Results tagged “criticism” from The Gameshelf
I feel the need to clarify an earlier post, now. At the start of this year I implied that I didn't plan on making any more Gameshelf shows any time soon, because of two enormous projects I was working on. But then, in today's previous post, I speak of how I bubble over with show ideas and look forward to finishing the one I've been banging on for months.
So what changed? Well, one of the projects launched, softly. I've begun working with actual businesspeople, having conversations about how Planbeast can become more interesting. That's a gradual process, and I'm satisfied with letting the idea marinate until then.
The other project, the one I was calling "Project X", quietly expired on the negotiation table. It involved an adaptation of a popular tabletop game, but the game's IP holder and I just couldn't arrive at a licensing agreement. So that one goes into deep freeze for now, and while it naturally carries disappointment, it was also an adventure that I was glad to have. It brought me experience and knowledge, both about the business of making games, and about my own relationship with games and their study.
I walked away with a clearer picture of where my passions really lie. While I'd certainly love to publish a commercial game of my own design someday, what I want to do now is document game culture, and create game criticism of the sort I tried to discuss at that GameLoop panel.
Something I've lately become fond of saying is that our culture - not just "gaming culture", I'm talking about the whole sausage, here - is becoming increasingly ludocentric. We need more journalists who recognize this, and who can help our society better understand games' history and culture, and help establish a better language for game criticism. I want to be one of these journalists, and it so happens that I have already built an outlet to make this happen.
So that's where I am right now.
I was pleased to attend the second Boston GameLoop, and extend thanks and congratulations to Darius Kazemi and Scott MacMillan for organzing another fantastic event. Also thanks to Microsoft for the use of their lovely new NERD center (yes, that is what it's called) in Cambridge. The conference was doubly well attended over last year's, and I look forward to seeing how it continues to grow in future iterations.
This was the third self-organizing "unconference" I've attended, and the first one at which I got bold enough to host a talk. My topic was "Improving Game Journalism and Critique", and my starting point was this essay about game criticism from Greg Costikyan, from which I read some excerpts to get things rolling.
Among the dozen or so who showed up for the talk, a particularly challenging attendee was a hardened freelance journalist who hoped we'd talk about "outside-in" reporting about games for mainstream news consumers. He was very open with his skepticism about the value of the critique I described. While initially his boisterous disagreement resulted in a couple of walk-outs, those who remained helped pare it down to a valuable core question: Who is the real audience for critique?
Attempting to answer this led further into discussion about the transformative effect that more and better game criticism should have on the field of game-centric journalism: taking some space back from the fanboyish, review-and-anticipation-based press that is so prevalent now, and giving more voice to articles examining games the context of artistic work. This would let a game be held up for comparison with of other games, all that has come before - and, if examining a work from the past, all that came after. Fill the space of media-about-games more with material like this, counterweighting all the next-six-months-focused game reviews (a necessary but very well covered thank you genre), then the game-making community's perception of itself should further broaden and mature. Which would be a Good Thing.
The group also ended up talking about professional video-gaming-as-a-sport and its media coverage, both within and without the current game-enthusiast press. This was a subject I knew very little about, so I didn't discourage it, and we ended up being able to tie it back into the title topic by the time our 45 minutes were up.
I made a newbie mistake in not noting my contact information before the talk, so that people follow up electronically afterwards if they wished. I had some nice face-to-face conversations immediately after the talk, and I see that a few people have started following me on Twitter despite my unintentional stealth. If you've managed to find this post after attending my talk, welcome! Feel free to use the comments for followup discussion, if you wish.
Three more links I'd like to throw down here, because they're things I mentioned during other peoples' talks:
- Chess for Girls, a blistering SNL parody of how games (or anything else) is typically marketed at girls
- Mo's Movie Measure (aka The Bechdel Test), an acid test to determine whether a given movie manages to overcome a base level of sexism. (Most movies, even good ones, fail it miserably.)
Thinking about MMM in context of games is an interesting exercise!
- Intelligent Mistakes, a brilliant essay from the game designer Mick West on programming computerized opponents so that they purposefully but subtly screw up, so that fun for the human player is maximized.
