Criticizing Critics

Thoughts on this Alan Wake video?

Okay, the statement about the flashlight at the beginning. Obviously flashlights don’t work like that, but that’s not a real criticism of the system. So they wanted to make the flashlight a regenerating stun resource, so what?

The statement about regenerating health and low ammo and how it encourages you to run past enemies is more reasonable. Though to be honest, it’s better to run past enemies rather than engage them in most games. He could have been more descriptive with the regen health.

I don’t really understand his description of the ammo system. Wait, I listened to it again and I think it makes sense. A lot of shooter games do ammo like this, where ammo is independent of actual storage space and only the type and limit for that type matters. This seems like another realism complaint, I don’t think having an actual inventory tetris thing really adds or subtracts anything from a game. I don’t like criticisms of “video game logic”, because come on, you know there’s a reason they made it that way.

As for the dodge, it’s a horror game, isn’t it kind of against the point if you can dodge then take a shot? Not to mention, if you dodge early then you’d probably have time to get a shot off. Of course you need to keep your distance, I’m pretty sure that’s the point. They’re scary monsters and shit.

4 weapons, if they’re different in function that’s probably honestly fine, as long as the level design stresses different ways to use them. It is kinda low I suppose, but whether they all work the same is a bit more important than only being 4 of them.

Also lol at the guy mocking a hypothetical detractor, “Oh he’s talking about gameplay, games aren’t about gameplay, they’re about story!” Glad we’re on the same page there.

I really like this video but can come with 2 complaints. Do you have any about it?

https://www.youtube.com/watch?v=6s544sFja5k

After KirbyKid tipped me off to the statement, “…shows the developers put a lot of thought into this” as being a filler statement, appended to filler observations, I’ve been more wary about statements similar to it. He says, “Shows the developers cared a lot about the game,” early on, but whatever, this is extremely minor and doesn’t detract from his point.

“The reason this system of dodging is so tasty is it’s much more organic and interactive than other games”
Bzrrrt! Buzzwords! It’s because each of the dodges has a distinctly different function and are useful in different situations. Weaving is fastest and lets you stay close to enemies and levels you up, but is only invincible for your upper body. Sidesteps are next fastest, and get you out of the way of things, but aren’t as fast and keeps you on top of enemies, and aren’t fully invincible through the whole animation. Backflips are slow, but really invincible, and take the heat off you, but you don’t stay close and get no level benefit. So they all have vulnerabilities in different ways or drawbacks to using them. Weave is obviously the most efficient, but hardest and riskiest to use with the other two moving down in risk versus reward. To be fair, he gives a similar description, but bit less detail. Good on him for mentioning the dodge cancel, that’s obligatory. More obligatory than dodge offset if you ask me. Fairly good description. End of the dodge section is filler fluff, but whatever.

A lot of what he does after this is describe the features of the game rather than what necessarily makes those features interesting. Like, I’m sure we’ve all had this experience of hearing all the features of a game we don’t give two shits about. Even though we know God Hand is a good game, we’ve gotta treat it the same way for the sake of rigorous analysis (and because not everyone has played it/knows it’s a good game). Like, yeah it makes sense to go over the features, but I think you kinda need to describe how they create strategy/depth rather than simply saying they’re there. He could have talked about the enemy cycles and patterns a bit more, the ways you can combine moves and they work together, and tried to describe some of the actual tactics in the game.

Most of the rest of it doesn’t really talk about gameplay. What were your complaints?

1. He frames dodge canceling as an exploit of the system rather than pointing out how it is intentional as you can’t DC every move in the game. 2. He doesn’t point out that the game keeps track of KMS runs or that there is a reward for them and he makes it sound like a self imposed challenge.

1. I don’t really mind that, it’s an easy mistake to make. After all the only moves you can’t DC are ones where you don’t have your feet on the ground.
2. I…. didn’t actually know that. I’ve never completed a KMS challenge. I was working on a KMS, no continues, challenge a long time ago, but I wanted to stream God Hand for some friends and didn’t want them to have to sit through the same level a lot.

You found much better ones than me.

Oh. lol.

Any thoughts? I think it’s probably the worst review I’ve ever seen. http://m.youtube.com/watch?v=4qWw4kVal-g

A LOT of G4’s reviews were like this back then. I should know, I watched the channel. I mean, all this says to me is that game reviews were never good. Like, some people opine for an older time, a better time, where reviews were people’s honest opinion. That time never happened. Older reviews were on the right side ostensibly, they picked the right games (except god hand obviously), but they weren’t descriptive enough to make it matter. Even if you hand the right games 10/10s and the wrong games 4s, you’re not doing a credit to the consumer if you can’t explain why.
http://scar3crow.com/2014/07/this-is-not-how-you-review-games
Here’s an article from a guy I found. When the review covered in this article came out, we were all like, man he stuck it to the EA marketing guys. I admit that I was included in that back then, because fuck EA, fuck marketers, etc. But honestly, both of these are really crappy. I’ll leave it to the article to explain the rest.

