Hi ya'll! My name is Sela, and I'll be one of your column-writing guides here at Nerd Girl Pinups. I'm basically your techie / geeky girl with a few little twists, and I'll be writing on a number of topics. My primary focus, however, will be to give you insights into the gaming world and a number of topics in game development. Yes, this means I make games – and yes, my life is even more exciting than that.
I'm a creative persona in many ways – I've shown art in California, seen my words published in print in New York, and would ultimately like to avoid coding for the rest of my life by writing music and creating sound effects for games. I'm a trained metalsmith, and I intend on honing my craft in the next year or so. While I'll be writing mostly about games and cool technology things, I may slip a number of references to these other backgrounds.
I'm also a terrible Twitter addict, so I'll probably come back to the subject often. I find social communities fascinating, and Twitter is a fantastic example, allowing a user to listen to another's thoughts without divulging her own. (You can, however, hear what comes from my crazy mind – I'm available as @sela_davis on Twitter –http://www.twitter.com/sela_davis)
Just so you can get to know me, I'll mention some of my favorite topics. I'm a huge fan of the academics of games (and yes, I have a full bookshelf of related books), sound creation and design, social media, gender in games, mixed media artwork, metalsmithing, and swords – the stabbier the better. If you want any other information, feel free to hunt me down on LinkedIn (http://www.linkedin.com/pub/sela-davis/4/949/9b) or check out some of my other articles at http://www.totalgamingnetwork.com.
Of course, you can always email me if there's anything. I enjoy feedback on the articles I write, so definitely pass them my way in the comments or by email! I'm happy to clarify anything, defend my position as much as possible, or even just chat. I'm available at sela@nerdgirlpinups.com – and don't worry, I don't bite. Much.
I’ve been musing for a bit about how to put this nicely, but when I saw this article about Ubisoft demanding a “very good” review of Assassin’s Creed 2, I decided not to hold back. To put it in terms that these companies should understand, “game reviews are broken and they need to be rebalanced”. Today I’m going to lay out what I’d like to see in a high-quality game review and how to go about putting one of those together. Keep in mind that this is just one woman’s opinion – but it’s an opinion heavily influenced by my experience in the world of game development.
First – and most importantly – we need to stop focusing on how things look rather than how they play. I see a critical misunderstanding of the elements of game design in many of the reviews I read, and I’ve essentially reading most of them for this very reason. Ultimately, it shouldn’t matter how a game looks or sounds – the combination of the mechanics and the general play of the game are the important parts. The visual style certainly makes a difference (look at Borderlands for a recent example), but it if the game was god-awful, the visual style wouldn’t matter at all. Borderlands certainly isn’t the first game to look like this, after all. Besides, people still play graphically “inferior” games like Starcraft and terminal-based games such as Nethack!
Game reviewers need to have more than a history of playing games. This is imperative – just because you’ve played a lot of games doesn’t necessarily mean that you have the critical analysis skills necessary to be a good reviewer. On the other hand, if you have those critical analysis skills, playing a lot of games will certainly help. The most important things to look at are the mechanics and the overall way the game comes together. An example of questions I ask when I review games are the following: “What are the mechanics of this game? Are they interesting? Are they well-executed? Is there room for improvement? How well do all of the components of the game fit together – does the visual style match the gameplay elements and the audio? Are there graphics and audio that don’t feel well put-together? Why do I think certain design choices were made? What did these choices influence?” Of course, the questions I ask will vary from game to game, but I’m sure I’ve made the point clear here.
We also need to strip out the broken scoring system that most sites use right now. Games and film are not the same medium (and I make that point because many people treat them similarly), but we should be borrowing from film review to understand how to score our games. As analysis of games improves and reviewers aren’t just saying “this is cool”, I hope that this begins to evolve as well. We only need one score for game reviews, and this score does not always need to be high. A good film critic is not afraid to give a 1 star rating, and a good game reviewer should not be afraid either.
Scoring a game’s individual components does only one thing: get away from the main point. Games are about interaction, much like how films are about narrative. There are a number of things that make up this interactive experience (animation, audio, controls, story, etc), much in the same way that film tells a story using video, audio, camera shots, and visual storytelling techniques. Yet in a film review, you’re not apt to see a separate rating for “Special Effects”. Wouldn’t that just feel ridiculous? Film reviews tend to talk about that sort of thing in the overall discussion of the film, and I propose that high-quality game reviews should do the same. I don’t need my important information lost in the noise surrounding it.
Finally, the large game companies need to stop attempting to strongarm the reviewers. The link above shows one example, but I’d also like to point out how reviews have been steadily inflating over time. These days it seems that anything below a 9.0 is almost unacceptable. That may be partially due to fanboyism regarding a franchise in addition to industry pressure, but that’s a whole different article. The pressure comes from that fact that review scores have almost become binary; above a 9 seems to mean “good” and below a 9 seems to mean “bad”. If your game gets below a 9, its sales tend to suffer – and that’s never a good thing.
It’s going to be difficult, but these things need to change. The system as we have it now is broken, and the only people it helps are the mindless masses who want to be told what to play. I really wish I could come to trust reviews, but unfortunately I can’t bring myself to do so right now. And trust me, I’d really like to.
Also, reviewers? Get rid of fractions of a point. They don’t really mean anything.