mind when I review a game. I'm crammed full of preconceptions, expectations, prejudices, hopes, and fears. I call it "context" and it's probably the single most valuable thing I have to offer as a guy who writes about games. I've got thirty years of it under my belt. I don't let loose of it when I play a game, and I certainly don't let loose of it when I write about a game. I write as a hobbyist, and I write mostly for other hobbyists. We know how Spore was hyped, we're aware that Haze was from the Timesplitters guys, we've heard about the problems with Killzone, and we remember Trespasser. It's how we talk. When I have my druthers (i.e. when I'm not writing for a wider audience), it's exactly the sort of stuff that goes into what I write. And, yeah, it figures into whatever number or letter I have to slap onto a review. Like any gamer worth his salt, I have the bias of experience.

As for how much and when I think about scores, I think about them all the time. I think about how much I hate them and how much damage they do to the state of videogame discourse. Scores are an end run around saying anything meaningful. I hate when someone says (almost always on the internet), "I liked your review, but I would have given it an 8 instead of a 7". Because that's an unborn conversation that will never happen. If I didn't have to come up with that insufferable 7, the comment would have had to go as follows: "I liked your review, but I disagree with what you said about it being too hard" or "I liked your review, but I disagree with what you said about the graphics being too much like Fable" or "I liked your review but I disagree with what you said about the ending feeling out of place" or even "I liked your review, but I liked the game more than you did". Those are all starters for at least a line of thought and at best a conversation, and in either instance, we can both be the wiser for it.

Review scores are for the lazy, the unengaged, and the inarticulate. They're for stickers on boxes and press releases. They're understood differently by different people, and they're applied differently by different publications. They're an attempt to inject some sort of science into someplace it doesn't belong and the sad irony is that they mean nothing. I don't know if games are art, but so long as we're branding numbers into their flanks, they're certainly consumer products.

Now I have the luxury of saying all this, because unlike some of you (well, John and Dan, at one point), I don't have to run a magazine or website. To folks dealing with lazy, unengaged, and inarticulate readers, I don't envy you your job selling stuff to them.

***

N'Gai Croal, Level Up/Newsweek: Harry, you came up as a journalist and critic alongside hip-hop. You wrote for The Source, with its famous one-to-five-mics rating system and all the arguments--inside the magazine and among its readers--that were stemmed from its reviews. You also worked for the Village Voice, an outlet that didn't apply scores to any of its reviews--with the notable exception of Robert Christgau's monthly Consumer Guide, which introduced letter grades to music criticism--yet fueled legendary debates nonetheless. You worked for Rockstar Games. You're even writing a book about architecture in computer and videogames. (I bow.)

What do you make of all of this? There's nothing new under the sun, so you must have been in or around discussions like the one we're having right here--does it bring back any memories you can share? Are Jeff and Francesca correct when they say that scores are a legitimate part of consumer reviews, regardless of how some readers may respond to them? Are Tom and I right to argue that review scores help engender the all-too-often juvenile discourse that surrounds videogames? Is Stephen onto something when he suggests that the case against scores is tenuous, and that as long as some readers find scores edifying, reviewers who choose to score games shouldn't agonize terribly over doing so? Is John right that Rolling Stone's editors, not its writers, assign the star ratings? (I had to try, man.) And finally, what's it like being on the receiving end, watching scores and reviews trickle in, and--tell the truth, now--which mattered more?

***

Shawn Elliott, 2K Boston: Before we finish this section with a final question on the real consequences that review scores can carry (an elliptical response to Stephen's repeated "What's the problem?"), I want to take a moment to address any unanswered inquiries. Note that, for the moment, I'm withholding my thoughts on the intersection of mechanics, meaning, and the stories that games try to tell (the short, unsubstantiated version is that I agree with Robert that it's largely fruitless to look at these in isolation).

Kieron commented that he thinks "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." This strikes me as especially true for enthusiasts. Anecdotally, it also seems as though critics are more inclined to take the gloves off with less-anticipated, lightly marketed games or, conversely, to forgive their faults. In addition, Leigh wondered about the wisdom in bringing an awareness of a game's budget to our analyses. Thoughts?

And then there's John's Rolling Stone rumor. What do we make of a critic submitting copy and his or her editor supplying the score? It's an interesting thought experiment. I do think that the policy would encourage writers to explain themselves more carefully, and that it might erase much of the discrepancy in words and numbers, but what ramifications would it carry?