The thing I’d like to see from reviews isn’t tacking the correct score on to the end of it, isn’t being positive about good games or negative about bad games in proportion to their actual badness, the thing I’d like to see is better descriptions of the games in question, and hopefully the rest will follow. If the game can adequately be described, then a negative review of a good game is going to make me capable of reading what the game actually has going for it, and more likely to buy the game, and vice versa for a bad game.

If we can get to this state, then we’ll be in a healthier place for journalism. That is the crux of what I described in my tripping on air article.

What do you think of this? Also, I love how buddy fails to mention how dt ups your mobility with trickster and changes the properties on some special moves.
http://m.youtube.com/watch?v=mvkkFwxK27A

He’s vague, he doesn’t get all the details down, he focuses on story and aesthetic elements a lot, he doesn’t really describe how the gameplay works. He’s a nobody.

Sorry for not going into much detail, but this sounds really like every other layman’s review of DMC4 ever, except this layman misses some stuff. So what? There’s bigger fish to fry.

Dark Souls: Those Silver Knight Archers

Thought’s on this?
Good Design | Bad Design #1: Dark Souls

“The developer is teaching you something, carelessly going into sen’s fortress will kill you”
I dislike hearing statements like this. Carelessly going anywhere in Dark Souls will kill you. The thing they’re teaching you is, floor panels will trigger arrows. (though he does cover this immediately afterwards, so good on him) Then they’re throwing a fairly hard encounter at you, for the level of player heading into sen’s fortress. It’s nice that he notes that you can use the trap on the manserpents.

Also nice that it is noted that the manserpent on the walkway is essentially ramping up the challenge, and noting a few of the options that are denied to you on that walkway.

He makes a fair case with the silver knights. My kneejerk reaction is to say, “that was one of the most memorable moments in the game, how dare you say we remove it, it’s clever in a number of ways and has a lot of potential ways the encounter can go and possible solutions for the player, and they made it easier in a patch because people had so much trouble with it.”

There’s nothing introducing you to the silver knights previously or to dragonslayer arrows previously. The bonfire is really far off. And even if you do overcome them, the bonfire room is behind a closed door, you can’t tell which room it’s in, or even that it’s there at all, creating the potential that it could simply be missed.

To help introduce the Silver Knights, some of the demons on the ramparts could have been replaced with them, without significantly changing the character of the area. Those demons could potentially be relocated to the roof of Anor Londo for a mixed enemy encounter with the silver knights up there. Additionally, the bonfire of Anor Londo could have been placed at the bottom of the elevator instead of the top.

The trouble is, the Silver Knight Archers encounter is a strong piece of game design. This is perhaps one of the best examples why the “teach the player incrementally” school of level design is a negative influence on design.

When every level design tutorial is about slowly introducing players to the elements so you’re sure they know everything before encountering anything really hard, then yeah designing for just a straight challenge is going to be seen as an enigma.

This is roughly the halfway point of the game. The player can handle a challenge by this point. Maybe it’s a bit weird that the difficulty curve is backwards here, but if you remove a moment like this from the game, then you’re cutting out one of the best parts that they never really recreated in the others. This is a unique type of challenge that never really appears in the rest of the franchise. Isn’t it a valuable strategic space unto itself?

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The Silver Knight Archers have a number of components to the encounter that contribute to it being a fair and deep challenge. First, you have a big platform on which you fight two demons, and the knights’ arrows can actually hit you here, but you’re given two pillars to work with. You know the demons’ pattern, so you gotta deal with them and these two additional projectile users in a space where if you get hit, you won’t be knocked off. This is arguably a really hard encounter by itself. You can skip the demons by running past them, which makes the next section slightly more difficult.

You have the initial run up to the column that acts as cover from the knights. On this stretch, you have a little fence that both protects you somewhat (though not completely) from the arrows, and prevents you from running off. If you didn’t kill the demon’s below, they can throw electric spears at you, hitting you from behind. I’ve been hit this way, running serpentine usually safeguards you. You can see both archers and their position while running on this stretch, then you get a big pillar/tower that acts as cover before you have to do the real thing. The next ramp up has no railings, it’s the real thing, so from then on, you need to move without hesitation, setting a different tone for this encounter than most other in the game. Going around the tower to get to the ramp up is itself a risky proposition, but less so than the ramp itself. You’re under fire from one of the archers, and have the ramp/wall to brace yourself against if you’re hit.

