My friend works at a restaurant where I had a little thing with the bartender. “I beat the campaign of Modern Warfare 2 in three hours,” he announces when I come in to visit her one day after work.
Category Archives: Discussions
Are We Gonna Be Together?

Keeping an eye on our local BioShock sidebar poll here, I’m actually fairly surprised at what an overwhelming percentage of you are Little Sister rescuers. I think the SVGL audience skews more empathetic than the average core gamer, judging by the discussions we have here — but even still!
Dysfunctional Family Circle

First off, thanks everyone for the birthday wishes! It was so nice to get so many comments.
Video games have the potential to be a plodding, tech-focused industry, and while there is certainly a broad and nuanced consumer base for them (broader than most realize), those who read internet game journalism still represent a fairly niche portion of the audience. We’re not accustomed to being buzzworthy or sexy, the way, say, celebrity gossip, fashion or the film biz is. And yet, we’d like to be a little more buzzworthy, in general — we’ve got the hot-looking (albeit digital) icons, we’ve got the big explosions, the talent, the high action and the tearjerkers. Why can’t we have some sexy headlines, too?
It’s sort of a sensible demand, and I agree with the sentiment that the industry needs more celebrities, more champions, more people that can really stand at the forefront of things as beloved ambassadors — as Cliff Bleszinski says in Gamasutra’s current feature, “visionaries.” We’ve got a few of those, of course, but generally those folks don’t talk to the media much. They tend to be “Wizard of Oz” personas behind the scenes, don’t they?
I’ve written before about how, failing actual celebrities, we’ve made “controversial” figures out of just about anything we can get our hands on, ready to seize on vague quotes to create an imagined feud, ready to populate and respawn relatively tame challenges or dissensions from industry people to craft them into maverick media stars.
Imposing Our Personal Narratives
Though the quote didn’t make it into my final interview stories, I remember that during my talk with EA CEO John Riccitiello recently, he noted that “people wanted to impose their personal narrative” on his company’s bid to acquire Take-Two, imagining a contentious war of egos, fierce verbal exchanges and slamming boardroom doors, an out-and-out, one-on-one testosterone battle between Riccitiello and the (rather generative!) Strauss Zelnick. Though I’m sure Riccitiello would not have told me if it’d indeed been that way, he maintains the negotiations were professional, civil, and essentially uneventful — but that doesn’t make good headlines, does it?
People want to impose their personal narratives on a lot of things, and often the media caters to this wish — they do it with politics, business, art and film, whatever you pick. And “the media” is often criticized (as if “the media” comprised some nebulous, single-headed monster) for its steps over the line between sensationalism and its duty to the truth.
So yeah, this Edge story about Deus Ex. I’m slightly lazy today, so I’ll let Gillen explain:
The forthcoming issue of videogame bible Edge has a large feature on Eidos Montreal’s development of Deus Ex 3. To tease it, Edge Online runs a short story with the headline “Deus Ex was “Kinda Slow” Says Deus Ex 3 Dev” before offering a quote from Lead Designer Jean-Francois Dugas: “There weren’t enough exciting, memorable moments. It was aimed more towards a simulation rather than a game experience.”. Internet explodes.
It is only part of the story. In a literal sense.
In other words, the “kinda slow” line was out of context and dredged out of an interview with a plethora of much more relevant quotes, or at the very least, quotes that could have been taken out of context to precisely the opposite effect. And yes, this happens often in media — but on the internet, news stories can provoke widespread reaction. And that reaction can impact people’s relationship to their work at best — and their game performance and their job status at worst.
Why This Happens
We live in a world where blogs, forums and Digg influence game-buying habits as much as, if not more than, “proper” media. When a journalist takes something out of context to grab a headline, that angle on the truth is free to proliferate across amateur sites and aggregators even further out of context — in short, it becomes a game of Telephone, where the end result could theoretically turn out so divorced from its source that the source can no longer be found.
For example, Kotaku — which, in my experience usually aims to be more responsible about context and sourcing than it’s often given credit for — picked up Edge’s headline, and Luke Plunkett was apparently so worried about people’s inappropriate reactions that he qualified the statement with plenty of context — in italics, even! But even despite this, a good portion of Kotaku’s audience is unlikely to read the whole post, and the editorializing will take place in the comments anyway.
So yes, I do think Edge crossed a line. I think it was poorly done of what’s normally a very high-quality site. But while I could sit here and self-righteously exoriate Edge for being irresponsible, unethical, hit-driven, traffic-obsessed, blah blah blah, and all the things it seems knee-jerk to do, it’s unfortunately not that simple.
Joined By Challenge
Both game developers and game journalists have a couple key things in common: serving their audience is their job, and if they do this well, they will be successful. And their industries are both highly competitive, even saturated — game developers must do their best to ensure that their game is the one that the average consumer drops $60 on this month, and game journalists must do their best to ensure that their site is the one that garners the biggest piece of the Web traffic pie.
