Sloppy Arguments in Game Reviews

From southerliving.com
Writing an in-depth outline of some common sloppy arguments in video game reviews is basically an exercise in shoving your opinion onto someone else. To try to compensate for this, I shuffled around on Twitter and got advice from several people on the most flawed arguments they see in game reviews. Contributors include 10rdBen, Nelsormensch, SparkyClarkson, mrduranpierre, PopSchiller, mkrpata, Iroquois Pliskin, traceylien, 8bithack, plushapo, Simon Ferrari, and several others. The consequence of using these outside opinions is that I’m personally guilty of several of these flawed arguments in my own reviews. Objectivity is, in many ways, impossible for any one person to manage. But that doesn’t mean we can’t strive for it. Inherent in all of these critiques is the notion that a video game should be judged by the intent of the developers and how well it delivers that experience rather than some personal view that all games should be X or Y.

From dummcomics.com
The controls suck.
Declaring that a game’s interface is bad is usually dependent on comparing it to another game. This game controls like this and I like it, this game seems similar so it should control the same way. Kane & Lynch, for example, got a lot flak for its auto-cover system because it was contrary to how Gears of War worked. The best way to elaborate on the controls sucking is to explain that the game wants you to do X and the controls are making that hard. The issue that comes up is gauging whether or not you’re trying to make the game do something its developers didn’t really intend. It helps to remember that for the average AAA game, a lot of people have played it before it reached you and they all seemed to think it was fine. Assuming they aren’t serving paint chips in the cafeteria, there is usually an ideal way of playing a game that the developers really wish you’d adopt. Do they get that across? Why not? Why would it be better for them to do it your way?
I’m not having fun.
A game review is a consumer report that explains how well a piece of software generates an artificial experience for the user. If you’re not having fun, the game is either trying to give you an experience that doesn’t revolve around making you happy or something is broken in the system. Your job is to explain what’s busted, not tell us your feelings that day.
The graphics are terrible.
We’re talking about an artistic medium that started out as a green dot on a round screen. Everything from text to blocky 8-bit graphics has at one point been considered a great video game. The question is whether or not they communicate the information the game needs properly so that it doesn’t inhibit gameplay.

There are no new game mechanics.
Video games by their nature rely on the pre-existing skills of the player. Part of the way a game appeals to an audience is by being like other games, an FPS plays like an FPS and a Third Person game works on the same basic principles. So it’s inherent for there to be a lot of overlap in any game while changing up weapons and play styles. If you find yourself thinking that the game needs new game mechanics, it’s probably due to dull level design and not working with what it has creatively. Also, complaining that there is no new gameplay in an episodic game series is pretty mind-boggling for the exact same reasons: episodic games by their nature are content delivery systems. The person who plays them does so because it stays familiar, not because they want to play a tutorial every time they fire it up.
The game is too easy.
The odds are that someone who writes reviews of video games has probably been playing them a long time. They are, as a consequence, better at video games than the average person. Staying objective here usually means just playing a game at its normal setting and having some kind of standard based on the game’s intent. Call of Duty 4’s difficulty works because if I go running ahead of my squad and start firing everywhere I’ll die. Bioshock’s kinda breaks down because I can just kill a Big Daddy with a pistol on Normal. If anything, a game that’s too hard even for a game reviewer is the most problematic because it’s catering to a niche audience way more than a game that’s too easy. Does the difficulty stay rational and maintain a sense of fairness about what’s expected of you?
The mini-games don’t have any depth.
I’ve actually read this before so there is apparently some kind of expectation that a mini-game be anything other than a short diversion. The basic use of these things in something like Grand Theft Auto or Zelda is to give you something to do when you get stuck or tired of the main game. Beyond Good & Evil took it one step further by having the entire game be made out of a string of mini-games, but that’s a different bag. The point is that they’re functionally icing on the cake. You aren’t supposed to automatically want to sit there and play them for hours. If you do, like a fishing game or bowling, then the more the merrier. But it’s not really a valid complaint to say that a superficial diversion is, in fact, a superficial diversion.

