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3 June 2008

Zarathustran Analytics in Video Games, Part 9: Flaws in Criticism Today

L.B. Jeffries notes some of the classic mistakes and problems that face criticism today in the next to last post in the ZA series.

The outcry for a critical language in video games is something that is now necessary for video games to continue progressing as a medium. As Clint over at Click Nothing points out, a critical language doesn’t just give us more to talk about. It gives developers feedback, real insights into their game, so they can go back and improve their work. There simply isn’t a way for people to properly explain criticism in the current culture of “I’m not having fun” reviews. Nor is there a way to reward innovation or successful elements of games beyond gushing “I’m having fun” praise. It’s one thing to say you like a game, but figuring out a way to go beyond that gives developers a better understanding of their audiences reaction. As that audience gets older and starts demanding more complex experiences from their games, it’s essential that developers get a more advanced form of feedback to create those experiences. To figure out how to tackle these issues, we’ll begin with what current video game criticism is having trouble with.

The biggest issue with game criticism at the moment gets pointed out by Greg Costikyan in his blog: critical pieces are still just reviews. Telling someone they should pay to see a movie is not the same thing as explaining why a movie is important culturally, or even what it adds to cinema. Yet the problem is mostly conceptual; video game critics need to recognize that they are not talking to consumers. Literary critics circumvent this dilemma because they usually have the privilege of assuming you’ve already read the book they’re discussing. There also isn’t much to discuss in terms of whether the reader actually liked the text or not. If you’re reading a thirty page essay on masculinity and feminine authority in Macbeth, it’s a pretty safe bet you already like the play. The same goes for a reader going over repressed homoeroticism in R-Type. You probably liked the game, or at least video games themselves, if you’re reading that blog. The problem with game criticism, then, is that many of us are still subconsciously selling the game to people. It’s what we read all day and it’s what our mind instinctively does to fit in with other video game essays. We all devote a paragraph or two to how great this part of a game is or how superbly this part works. And as fun as those sections are to write…they tend to be about as informative as “teh game suxorz”. Why given parts of games work is still the question of the day.

One of the most prolific critics in video games right now is Yahtzee, and he is rapidly becoming video games’ Lester Bangs. The ranting style of Bangs gets mixed with a Charlie Brooker wit that makes for really fun viewing and a lot of insights into the games he covers. The problem is that the people imitating Yahtzee seem to be pulling an Alan Moore. When Moore published The Watchmen, the idea was to make a comic that told a much more powerful story by tempering the superhero fantasy with reality. A superhero is actually a sociopath if you think about it, their childhoods were really disturbing, etc. The problem that arose was after The Watchmen experienced such success and popularity, comic books mimicked it by featuring lots of their own gritty, dark realities. Which wasn’t the point. The point was to use a comic book to tell a really new and interesting idea about social dynamics, not to have every comic feature pedophiles and torture as motivation. The same thing is slowly happening with Yahtzee: People are imitating the jokes but not understanding that the joke still needs to make a point. Yahtzee uses humor to pad out interesting and insightful critiques that would otherwise be fairly dull. Just like mindless praise or negativity, most of the time a joke is still a means in an essay, not an end.

Beyond reviewer mindsets and jokes, however, is forgetting that the purpose of criticism is to ensure that there is a home for new games. We’re trying to advance the medium by stripping it of boundaries, not by imposing them. Saying that a good game doesn’t have to be replayable or even fun is pretty weird, but all those beliefs really do is inhibit growth when applied broadly. If a game still works but violates those tenets, why should it be an issue? A prime example would be The 7 Commandments All Video Games Should Obey by David Wong. It’s all very good advice: get rid of repetition, forget save points, and that graphics don’t make games better, etc. But beyond the constant nagging question of why these things are bad, is the equally poignant why are they not? Orson Scott Card, in his book Ender’s Game, wrote about a video game that tested the player’s capacity to accept defeat. Ender was subjugated to the same impossible level over and over again, with the game testing to see when Ender would give up. It was an exercise in learning to not be suicidal to win. It’s a very interesting challenge in a game, but one that won’t have a home if critics continue to close the doors on what a game can do. Case in point, Wong lists off one of the criminal offenses of an FPS is to have jumping puzzles. It’s something I’m inclined to agree with, except then you have some like this come along. Are we going to denounce it before we even play it because of some critical rule set?