Going up the ramp with no railing, the archer on the left has two towers in their way, that can act as cover from one of the knight’s shots. So in some positions you only have to worry about one knight. From the top, you can access both knights. Fighting the knight on the left first will give you a lot of cover from the knight on the right, but it means fighting on another ramp with no railings against an enemy you’re unfamiliar with. The unfamiliarity with the moveset of the silver knights is perhaps the biggest point of unfairness here (because honestly, the arrows themselves are really simple and slow projectiles).

Moving close at the right archer will prevent the left one from firing on you when you reach the top (because the tower is in the way), giving you time to dispatch the right archer. The walls give you a point to brace against the right archers fire with the archer’s outcropping angling him so your back is slightly tilted towards the wall. As you get closer to him, this advantage increases, and you get a corner to work with. There are a lot of ways to beat this silver knight, parrying him, finding a way to push him off, or fighting.

Staying between the two archers at the top of the ramp is the only position where they can both fire at you simultaneously after getting to the top of the ramp. The key point is, you’re not allowed to hesitate here. You need to make a decision and commit to it.

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Extra Credits is bad

What do you dislike about extra credits?

They have a blatant narrative bias.

Their attempts to talk about gameplay are really shallow. They tried to claim that candy crush is brilliant and deep and has a lot of thought put into it and encouraged us to “think like designers” by asking everyone to sit down and record how many points it takes to go from level to level in order to painstakingly demonstrate that yes, there is an exponential increase in the number of points it takes each level, something that isn’t particularly remarkable.

They routinely get facts of all kinds wrong, like thinking that a reversal in a fighting game is done as a means of beating a move that is coming at you, rather than a way of getting yourself out of a bad situation, or preaching about how cool it is that a door is framed in the center of the screen, thereby obeying the rule of thirds, sitting in the middle third, which should make anyone with any knowledge of photography or composition cringe (rule of thirds means avoiding the center of the screen and putting things a third of the way across it).

They don’t think through any of their statements. Like they come up with all these half baked ideas that anyone considering them would be like, “No, that’s dumb, please don’t.” They ignore existing solutions and reinvent the wheel in poor ways, or pick the worst existing solutions whenever possible.

The person backing them with supposed real design experience is a dude who far as I know, has never published a real game, worked on a failed call of duty game and maybe some mobile stuff, consults on who knows what, and is generally reviled by students of digipen for being a pretentious-up-his-ass teacher who doesn’t actually teach them anything. I have no credentials either. I don’t expect you to trust what I say because I’m an authority, which I’m not in any real way. I expect you to reject it when I’m wrong, and hope you’ll accept what I get right.

They’re not just random idiots doing shallow and shitty game reviews, they’re people who don’t know about game design, and who actively champion bad game design and bad approaches to game design, attempting to teach other people about game design, and who have come to be regarded as experts. They’re not a failed attempt, they’re actively dangerous. They’re influential enough to get listed as one of the best resources out there for game design knowledge, or to be integrated as parts of curriculum.

What types of bad game design and bad approaches to game design does Extra Credits champion?

This entire video, which warranted a rebuttal by Sirloin,
http://sirlingames.squarespace.com/blog/2012/7/18/a-discussion-of-balance.html

This video encourages randomness in esports. Watching it originally, I was like, “Are they serious? The only way you can mitigate random factors is by increasing the number of trials until the law of large numbers effectively evens out the results” Then of course they suggested exactly that. But the reason we don’t do that is of course because it’s prohibitively time consuming, not to mention it’s dumb in my opinion to deliberately lessen the importance of any individual game, and make it more difficult for players to determine if their successes are genuine.

I’ve covered their fighting game video before, it’s just wrong on multiple levels, not to mention how they hold MOBAs up as a standard for how to do balance well regularly.

The magic circle in games isn’t about escapism, it’s about contracts. There’s a magic circle in decidedly non-escapist contexts, like rock paper scissors, chess, poker, go, basketball, hockey, tetris, etc. They’re bastardizing an established anthropological concept that I believe goes back to the book Homo Ludens.

Talks about how assymetric games create teamwork
http://www.sirlin.net/posts/episode-2-cooperative-games
Sirlin again talks about why this is kinda bullshit, around 24 minutes in. I’ll second this because in these games, a lot of the individual skill and interesting decisionmaking is reduced. A lot of these modern teamwork games become about doing your job which is really limited and simple to do, and decisionmaking is done on the whole team level, not really any individual player level. Sure, having the team forced into different non-overlapping roles forces people to work as a team, but that doesn’t mean these games necessarily feature any team strategies beyond players doing their job, like healing, laying down sentries, spychecking, etc.

Here they describe mechanics like the writing style or the palette of the game rather than the thing that comprises the game itself. They’re a means to an end in setting the tone, not the tone complementing the mechanics. It shows their priorities and lack of vision.