(Note the traffic thing is simplified; not all journalists are paid on the traffic they do, and not all sites have a direct correlation between traffic and money. It depends on other factors of a media company’s business models. But the point remains that a web site that nobody reads won’t be around for long; a writer who doesn’t get read isn’t going to have a job for long.)
And this is the era of New Media. While journalists are busily aiming to score proper interviews, do research, cite their sources and observe embargoes and all those fussy details — you know, journalism — blogs not only have more freedom to make entertainment more important than ethics, but they also frequently have a devoted community around them that enjoys being free to speak back. So news sites like Edge (and like its competitor, Gamasutra, which employs me) face stiff competition in attaining an audience’s attention.
Not an excuse, I know; that’s just business. And as Wolf_Dog wrote to me in a recent email, “sensationalism is nothing new.” But I think we’ve got something a little different here in the games biz, something unique to us, that makes it complicated.
Consumption Culture
I feel like situations like this might occur less often if we didn’t have a larger culture within the gaming audience wherein we have, as I recently wrote at length, become extremely demanding in a fashion that borders on entitlement. Our hit-driven business has created among the consumer culture an environment where each new event is required to be more exciting than the last, and the hype cycle breeds such high expectations that chronic cynicism and negativity is an inevitability. I mean, here we are, talking about how inappropriate it was to bait explosive audience reaction — regarding what’s really a vague, tepid criticism of an old game. Why is it such a big deal?
Oh, and here’s another thing journalists and game developers have in common: They feel, quite a lot of the time, that they will never be able to please their audience no matter what they do.
We won’t be able to make you happy, so we’ll stand for just being able to hang on to your attention. Somewhere in the world at this very moment, game designers are putting heads together trying to puzzle out just what tactic they can try to make you play their next game for longer than you played their last one. At the same time, a game publication’s brass are discussing with their editors how they can boost reader retention.
If neither of them can cater to the consumption habits of their audience, they won’t last — especially in an oversaturated space where there is plenty of competition. And so to align with the audience’s consumption habits, both games and game journalism are forced to align with the audience’s culture — a culture that wants celebrity, wants controversy, wants things to buzz about, and, unfortunately, wants things to complain about, to take up arms about, to band together over.
Chickens And Eggs
And certainly, one end does perpetuate the other. Has the audience been trained to expect disappointment, to have minimal attention spans, by the hype-driven (and thus continually disappointing) game industry? Has the audience developed its resentful mob mentality by being told what they do and don’t want by a slate of envious, immature game journalists whose largest qualification is that they are more obsessive enthusiasts than those for whom they write?
Journalists and developers will say that they’ve become whatever it is they’ve become because of turning backbends to please an unpleasable audience; the audience can just as easily say they’ve been made what they are by the media they consume.
I have in the past plucked out what I think is the juiciest headline quote from an interview I’ve done. And I confess that my standards for juiciness have at least a little to do with an awareness of what people will click on. I like to think I’m responsible about it, but I’m pretty sure Edge didn’t think it was being irresponsible with this Deus Ex quote either. As a matter of fact, I wonder if I might not have zeroed in on the exact same headline. I can’t say for sure.
It’s kind of a slippery slope, and the crap thing is that it isn’t really anybody’s fault. In the dysfunctional family circle of game industry, game media, and game consumer, anyone can always point the finger to the left or to the right of themselves.
Going Out
At his Cut Scene blog, Variety’s Ben Fritz has responded to ‘Coming Home,’ my much-trafficked, post-Homecoming rant here at SVGL. You could say I wrote it because I was touchy about being the one of the only reviewers to like the game (that did make me feel weird)[*], but what I was touchy about is how highly arbitrary the strikes critics levied against it were. Some reviews complained there are too many health packs and the game was too easy; others said there weren’t enough health packs and the game was too hard.
For the record, I think there were just the right amount of health packs, and survival horror fans know how to pace themselves. Noobs soon learn, and people who prefer plentiful supplies probably should not play survival horror or any game in the Silent Hill franchise.
But that’s neither here nor there! The health pack thing is just an example, albeit a slightly off-point one. Anyway, largely, I was expressing some exasperation at the tendency of reviewers (not excluding myself) to be arbitrarily nitpicky — and what Ben seems to suggest in his response post is that reviewers are actually more inclined to be overly positive than overly negative:
I didn’t see many critics deliberately searching for things to dislike in “Grand Theft Auto IV” or “Halo 3″ or “Mass Effect” or “Super Mario Galaxy” or “Super Smash Bros. Brawl.” On the contrary, these AAA, heavily marketed franchises (mostly sequels) with gameplay very similar to what the hardcore audience has seen and loved before got overwhelmingly positive reviews. Sure, many admitted, the story in “Halo 3″ was inpenetrable and the the combat in “Mass Effect” was wonky and “Brawl” is barely an advance over the last installment and has major problems with online play, but those were largely brushed aside as minor considerations.