Last year I became interested in a notion of literary theory known as authorial intent. In a nutshell, it states that if there's a conflict between an author and their audience about the interpretation of a work, the audience wins. Put another way, an author's own statements about their work, when stated outside of the work itself, carry no more or less weight than those of any other well-informed reader. This I learned about after the controversy that arose after Ray Bradbury stated that his 1953 masterpiece Fahrenheit 451 was not at all about censorship, but was rather a critique of television's social effects. I found myself feeling so strongly about it that I became involved in a Wikipedia edit-skirmish over it, after certain individuals quickly marked up the book's article to indicate that decades of academic study regarding the work had become invalid overnight due to Bradbury's new words.
This came to mind again recently as I stumbled across the curious story of Space Giraffe while researching the market of XBox Live Arcade. To be honest, I'm not sure how correct it is to call this particular case another instance of an author's intent running contrary to that of the audience - in this case, the game's players - but it's close enough to warrant a comparison anyway.
Or anyway, most of them; I roll my eyes every time someone puts forth the argument that you only kill hookers and run over little old ladies if you want to play the game that way.
This statement is literally true, but it carries the false implication that the game offers you alternative interactions with these non-player characters. Lookie, here are your two options for communicating with any of the random people walking around the game world:
• Ignore them
• Beat / maim / kill them
That's it. The controller doesn't have a "talk" button, but it has an array of buttons dedicated to punching, shooting, and breaking into things.
Your character in GTA is Frankenstein's monster. He wants to talk to the little girl with the flower, but ends up drowning her instead, because his action-range is so limited. Sad.
(No, this game isn't a very Gameshelfy topic, but I can't recall seeing anyone raise this particular critical angle regarding a game that engenders a vast amount of discussion (and blowhardiness), and I felt it's a point that really needed making.)
Indie-game publisher/agitator Greg Costikyan returns from the recent Game Developers Conference all fired up from a session about game journalism he attended, where he feels he witnessed panelists repeatedly conflating art critiques with product reviews. He ends up writing a lengthy impassioned plea for the game-media community to learn the difference.
Have I made it clear now? Reviews are the inevitable epiphenomenon of our consumer society, writing to help consumers navigate the innumerable options available to them. They can be well or poorly done, but they are nothing more than ephemera. I'm sure the newspapers of early 19th century America ran reviews of the novels of James Fenimore Cooper; they are utterly forgotten, and should be, because by nature they were of interest only to the readers of the newspapers of the time. Contrariwise, Mark Twain's Fenimore Cooper's Literary Offenses is still considered an examplar of literary criticism.[...]
Similarly, there would be no point today in writing a review of Ultima IV, since it is long out of print. A useful work of criticism, however, is entirely conceivable: discussing, perhaps, its role as one of the first games to consider the moral implications of a player's acts, and to use tactical combat as a minigame within the context of a larger, more strategic title. Such an article, well-written, ideally with an understanding of the influence of tabletop roleplaying on the development of the early western CRPG, and of the place of this title in the overall shape of Richard Garriot's ouevre would be of interest to readers today, even if they'd be hard put to find a way to buy the damn game. And it might find a place in anthologies and studies of the 20th century origins of the popular medium of the game, going forward into the indefinite future.
The truth is that, for the most part, we don't have anything like game criticism, and we need it -- to inform gamers, to hold developers to task, and to inform our broader cultural understanding of games and their importance and impact on our culture.
We need our own Pauline Kaels and John Simons -- and we need to ensure that when they appear, no one insists that they attach a damn numerical score to their writing, because that is wholly irrelevant to the undertaking of writing seriously about games.
And even in a more proximate matter, we need those drudges called reviewers, despite the meager pay they receive, to think more seriously about critical issues, too. Why should a review of an RTS which doesn't understand the historical evolution of that genre and the place a particular work holds in the spectrum of previously published RTS be considered of the slightest interest?
Yes. Inspiration to start producing The Gameshelf was born over similar frustrations over the game media I had a few years ago (and, for the most part, continue to have). I can only hope that the show and its blog can at least make reaching motions in the direction that Greg is pointing, here.
By the way, Greg's Play This Thing! is a very smart small-group blog about interesting games and related topics. By which I mean, if you enjoy the Gameshelf Blog, you should probably drop this other one into your RSS reader too.