This video on villains is a 2 parter, and this part is about “mechanics villains”, whereupon they cover how these villains should be simple in motivation, match the game’s tone, seem like they’re powerful so they’re rewarding to defeat, and make the player feel like a hero for defeating them. Then a justification for why you can’t fight them immediately. Then he spends the remaining minute of the video talking about how we’re worse at making narrative villains, and the next video on narrative villains is 2 minutes longer than this one, and without the introduction.

They champion bad design all over the place. I chose random videos and found it in each one.

Super Bunnyhop’s not that bad

Why do you dislike SuperBunnyhop?

I put off answering this one, because I knew I’d have to rewatch his videos to really recall all my reasons, and I finally worked up the nerve to do it.
First, his position on the journalistic integrity thing was dumb, especially when he got his journalism professor to interview on the matter and basically blew him the fuck out. Also he was on the game journo pro list, which is kind of scummy in of itself.

I’ll be honest, his coverage of stories can be pretty good, like his look at MGS2, MGS3, The Witcher, and Bloodborne versus HP Lovecraft. I liked his MGS3 review overall and I felt like it tapped into a little of how the game worked with its vertical slice thing, and how there were so many different possible tactics you could take.

Watching the witcher sum up, he even gets into the combat a bit in a way that’s appreciable, even if I personally hate the witcher’s combat, even witcher 3’s. I gotta give him credit for that.

Minus massive props for playing a doom source port that allows looking up AND jumping. Also for admitting to quicksaving as a form of savescumming. In the process he does however mention how fucked up hitscan weapons, cones of fire, regenerating health, and iron sights are.

I mean shit, I can’t call the guy horrible. Though I can say his dark souls review isn’t very good. The high difficulty of early games was influenced by their arcade origins, not technical limitations, and contra is like half an hour to an hour long if played from beginning to end. They could afford to be hard, and they were very fair about the ways they were hard. Super Mario Bros restarted you at the beginning of the world if you got a game over, ninja gaiden did too, also shatterhand, and castlevania, and a lot of games on the system had actual save game functions, mostly RPGs, but also Metroid, Megaman, and Zelda. You’re not SUPPOSED to use save states for those NES games, hell, you’re devaluing games like Doom and a lot of other PC shooters for using save states. This is why I insist on sticking with auto-saves or only saving on level transitions. The first half of the review is all about the theme that I don’t really care about. The coverage of the combat is a sales pitch and more shallow than I’d really like. A lot of the talk on the level system is filler.

His coverage of Castlevania Symphony of the night triggers a kneejerk reaction from me up front for him remarking on how the original castlevania games were nothing special or rather humdrum, when they prioritized extreme focus on attacking at the right times in grueling level designs with enemies placed to make it very difficult to move forward or skip any of them. Points to him for backdashing, minus points for not shield-dashing. He does point out how shitty the level design is though, which is something I was expecting him to miss. Overall his impression does seem to be about the same as mine.

In his Zelda videos, he touches on how Link to the Past was more about dodging things and had less tutorials, but doesn’t really go into how lackluster OoT puzzle and enemy design was. And he complains about dumb shit like the room scrolling not fitting his conception of the space or something. He catches himself trying to quantify things, when he’s quantifying the wrong things and when I personally think greater quantification or more precise quantification is what we need in games analysis. Not to mention that Adventure of Link was a greater commercial success than many games that came to follow, sitting right about at the average for sales of the series and being a critical success in its own time.

Also it really pains me how he harshes on himself, used to read the headlines of each section with a really bored voice and acts like this self-conscious jaded fuck sometimes. Like he knows that he’s silly, but has to play it off ironically and begrudgingly to sooth his conscience.

Going to his Megaman Legends review is probably a good palate cleanser, because I haven’t played the game before, and I find it’s a good way to check whether a reviewer can actually describe and break down a game by going to a game I don’t have experience with. He complains about the tank style camera controls, but doesn’t mention how the concept of dual analog literally hadn’t been invented yet. I’ve gotten worse senses of how a game is supposed to be played than this. He does run down some of what the enemy design is like with video examples, and how the tank style controls work with forward and backward (and apparently strafe) movement work with shooting, and the free aim feature that locks you to the ground. I’ve seen worse even if I’d prefer more detail personally. I also feel like he missed out by not covering megaman legends 2 or the failed MML3, with the failed facebook campaign, which is practically what put Keiji Inafune in his current position.

I want to say I dislike his videos, because I don’t want to subscribe to him and I’m used to saying it about people at this point and I suppose it’s kind of expected of me, but he’s honestly not totally shit, and surprises me with alright descriptions of gameplay most of the time. His breakdowns of things tend to feature more correct information than incorrect information, and include genuine insights that aren’t common knowledge or repeating what everyone repeats. He gets the seeds of topics that would be interesting to talk about. He’s not Extra Credits, he’s clearly way above their level and the majority of the other amateur reviewers out there. Maybe what he lacks most is vision and knowledge of specifics? Vision isn’t something you can really fault a guy for. It’s hard to elevate the format. Knowledge of specifics and intricacies, I dunno, that’s kind of advanced stuff. Who can really say? If we had more people at his level then we’d be in a better place.