I felt the same way about Brawl, actually, and wrote an entire column about how we were sold on it before we even played it because of positive associations with the characters. I agree with Ben on the over-positivity thing in general, which is part of why I was frustrated when I felt many Homecoming reviews elected to miss the big picture and focus on the details, or fault it heavily for things that are a matter of taste without recognizing that there’s an entire swath of the audience who doesn’t have the same taste — when they’d been so willing to wave other franchise titles through with 9′s and without similar close scrutiny.
Ben wrote:
Basically, I think another way of saying what Leigh’s getting at is that many game critics, particularly those who write for avid fans, can obsess over controls or menu design problems in titles that are doing something innovative in tone or theme, but downplay the same types of faults in games that are essentially improvements on the ones they already love.
Thanks, Ben — that’s exactly what I was getting at, actually. I neglected to present the flip side of the coin with an example like Grand Theft Auto IV — as Ben says, now that we’re several months out from its release, we can raise a bit more of a skeptical brow at review quotes like “Oscar-caliber drama”(IGN) than we did when we were still in the afterglow of positive feelings around its release and the fact that our expectations — and desires — for it were so, so high.
And maybe this also helps explain the puzzling “four-month bell curve” that I’ve written about before, wherein titles are considered to be near-perfection at the time of their launch and then suffer a fall from grace — sometimes an out-and-out backlash, as in BioShock‘s case — about four months later.
Now, on one hand it makes sense that games with familiar formulas get better reviews than titles that really try to do something odd. There’s a reason the formula’s being repeated — because we’re familiar with it and it works well. To some extent, games have a laundry list of “things not to do in design,” and often when design avoids those line items, the result is largely similar to other things that have been successful.
That’s just logic; it’s just smart evolution. When a title attempts to explore uncharted areas, it risks stumbling into areas that have been neglected for a good reason — because they don’t work as well. But when we fault them for trying, without recognizing that the game might have done a few new things well, or when we treat creativity or an attempt at inventiveness as a design flaw, we’re sending the industry some problematic mixed messages. We demand innovation and invention, and then we crucify any attempts in that direction.
Ben also said something to the same effect:
The result is that we don’t value innovation or attempts to do something big and new, like make a funny game that’s thematically consistent with an all-time great TV show or create psychological impact through artful storytelling integrated with gameplay, because we obsess on the mechanical problems or the length of the cutscenes. Not that those things don’t matter. But they don’t matter that much, especially for an artistically immature medium in desperate need of innovation and freshness.
The nature of game design suggests that there probably won’t be any overwhelming overnight overhauls. Iteration happens gradually over time, and it probably is a wise strategy — both in terms of design logic and sales numbers — to try and make subtle evolutions on the familiar rather than try something totally new. Very few games go way out to left field and do well unless they are both very skilled and very fortunate — think Portal, Braid, Katamari Damacy.
But the funny thing was, Silent Hill: Homecoming was far from totally new. In fact, it was a subtle iteration on a formula — a formula Double Helix aped quite admirably for not having originated it. It was about as different from prior Silent Hill games as any of them are from each other, and fans will probably disagree widely on whether or not it worked. Fans have always had subtle Silent Hill disagreements — which one’s “the best” and why, for example.
The fact that I read so many forums and comments and get so much email is actually probably a problem as well for me as a reviewer — and for others. All of the reviews I’ve been citing thus far are online. I and my colleagues serve an internet audience. When our readers have expectations, preconceptions or hopes for a title’s outcome, they’re looking to our review to either affirm or deny. Often, our reviews end up being an extension of their feelings — after all, we’re responsible for addressing their concerns and fears as we’ve perceived them, or at least we feel like we are.
Moreover, we’re part of the community, too, perhaps to an unusual extent. I wrote about groupthink and the hype cycle yesterday — if there’s a tidal wave of buzz, we’re riding along on it, too. Interestingly, reviews tend to be the most inconsistent when “the internet” had no preconception or prevailing opinion ahead of the release. Do reviewers feel like they’re “supposed to” like a title just because their readers or colleagues are excited about it, or “supposed to” be extra critical just because there are tons of early warnings? I wonder.
I’m always a little surprised at what the world is like when I shut the computer off — no lie. Even when I go to GameStop, where you’d expect that most of the shoppers would be something “like us.” I end up chatting with other customers and am always disoriented — believe it or not, people shopping at GameStop usually haven’t heard of Kotaku. They haven’t heard that the game they’re in line to buy was delayed twice or is made by the wrong studio.
Then, when those people start to talk to me about what they’ve been playing lately, I’m always surprised to learn that they enjoyed, say, Kane and Lynch. They didn’t notice the problems reviewers did. They never heard of Gerstmann-Gate. They don’t know who he is, and they certainly don’t know who I am. They thought The Darkness was the best game they played last year. They like Geometry Wars but not Braid. They love Madden and don’t even know that “we” snub it.
In other words, they’re normal consumers, and their opinion is different than ours. They have a kind of distance on the industry that we just don’t. I should try talking to these people more often.
I’ve digressed all over the place, but anyway, Ben’s whole response to my post is very thought-provoking and worth reading.
[*]Oh, addendum: Aside from UGO, whom I noted, Destructoid also liked it.