It can be difficult to get people to think beyond what they like or don’t like. It can be even harder to get them to accept something they don’t like as a viable approach. And there is certainly still plenty of room for those kinds of discussions, but they aren’t the goal of a serious critical analysis of a video game. It’s got to get into the actual experience of the game itself. Because here’s the thing: the people who used to be kids playing video games are adults now. The people who never played games at all are starting to pick them up as well. And if this momentum is going to last, we’re going to have to change the way we think. We’re going to have to change the way we talk. We’re going to have to take all these values that established video games and break them down. Kenneth Tynan, a theatre critic, once said, “A critic is a man who knows the way but can’t drive the car.” We have to make sure that we don’t give bad directions to the women and men pushing video games forward.

L.B. Jeffries

Hi again! Good, sane arguments as usual. This discussion resonates with my home field of musicology, where criticism and analysis are deeply entangled. With the caveat that I’m not really up on this stuff anymore:

Joseph Kerman launched a huge debate in 1980 with his article “How We Got Into Analysis, and How to Get Out of It.” IIRC, his big point is that even the most objective (i.e., formalist) musical analysis is ultimately an attempt to show unity in a musical work, and therefore an argument in its favor. This wouldn’t be a problem, except that the musical canon—for Kerman’s academic audience, at least—consisted virtually entirely of music by white males. So analysis is, among other things, a technique for excluding the rest of the musical world. I’m not sure whether Kerman goes this far in his article, but those who followed him certainly did.

So in place of analysis, he calls for “criticism,” a term he leaves fairly wide open. At the most basic level, criticism allows for the possibility that the work may NOT be unified (which made Kerman’s argument attractive to the postmodern sensibilities of so-called New Musicology in the 80s and 90s), or more generally that it may succeed or fail according to different aesthetic criteria from, say, Beethoven’s symphonies. Despite the judgmental grandstanding of his article, his main point stands: musical analysis was trapped under the thumbs of a few dominant theories (namely, Heinrich Schenker’s tonal hierarchies and Allen Forte’s “set theory"), and it needed to shake off the dogma and regain some independence.

(BTW, sorry if this is old hat. I don’t know how well-known this debate is outside of the musicological academic circle… and for all I know, you may be a musicologist as well!)

Now here’s why I brought that up: It seems to me that the kind of writing you call for is actually fairly close to what Kerman calls “criticism,” even though the writing you argue *against* is completely different. No analytical system for games is entrenched quite as deeply as Schenker and Forte were for music in the 1970s (though Caillois’s taxonomy may be on its way), but game reviewers have their own dogmatic habits. That’s why Wong’s commandments (even tongue-in-cheek) are so worrisome: they typify and ratify the most destructive analytical instinct, the tendency to generalize an observation into a “commandment.” Music theorists often make a distinction between compositional/prescriptive and analytical/descriptive theories (with some other types occasionally thrown in). Both types are useful—just be careful when mixing them!

I’m working on a paper that explores the musicological side of this issue in light of John Rawls’s idea of “reflective equilibrium,” specifically the imperative to seek a “wide equilibrium.” Rawls was writing about morality, so in adapting his ideas to music analysis, I’m trying extra hard not to come across as pompous and sanctimonious. But that’s for another discussion…

This is a really fun series—can’t wait for the grand finale!

Comment by Peter — June 3, 2008 @ 11:41 am

Thanks a ton Peter, I’m glad you brought in that angle on musicology. It really reminds me of how important these kinds of movements have been in every artistic medium, not just video games. At some point, you have to shake things up and reinvent the art. I’m glad Kerman opted for a wide open approach too, it seems like any real attempt at establishing a critical discourse needs to have one eye looking to the past and one to the future. 

My background was creative writing and literature for many years. Now I’m in law school...so a lot of Utilitarian, Economic, and Objective philosophy has been melded with my artsy half. I guess the result of that bizarre combination is what you read on Tuesdays here.