Someone asked me about Sequelitis, that’s next. Soon®

Smash Bros as an Accident and a Spectator Sport

https://www.youtube.com/watch?v=8qxVDOc-oV8
This video is so fucking stupid at times (such as when the word theatre is said and every time he goes a little bit SJW), but this video is alright. What do you think?

Dude released this like 3-4 days ago and he’s talking like there are only 5 gods. Leffen is arguably the best player in the world right now next to Armada and PPMD, and certainly stronger than Mew2king or Hungrybox presently. Documentary kiddie!

Regarding Amsa, he should have mentioned how the guy placed at Evo 2014. I have a local Yoshi player who said if Amsa took top 8, he’d redouble his efforts in Melee rather than moving cleanly onto P:M. Yeah, Yoshi was considered a gimmick character that nobody knew the matchup against, but once everyone figured out the matchup, Amsa went into a slump, then recovered to show he truly knew how to play well, not just abuse things people were unfamiliar with (he does mention that Amsa might not have much staying power, but this video came out over a year after the events he’s summarizing). He also probably should have mentioned the facets of yoshi that had potential, like the three different types of “parries” Yoshi has, between super armored DJC attacks, his power shield, and light shield. And how his normals have good hitboxes and knockback, unlike a lot of other low tiers. He also could have mentioned how historically, Sheik is known as a HORRIBLE matchup for Yoshi, and it was Amsa who figured out how to play the matchup well and dominate in it, versus the best sheik player who ever lived (well, besides Plup I guess). Also Vectorman pioneered a ton of the techniques Amsa brought out competitively. He has an old combo video, Eggstinction. He even did a sequel to it.

Bonus, on the 20XX thing, it was Hax’s joke originally, he could have mentioned how Mango perpetually snubbed Hax, and even beat Hax’s Fox using Captain Falcon.

But hey, it’s reasonably good coverage. I agree with a lot of the gist of it, even if being a part of the scene I know there’s more to the stories. I just hate this guy’s guts for his first two videos, and looking at his uploads, probably a lot of others he’s made.

Instinctively, I want to say it’s not theater as purely a kneejerk reaction, given you know my bias against that sort of crap, but a lot of what he’s repeating are stories by this point. A lot of what circulates in the smash scene is essentially stories, which is part of why following Smash is so interesting. Though not quite theater, because these are real games at some point, played with an intention to win, to clutch it out. They aren’t art like theater is, even the stories of them aren’t art, but yeah, they’re interesting.

What do you think of this analysis on super smash bros melee?

Someone linked it to me already. Not a fan. The writing is cringey and lacks perspective for why a lot of things in Melee work the way they do. That and the author is a little shit.

http://smashfts.com/2015/02/09/melee-is-an-accident-i-disagree/

Melee certainly wasn’t intended to be played the way it is, however a lot of what enables it to be played that way was on the implementations of the game designer. Dash dancing works in part because they wanted a smooth transition from a standing animation to a dashing animation, and wanted some leniency on the dash direction before players would do the fancy long turnaround animation from being committed to the full run.

Smash Direction influence is hella technical, and hasn’t been removed until Smash 4 practically nerfed it out of existence. The idea that the C-stick should buffer automatic SDI and out prioritize the control stick for the privilege? That the crouch state should subtract some knockback? Perfect shields that reflect projectiles? Variable density light shields? There is a lot of complex shit going on in melee that was entirely the decision of the developers. They included a crazy walljump mechanic in the vein of super metroid that is difficult to input and Young Link’s target test is reliant on. They decided Fox and Falco’s shines should be capable of being jumped out of. They decided that the C-stick should buffer all your shield options, including jump. A friend told me an easy way to get frameperfect wavedash out of shield, by buffering jump on the C-stick when you’re in shield stun.

They decided that throws should have weight independent knockback, but vary the length of the throw animation based on the weight of the character so weight determines frame advantage. They decided to make landing animations shorter if you land at the top of your jump arc, and to allow you to drop through platforms when your shield is up if you press within the right range, and make it faster than normal platform drops too.

I had that one topic idea a while back that great games make for great glitches, and Melee is a shining example of that. If you compare to say PlayStation All-Stars, you can see the smash bros developers put a ludicrous amount of detail into how every system functions, in such a way that enables a wide range of possibilities. This is why people are finding out new possibilities this late into the game, like Z-perfect shield, or Wavedash forward into PC drop (PC drop is walking forwards then turning around so the momentum will slide you off the ledge for a grab), or actually bringing yoshi’s light shield and parry into use. It’s why Armada could bring out an underpowered character like young link and beat hungrybox’s fox with it. Plup is still pioneering the reaction tech chase with Sheik right now (not that it wasn’t done before, just not as well).