***

Jeff Gerstmann, Giant Bomb: I find Kieron's comment about big budget games catching a bit of a break in reviews to be possible in isolated cases, but I don't think it's the norm at most publications. I've also seen the opposite, where the big budget game gets trashed for not living up to the insurmountable mountain of marketing hype while the low-budget indie darling catches a break because it was made by a team of five people or something. And I've certainly seen little, unmarketed games get absolutely thrashed in reviews. Sometimes it seems like the reviewer is doing this because it's "safe" to do so, like it was part of some sort of "see? We totally use our entire 1-10 scale" chest pounding. This is why it's important for reviewers to have an editor (or editors) that can keep them in check and ask questions about a review and its score before it gets published, especially at outlets where that one review is meant to represent the entire publication's view on a game.

While I've never been a party to anything quite like this Rolling Stone rumor, I've spent a great deal of time as an assigning editor for reviews. The most important part of that position is working with the authors on clarity, to make sure they actually mean what they say, and that they aren't coming off as more positive or negative than they intend. Sometimes that involves changing the score to make it match the words more closely. This would happen most often with freelancers, as they can't really be expected to be experts of how one publication's scoring system differs from another. But except in extremely rare cases where the reviewer wasn't available at post time, those changes were made after discussing it both with the internal staff (as part of a review vetting process) and with the author. I wouldn't want to do things the way Rolling Stone supposedly does them, but that might say more about my faith in most freelancers than it does about the policy itself.

Lastly, I really don't think a game's budget matters when reviewing a game. High-budget console games and mid-budget console games cost the same $60. The only dollar amount that matters is the retail price. While bad games certainly don't get dramatically better as their retail price drops, it's a lot easier to overlook some of a game's flaws if you're getting it for $20 instead of $60. But at the same time, it's probably fine to mention a game's budget in passing. There's a big difference between a brief mention of the budget and using it as the centerpiece of your entire article.

***

Leigh Alexander, Gamasutra/Sexy Videogameland/Variety: I'm super eager for Shawn's discussion point on the impact of the scores, and I don't want to drag everyone down a side trail, but wanted to note something on the Rolling Stone rumor.

No idea what they do at Rolling Stone, but I've actually been in situations more than once where the final star ranking or number was suggested by my editor. It's not as sinister as one might imagine--it isn't as if a person who didn't play the game is independently applying a number with no input from me. In fact, it's more of a collaborative review process between the editor and the writer to be sure that the final rating really does correlate to the text as it's written. Limits in what you can express within a word count, which I'm sure Rolling Stone is constrained by, can make it useful to have two pairs of eyes on the situation.

In fact--and I think this is especially true for those who write for more mainstream print--many reviewers in that context want to avoid the wham-boom core market number hysteria. They want to write articles, they prefer to write crit, and don't want to calculate numerics. They may be non-traditional reviewers (as I'd assume Rolling Stone's are). In that case, especially where Metacritic is involved, in my experience an editor may volunteer to apply a score that's correlative with the review text simply to offer an option for those writers who don't want anything to do with the numbers game.

In those cases I have always elected to have input because I feel comfortable that way--but keep in mind that scores can cause headaches and PR arguments for reviewers, and in that case, an editor stepping up and saying "point them to me if they hate the number" may be one way of allowing the writer to do his or her own most honest work with impunity. When an editor plays a role in the score, he or she's essentially "backing" the writer's text by shouldering all those burdens a number can provoke. It's a pleasant reversal from the nightmare scenarios we hear about where writers catch flack from their bosses or even get canned because some publisher flipped their lid.

Again, I don't even know anyone who writes for Rolling Stone. I wish I did, because I'd tell them to write about good music again. But my suspicion is that scenario doesn't so much involve some sinister overlord stealing scoring power from the reviewer, rather an editor who wants to make room for the writer to do what the writer's being paid to do--write well and thoroughly on a title.

***

Shawn Elliott, 2K Boston: The editor in me empathizes with Jeff, especially in cases where a green writer's copy is in apparent conflict with the rating he or she attaches to it. Discussion is helpful here, as the writer may reveal anecdotes and a level of analysis lacking in their initial draft. How many of us remember the teachers who told us they wanted to read in our revisions whatever it was we'd just said?