Comment by L.B. Jeffries — June 3, 2008 @ 3:34 pm

I really agree on the Yahtzee comments. The video linked below is interesting in the response it received, apart from anything else. It seems that some ZP fans can’t see the underlying rationale behind Yahztee’s work.

http://www.youtube.com/watch?v=7-Vy2CDKYNM

Comment by Lisa Fremont — June 3, 2008 @ 11:52 pm

Ha...that video was really well-done. I usually write off mindless fandom to the praise that youth is always ready to hand out but the more I see asinine humor in game reviews, the more it makes me nervous. Having humor and jokes is a great way to lighten the mood and make the reading pace more fun, but it’s still got to be subservient to a higher purpose. A review or critique can only do so much when its only tool is a chainsaw.

Comment by L.B. Jeffries — June 4, 2008 @ 8:04 am

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I think it’s difficult to avoid writing a review, even when you want to write a critical piece. For me, at least, it’s tough to hold back that verdict on whether a given game has entertainment “value” equivalent to the $40-90 it cost, especially when I think a game has been unduly criticized (No More Heroes) or praised (FF XII). Keeping “review” elements out of my critical pieces takes up most of my proofreading time—which I feel hurts the quality in other ways. And this is true even though as an amateur I’m pretty well insulated from industry dollars or the pressure of garnering ad dollars based on clicks. If those things are present, even in the back of your mind, the temptation to give the people what they want—a quick, definitive verdict—must be even more considerable. It would be nice to counterbalance that pressure in some way, but I’m not sure how.

Comment by Michael Clarkson from Waltham MA — June 4, 2008 @ 11:08 pm

I know what you mean, games cost so much that any discussion about it has to be prefaced with whether it’s worth all that money.

The traditional solution in other fields is to wait until something is old enough that it’s either very cheap or free. Now that games are hitting their thirties, the necessary amount of ‘old but good’ games are around to start doing that. I won’t rattle off names of stuff I think qualifies...but between DOSbox, indie games, console downloads, and Ebay you can talk about older games without worrying about the economic end of things.

I tend to agree with Matthew Arnold’s principle of touchstones: if people are still talking about a work of art well after its financial prime, then there must be something remarkable about it. The critics job is to figure out what that is.

Comment by L.B. Jeffries — June 5, 2008 @ 9:19 am

I appreciate this measured critical look at game reviews.

I do think a model that creates—in essence—post mortem input to creative teams is far more useful for driving the industry forward in a meaningful way than the aggregate Metacritic scores currently used by publishers, and (unfortunately) sometimes used to penalize creativity.

I do have a pet peeve, though—historical pop culture gaps. While I appreciate references to Lester Bangs and Alan Moore, why reference Enders Game, as opposed to Kobayashi Maru? Or perhaps more appropriately (given this particular article), why use “Mirrors Edge”, rather than “Breakdown”?

But those are nits compared to my overall appreciation of this article and its sentiment.

Thanks again.

Comment by Adam Creighton from Chapel Hill, North Carolina — June 7, 2008 @ 2:08 pm

I believe I understand the message of the article, but I’m unsure of the true, hard distinction between a review and a criticism. I’m a tad betwixt because I have read reviews that do touch on explaning a game’s faults or praises, at least a noticeable degree. I agree that we need to take this further, but I don’t agree that we are taking this in the wrong direction altogether.

Criticisms are reviews, after all. (If we are to take the dictionary interpretation literally) I think the more important message of Jeffries’ article isn’t that we are more concerned with delivering a relevant verdict with generalized benedictions (or lack thereof). Something more important that I inferred from the article is that our reviews can stay just that: Reviews. However, our reviews should contain a more focused level of criticism about a game’s subjective components: being more explanatory and expository rather than sweeping or general.

Perhaps dealing with more than just the three states of extremes (high middle low).

In addition, I’d like to test my idea that we can deliver an opinionated verdict but also be constructively critical:

http://www.gamespot.com/ds/rpg/summonnighttwinedge/review.html?om_act=convert&om_clk=multimodule&tag=multimodule;picks;title;10

If we were to remove the first two paragraphs and last two paragraphs, would the review become more critical in nature? After removing these paragraphs, are we able to work with the remaining content and more easily nudge it into something developers can learn from? I’d like for us to try this with other current reviews, and see what we can infer from it.