Calling it purely an accident is underselling the game.

Disappointment in Critical Distance

Can you elaborate on what you dislike about critical distance?

I was away at a tournament when I received this. I made it out of pools, so that’s progress.

Critical Distance is ostensibly a project to compile all the good games writing. Reading through their compilations shows either a serious bias in subject matter on the part of those selecting entries to highlight, or that there simply is no one talking about gameplay.

I’ve spoken to a few people representing other perspectives on how games should be, and the frequent perspective I receive is that, “yeah, gameplay is interesting, there should totally be people out there covering that, but I’m more interested in the story,” or, “gameplay and the rest of the game are equally important,” but what I don’t see is a lot of people talking about gameplay, or game mechanics if you prefer.

I went to a game exhibition run by Kill Screen in Manhattan once actually, and unfortunately the only game I wanted to play there (Grow Home) was on a laptop that got locked and they didn’t know the password. Then when it was unlocked, the game didn’t work, rendered a bunch of black geometry. I talked with some people there, journalists for Kill Screen, and they told me the games they liked were only games that “explored what games could be”. Then I was informed there was someone on their site who actually did really in-depth reviews of games and was supposedly a hardcore gamer, having done their bayonetta 2 review. Ctrl + F “Dodge Offset”, one result, no description of what it is, how it works, or why it’s even a good thing. It was purely a namedrop for cred. I throw pretty much any review of a platinum game in the trash if it doesn’t mention dodge offset (related, it annoyed the crap out of me how there was no BM cancel offset in MGR). http://killscreendaily.com/articles/hell-bent-leather-bayonetta-2/ This is a bad writer. This is a bad writer that another bad writer told me he envies and aspires to be more like. For comparison, http://www.twitlonger.com/show/n_1siersp this has a lot more details about the actual game, where the prior is empty adulation with a billion flowery little phrases to say, “it’s cool”. http://www.twitch.tv/europeanspeedsterassembly/v/6695652?t=29h55m30s Almost immediately into this you hear how much of a joke Bayo 2 is in general.

To wrap up the tangent, here’s another example of good writing, as described by something that is itself good writing.
http://www.eventhubs.com/news/2014/nov/22/why-i-taught-fighting-games-most-famous-moment-my-college-composition-class/
http://web.archive.org/web/20130707225150/http://www.penny-arcade.com/report/article/the-beast-is-unleashed-capcoms-seth-killian-explains-the-most-famous-minute

Critical distance makes me frustrated because it’s implicitly saying that nobody has anything to discuss about gameplay. They can discuss the writing, the use of sexuality, the way a mechanic might contextualize part of the world, the demographics of players, patents, diatribes about “pure fun”, but almost never mechanics.

Do they assume this mechanical stuff goes without saying? That people never make mistakes on it? Is it just that their blog ring is entirely uninterested with it and they don’t have access to the people commenting on how to put together mechanical game systems? Or is it that there is no one out there saying these things at all? They tend to regard formalism as a boogie-man, but from whence does the boogieman come? Is it a fear of the audience, the rabble?

If I asked them for a listing of articles about how to construct a system of game mechanics, or the shortcomings of mechanical systems from purely a design point of view, would they be able to supply me with anything?

Where did the interest in games go? Does it exist at all? Why is it so hard to cultivate it, even among people who pay lip service to the idea that “gameplay is the most important thing”?

So I go to Critical Distance, see a ton of articles that I really wish I had an alternative to reading on a long train ride or car trip, and feel disappointed.
Then I guess I feel disappointed in myself for not doing a better job producing my own content.

Extra Credits on Fighting Games

https://www.youtube.com/watch?v=n_xG1Yg_QoM
Would you mind mocking this SPECIFIC extra credits video?

Sure, I’d love to.

Despite their praise of fighting games, Extra Credits have absolutely no goddamn idea how fighting games work, and as usual, they’ve done no research, no thinking, no introspection on this matter.

Probably my favorite highlight in this video is the part where they suggest slowing down time, and presenting in big flashing letters, REVERSAL OPPORTUNITY, when neither of the two characters is knocked down or in hitstun. The fact that they don’t actually know what a reversal is (or that they think it’s a counterhit), is absolutely pathetic. They reinforce this earlier in the video by showing a small woman hitting a big man when he attacks her after mentioning a mode where enemies can only be harmed with reversals.