The writer in me, however, is just as wary of knee-jerk editing, and editors who've played -- and have formed their own opinions of -- the games they've assigned to freelancers. Here, for example, we find text apparently taken from PC Gamer UK's Call of Duty 4 review transported to GamesRadar's 360 review page where a presumably miserly British 8.5 becomes a prodigal American 10. Bylines differ, too, as though we're to believe that two writers, an ocean apart, have arrived at the same sequence of words and altogether different assessments of their meaning (the editor's note states that the GamesRadar score was once a 9, which still doesn't explain discrepancy). That Francis's copy came first is fairly obvious in lines like, "If the whole game had been like that, or even just as inventive throughout, you'd find a frankly silly score at the end of this review. Instead it's a more restrained one[....]" My suspicion is that a comatose editor couldn't be bothered to read let alone edit the original. Frankly, that's a *** insult to writers and readers if there ever was one. It says, 'Hey, fill some space for the cretins naive enough to not notice. We'll handle the hard work."

Hopefully, this is an anomaly. The idea of dismissing the Rolling Stone idea for it is as dumb as it would be to eliminate governorship because of Blagojevich, but, again, we're all human.

***

N'Gai Croal, Level Up/Newsweek: Regarding the Rolling Stone rumor, I'm think it's legitimate for reviewers and editors to discuss scores before assigning them, but I'm wary of editors assigning scores all by their lonesome. This point was driven home for me when, in the wake of Jeff's firing from GameSpot following his Kane & Lynch review, Tor Thorson issued a statement explaining that "The copy was adjusted several days following its publication so that it better meshed with its score, which remained unchanged." Even given the force majeure of this situation, the question that immediately popped into my head was this: if changes had to be made at all, why wasn't the score changed to better mesh with the copy? If there are going to be scores, the individual reviewer should always be intimately involved in that process.

Next: Shoe tees off on exclusive reviews. Stephen responds with Just Say No. Kieron explains why exclusive reviews matter tremendously in the U.K. And Harry makes his long-awaited debut. 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.

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Member Comments

Posted By: jp182 (March 4, 2009 at 5:13 PM)

Well I can understand SpaceShot's frustrations, I think I find that type of information he's looking for in many reviews and impressions from smaller sites like Kotaku or whenever the Penny Arcade guys discuss a game.  Scores are meaningless to me after a decade of seriously reading reviews.  

I have to agree that I find this information very useful in making a decision.  But after reading reviews for games I liked on Gamespot or IGN, after I played them, I realized that their reviewers were not in sync with what I enjoyed about videogames.


Posted By: N'Gai Croal (December 23, 2008 at 1:00 PM)

@SpaceShot: Do you find what you're looking for in strategy guides? FAQs? Message boards? Or is it only word of mouth and demos that provide the consumer advice that you're looking for?


Posted By: SpaceShot (December 23, 2008 at 10:50 AM)

Review scores have become completely pointless.  There is a compressed scale between 7.5 and 9.5 for all games.  Games that fall below this are considered not worthy of your time.

Some games are preordained to get 10s.  These games are rarely worthy of this score.  So basically, scores are worthless.

What I need in reviews, since I can no longer count on scores or phrases like "this one is not worth your money" (this frequently turns out to be wrong), is detailed information.  Since the opinions of the major gaming reviews sites (Gamespot, IGN, etc) seem to consistently get it wrong time and time again, I am now not looking opinion anymore.

What I want to know is a very detailed list of the game modes supported, how online play works, are their frustrating menus or delays (perhaps something annoying like, you can't just jump in and out of coop, if the host leaves the game ends).  Can you play the entire "single player" experience together with a friend.  How is the multiplayer and is it consistent or annoying to set up and play with friends?

Basically, I have gotten to the point where I am looking for someone who will just give me the facts about the game, with some light opinion.  Comparison is good here.  "This game is builds on titles like Crackdown".  Well, I spent months with Crackdown, so I might like this game.  I find the overblown opinions of reviewers and their pointless scores to be so worthless now that I don't trust them at all.  It means that I buy way less games.  I am sick of getting burned.  Nowadays it takes a solid demo or positive word of mouth from friends to get me to plunk down $60 (or more) for a AAA title.