Criticizing gameplay elements in isolation.
This would be the classic scenario of “Resident Evil 4 sucks because you can’t move while shooting” or “Bionic Commando sucks because you can’t jump”. Which is a totally legitimate reason to not like a game and people should be told that. But taking it as a reason to knock the entire game misses the point the design is trying to make. Bionic Commando wants you to use the arm, Resident Evil 4 stays scary by making you vulnerable when you’re shooting. If the overall game design doesn’t really come together that’s one thing, but taking one tiny portion and considering it inherently bad misses the forest for the trees.
Complaining that a fighting game doesn’t have a deep story.
Seeing this in a review gives new meaning to the term “reaching”. For some genres plot is very important, for others it’s barely even a factor.
Complaining that a Game Doesn’t Have Multiplayer.
This is one of those criticisms that didn’t even make sense back when people made it ten years ago. When the original Darkforces came out, most magazines labeled it as inferior to Doom because it didn’t have multiplayer. The problem with that complaint is that 1) the levels wouldn’t even remotely work for multiplayer and 2) the guns were ridiculously unbalanced. It was an FPS trying to deliver a solid single-player experience and they didn’t have time to balance and organize a game that wasn’t one-sided. Now, thanks to years of people dropping this mindless complaint, games will add piss-poor multiplayer without much development or planning. Should the price change if the game doesn’t have multiplayer? Definitely. Is it a flaw to not be able to go online inherently? Not really.

From universal.com
Complaining that a re-released classic title is old.
This is a real head scratcher. Complaining that ChronoTrigger is the exact same as it was 16 years ago is a bit like whining about Oliver Twist still being the same old book. The game is a JRPG classic and when someone buys it, that’s what they want. The same applies for retro-remakes. If they’re blatantly trying to remake a 1980’s style game for older gamers (the average age is 30, remember?), that’s what they want. Getting annoyed at The Dark Spire for making you need graph paper, being ridiculously hard, and requiring tons of grinding misses the point that it’s a pitch-perfect homage to Wizardry. If the developer’s intent is to appeal to nostalgia, you have to gauge how well they do it, not compare it to today’s standards. A younger gamer can just read “It’s old school design” and know what they’re getting into. There are, believe it or not, people of all ages and backgrounds playing video games regularly.