They’re right on one thing, fighting games do need a tutorial mode and they need it more than a single player mode. They’re wrong about pretty much every other element of how to design a tutorial for them, and they very clearly didn’t consult any existing tutorial for fighting games whether online or ingame. Their proposals don’t teach players the rules of combos, they don’t teach players what basic normals are even good for.

Beyond that, locking off player’s moves until they unlock them is a TERRIBLE way to teach players. It’s one thing to have a specific section of a tutorial where some moves are emphasized by locking the others off, but requiring the player to grind to unlock moves means players will get used to fighting with incomplete versions of their characters, and develop bad habits. Most characters have sets of moves that work together or fill in for specific situations. If you play a fireball/anti-air character, but have the anti-air locked off, then you won’t learn to play correctly.
Not to mention, most fighting games don’t have an RPG-like system, and extrinsic rewards a shit.

Slow motion is bad, because players should be learning what things they can react to and cannot react to in what situations. Rewind is pointless and less effective than focused training. Also dumb to tell players directly the correct option.
Maj made a better proposal for a fighting game tutorial mode a long time ago on his website here: http://sonichurricane.com/?p=5849 Not to mention the skullgirls tutorials do a decent job of teaching you how to do all your characters’ moves, and what they’re useful for, as well as most of the systems across the board and things like mixups and blockstring pressure.

Something I’d personally add to Maj’s tutorial is having a dummy that straight up plays the basic fireball game with you, throws lots of fireballs, and anti-airs if you jump in when he’s not vulnerable. But I’d have the dummy get like a glint or jab first before throwing a fireball, so players can get a clue of when the dummy is about to do it, and get an idea of what timing they need to use in order to jump fireballs safely, simulate reading the fireball. This type of visual language can help signal other reads too in that mode.

The Guilty Gear missions mode is cool too, for having missions where you can only damage with combos over 2 hits, or where only supers deal damage, or where you’re not allowed to jump or use special moves. Especially the jump one, because the most frequent mistake beginners make is jumping forward.

In general the tutorials shouldn’t be these generic, they should be focusing in more on the actual skills required by the genre. A lot of them should have dummies that spam the same few moves so that players can get experience in breaking up common patterns (like fireball spam, blockstring pressure, spamming literally nothing but sweeps or low light kicks.) Teaching players the combo rules common to the genre. Teaching players directly how to do special move inputs by displaying them on the screen as people do them, and the framebuffer timer for the special as well, and instructions for what they did wrong when they do it. Specials are hard for a lot of beginners, and having a tool that can show them exactly what is going on inside the engine as they input movements would be extremely helpful. Hell, someone should make a tool like that on PC, that displays the player’s inputs as they do them, what move the current inputs are read as, and how long before the movement expires from the buffer.

This is just another case of EC not thinking ANYTHING through. Their recent episode on Speedruns is equally bad, I’m tempted to write something on that and post it to their forums.

DNSQ

Do you feel sorry for the guy who makes that one DNSQ show that used to be put out on the shill show (Game Theory channel)? He seemed pretty passionate about games and all though his videos stated the obvious sometimes he clearly wasn’t as much of a hack as the other people on that channel

Alright, I went and watched his videos, tons and tons and tons of filler text. He’s got some insight, but he’s not funny in my opinion, and he wastes a ton of time getting to anything important. Also a lot of his conclusions and premises are vague.

The street fighter interface vid has solid info and is thorough, thought the guy could have condensed the information more. So points for that. Dude should have mentioned the improvement to the meter from SF3 to SF4 in showing how many units of EX attacks you have.

His video on Super Metroid repeats some of this article: http://www.gamasutra.com/blogs/HugoBille/20120114/90903/The_Invisible_Hand_of_Super_Metroid.php in video format, with poor jokes, filler text, and less information. It does talk about the opening, but it kind of begs the question of “Do you really need to go into this much detail?” and “Are these really what the opening teaches?” and “Is the opening even necessary to teach this information?” (I ask this last one a LOT with game analysis themed around how something stealthily teaches you something) He repeats the point about the plasma beam/hi jump boots almost verbatim. I’d like to see a repackaging of the staff interviews he mentioned more than this video really. I hadn’t heard the term perceptible and hidden affordance before though, though I have heard of the concept of affordance. I’ll keep those in mind for the future. As a corollary I’d like to also cite Sean Malstrom’s response to the invisible hand of super metroid: https://seanmalstrom.wordpress.com/2012/08/09/email-the-invisible-hand-of-super-metroid/ I think both the original article and this are important perspectives to keep in mind.

He does a decent criticism of Link to the Past versus the original and how it’s weirdly linear or not linear. Also identifies some of how LttP didn’t really live up to the original design. Kind of the irony of the miyamoto interviews is that Zelda 1 was more popular in the mainstream than LttP. I think it goes to show that people’s efforts to cater to a broad audience by making things easier don’t really work out.