And this brings another question: Can developers, in tandem with being explained to a game’s faults and strengths, also learn from what is not being said? I.E. Aren’t they also able to read between the lines? Even if the lines are generalized sentences of gushing or panning?

Comment by Lloyd K. from Columbia, South Carolina — June 7, 2008 @ 7:04 pm

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A very well thought out article that I definitely agree with you but my issue is that “everyone” in the gaming industry, from blog rangers to the immaculate game journalist, acknowledge the shortcomings associated with video game reviews but nobody offers any insights on how to remedy it. We know the issue exists how do we fix it?

I used to write reviews for a fan gaming site and I refused to give games a score, whether it be a numerical or letter grade, because I think its an archaic system. But ultimately I was pressured to follow the status quo of all other gaming sites.

So my question is do we create another subset of game reviews geared specifically for developers in which we create a critical language that will assist them to provided unique experiences for us?  Who will develop the critical language?

Maybe the reason nobody provides a viable solution is because it would be practically impossible to create a critical piece that would function as a tool for developers, satiate the insatiable gamers, and be viewed as an educational tool for consumers that view games as nothing but a waste of time.

Comment by Danny — June 7, 2008 @ 7:13 pm

In addition, I’d like to know a bit more about what Jeffrie means by being critical.

In the context of my understanding, I would consider this review something that is a tad more critical than other contemporary reviews. I see him touch on more things and convey subjective opinions with an objective-like pseudo-analysis.

http://www.eurogamer.net/article.php?article_id=143797

I’m not saying this is the definitive critical review, but I do think these kinds of comprehensive reviews are what we should be pushing towards on the path to flower our ability to criticise.

Comment by Lloyd K. from Columbia, South Carolina — June 7, 2008 @ 7:23 pm

Man, there’s enough here to warrant a blog post in of itself…

@ Adam

I hadn’t thought about it before, but you’re right. From Star Trek to ‘War Games’, the theme of an impossible video game has come up a lot in science fiction. What can I say? I just really like Orson Scott Card.

‘Mirror’s Edge’ was a less subjective choice. I wanted a game that is an FPS, has jumping puzzles, and hasn’t yet been released. We have no idea if it’s a good game or a terrible one, but I certainly think it should be given a chance despite its breaking of conventions.

@ dbkfgqet

Alright, I’m assuming since this is the third time you’ve posted the random text on the blog you feel very strongly about it. If it’s that important to you, then it’s that important. I’ll go back to deleting comments of this nature after this.

@ Lloyd

There aren’t easy answers when one postulates the question of “What should we be talking about in video games?” In all probability, rival philosophies and groups are going to bring forth their own ideas about what we should be critically analyzing. I opted for the overall experience that a game generates. I wouldn’t ever consider it a definitive “this is the best way” system, but we sorely need a new approach right now.

A good reviewer, in any artistic medium, mixes in legitimate criticism with more basic considerations towards economics (is it worth the money) and demographic nods (this game is for kids, etc). That’s the reality of being alive when a game comes out as opposed to playing it 50 years after its release. At the moment, it’s a bit of a cop out for me to say that time is the best test to see if a video game is really worth its salt, but only because it demands people be patient. What of the person who wants the game that day or the person who simply enjoys that genre no matter what? A reviewer has to combine the considerations of the present and the future when they’re talking about art that must be paid for at top dollar.

I can’t seem to work all of your links but I’m always leery of a game like MGS4 that has just hit the market. It’s just hard to see things clearly, y’know? Time will tell.

Lester Bangs once said a good reviewer looks at a product from the present and the future. No one can determine a game’s value in the future, but we can at least praise it for what it does now.

@ Danny

I think I’ve gone into all of that in the previous comments and other essays in the ZA but...the essay on a current game and a past game need not threaten each other. To drag in a movie analogy, there’s no harm in saying ‘Rambo 4’ is really entertaining while maintaining that it certainly isn’t ‘Apocalypse Now’. The trick is that not only do the two concepts overlap, they influence one another.

Comment by L.B. Jeffries — June 7, 2008 @ 11:31 pm

Listen to zara!

Comment by Amateur — June 13, 2008 @ 5:09 pm

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