Comments
I agree that these are all bad arguments, but I don’t think “objectivity” and “trying to assess how well a game delivers the developers intended experience” is in any way the point of criticism.
Reviews shouldn’t strive for objectivity. They should learn how to to express their own subjective views intelligently. Above are examples of subjective views expressed stupidly, without sufficient reasoning or argumentation to give them weight.
Having a hypothesis of what the developers intended, what sort of audience a game is aimed at, what the possible rationale is for its various design decisions, etc.—all these are obviously important tools for critics, but they are important because they enhance a critic’s understanding of their own subjective opinion, not because they point to some objective “truth” about the game’s quality.
It is vital for a critic to have an intelligent understanding of a game’s design, only because that helps them explain their reaction to it with equal intelligence. There is nothing wrong with disliking a game for any reason, but you’d better be able to explain the rationale behind that opinion in ways that go behind the knee-jerk whining cited above.
Comment by Matthew Weise from Boston, USA — July 7, 2009 @ 8:52 am
Roger Ebert’s recent post on Transformer’s 2, where he describes the critic’s job is to present an opinion for the audience to gague their own against, comes to mind. It seems there are two basic, intelligent ideas of what a critic writing reviews should be. One is what Ebert and Matthew above says to give their opinion fo the player to gague his opinion against. The other as Jeffries supposes is to deliver a near objective write up about what you are getting into with the game, a consumer report.
Of course after giving that consumer report, saying what works and what doesn’t and why people are still going to ask the question is it any good. An overall critique is needed. Do all the parts you’ve gone over fit together well. Saying they are one or the other isn’t really where we are at this point. Most reviews are still getting to the point of explain yourself coherently.
Comment by TheGameCritique from New Jersey — July 7, 2009 @ 12:59 pm
It basically boils down to the problem that, in both my approach and personal belief, a video game is not a movie. It is not a linear piece of art that I sit and watch or read. Talking about my personal response to a game is only half of the equation, if even relevant in many cases.
It is a piece of software that I interact with to create an artificial experience. Software, unlike a film or book, can be assessed objectively. I can tell you whether or not Windows is a good program based on a variety of objective critera like bugs, stability, and compatability.
Obviously I don’t dismiss narrative and if the game has one worth bothering with I address it, but that’s about the only part I don’t think objectivity fully works with.
Comment by L.B. Jeffries from South Carolina — July 7, 2009 @ 2:55 pm
All good points and things that irk me endlessly about reviews. Another thing I might add, and this one is more philosophical, but I can’t stand it when reviewers claim to be “objective,” as if there were such a thing. Everyone is going to approach a game differently and I feel it’s best to explain where you’re coming from and why a certain game mechanic does or doesn’t work for you. For example, I hated Peggle, but Dan Whitehead does a good job explaining why he likes it, so I don’t just think he’s wrong about it (though I do still think everyone who whines about not being able to move and shoot in RE4 is missing the point spectacularly, as you well covered). I wrote a whole piece about my take on what I look for in a review on my blog here, http://jumpingmoustache.blogspot.com/2009/06/whats-purpose-of-game-review.html
Oh, and btw, you spelled my twitter name wrong, and while it’s tempting to be crass and add “grammatical errors” to the list of review follies, I won’t as it’s something I do from time to time and is therefore excusable.
Comment by Jeffrey Matulef from Portland, OR — July 7, 2009 @ 2:56 pm
Without naming names, GameSpot and IGN, this sounds like the attitudes certain big gaming websites bring to their reviews, that other sites that shall also remain anonymous, like EuroGamer, tend to avoid. To my mind anyway, you can tell me I’m wrong, but that’s not the main point of my comment. This is:
It looks we can distill what the big-name sites consider their Platonic ideal of a game. It has excellent graphics, a deep story (but nothing too serious, games are supposed to be fun), new mechanics (don’t give us what we’ve played before) but familiar controls (give us what we’ve played before), should be challenging to veteran players, and of course has a multiplayer component.
Now just make every game like that, and it’s 9/10s for everyone!
Comment by Gravey — July 7, 2009 @ 4:01 pm
Subjectivity and objectivity in reviews both have a place, the problem is they’re often interleaved and conflated. As L.B. says, there are (relatively) objective statements one can make about games. But when that runs straight into some highly subjective statements about empathy for characters or art direction, things get problematic.
Discussion quickly devolves into attempting to “prove” opinions and stagnates there. While this obviously isn’t something unique to games, the (for good or ill) greater impact reviews and scores have relative to other media is really holding back more substantive discourse about games, IMO.
Comment by Nels Anderson from Vancouver, BC — July 8, 2009 @ 9:43 am
I mentioned this on Twitter, though perhaps it was late enough (and contrary enough) that it didn’t make mention among the other ideas.
Being careful to mind the line between criticism and reviews, and the objectives of each, I think that the job of a reviewer is to provide information and opinions that help readers form an opinion as to the game in question—generally with an eye towards whether to purchase, rent or ignore the game. This can be attempted in an ostensibly objective or more honestly subjective way. But I think the mark of a good reviewer is that she understands the various audiences that may be interested in the game for different reasons—and then that the reviewer can take that understanding and address all those audience’ concerns within one or two thousand cohesive words.
Comment by Erik Hanson from Chicago — July 9, 2009 @ 3:37 pm