The smash video could have gone a lot more into the alternate constructions between smash and SF. It focused too much on the UI. It does this because talking about game design is hard, especially as you get closer to things like how attacks/movement are actually constructed, and ui design is a totally separate and well documented field.

Now last I heard of him, he’s the video editor for Game Theory now. [2/2] What do you think of his work on DNSQ? Do you think if he improved the show had potential to become something pretty good?

Possibly, his heart’s in the right place. He needs to learn to animate and draw better. Also motion graphic better. I appreciate the effort that went into making motion graphics at all though. Also I think the jokes are just painful. The guy’s not a comedian. Most game reviewer guys aren’t comedians. The jokes are there because AVGN and TGWTG did it back when this schtick was new and others like Egoraptor kept doing it after them. It’s considered obligatory. When I hear a game reviewer/critic/analyst do lame jokes constantly, I’m just like, “please get on with it.”

His info’s not wrong. He makes some actual conclusions. He could totally hack it on his own if he wanted to. I give him a 3/5, or 6/10. Guy needs to think less about the big outside picture and more about the core gameplay to really get anywhere. Most people do. It’s really easy to address big design things and really hard to address smaller ones, but the small ones count for more, they’re what make the game fun at all, where the big ones are kinda nice, but wouldn’t ruin the game if they were done wrong.

On more of his videos:

The survival horror video tries to claim that survival horror is a unique genre for tapping into emotions unlike other game genres and like traditional literature/movie genres and because it doesn’t refer to a specific overall game form like first person, 2d platformer, etc. He does identify some mechanical consistencies between survival horror games though that bridge them together. In this way I’d argue that it’s like RPG as a genre, where we have tons of games with “RPG elements” and Mass effect, Final Fantasy, Dark Souls, and Deus Ex are somehow all RPGs (because your character’s numbers go up persistently). Shallow video.
Earthbound video, don’t really care about it.

Pokemon video, don’t really care.

Tetris video, I wish people would stop with the phony emotional arguments in game analysis, it’s like bad film theory is how I like to put it. Though his overall analysis is good. He has just a few too many buzzwords. I think the video would be better structured if it tried to break down the structure of tetris and determine what strategies it creates and how those strategies can vary in implementation and situationally. Here’s a guy beating tetris for fun: http://www.twitch.tv/kevinddr/c/5983832 and another: NES Tetris “Fastest 999999” by Acmlm in 03:11.78

If he could also try to derive how someone else could replicate tetris’s success in another game, what principles could be learned from tetris, or improve tetris, then it might be better. Probably his best video.

Asymmetry video, should have brought up how player 1 is prioritized in some games like marvel or smash bros for certain things. Also the hypothesis that left handed people have an advantage in a fight. His statement about the sides of a screen for SF is mostly a matter of experience, not actually matchup imbalance. Mostly accurate information overall. Doesn’t seem like it has much of a point.

Tripping on Air: Why Game Journalists Can’t Describe Games

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It’s no secret that I’m a huge fan of Super Smash Brothers Melee. The first time I played a game on console was the original Super Smash Bros. on N64 at a friend’s house. He warned another friend who had the game not to invite me over, because I’d do nothing but play Smash Bros. I’ve probably spent more time playing Melee and Smash Bros in general than any other game I own, and what initially drew me in about Smash versus other games was the solidity of the combat. I felt like I was making deliberate choices that had a weight to them. In other games, like Zelda, I waved the sword around and it was pretty cool, but I had this craving for the solid feeling that Smash Bros. combat provided. The topic coming up is a bit personal for me, so please bear with my gushing for at least the next part. Recently, Destructoid published an opinion piece titled: “I’m going to miss tripping in Super Smash Bros. 4” written by Jonathan Holmes. Articles like this leave me disappointed, both out of an admiration for my favorite game, and a love for games in general.

My Time With Smash

Ledge_tech_SSBMTo be plain, Brawl was a disappointment for me. When I first played it, I wasn’t into competitive gaming. I had never played Street Fighter or any other traditional fighting game before, or ever owned a non-Nintendo video game system. I’d been fighting online, trying to tell people based on the footage we had that it wouldn’t end the Smash series, it would just be different and we’d still have everything we loved about Smash Bros. in it. I checked Sakurai’s updates on the Smash Dojo every day, frequently staying up to three in the morning to see what was new, but actually playing the game for myself, I felt something was deeply off about the way controlling the characters felt, especially the ones that carried over from Melee.

Despite my initial impressions, I stuck it out. I played the game constantly with my little brother and anyone else I could get to play with me. I unlocked every character on the first night I had it. I beat the story mode on the hardest difficulty with my brother’s help. I went through the event mode matches and eventually unlocked all the stages. I picked up a completely new character, Snake, and learned how to play the game fairly well. I played with items on high. Yet I felt like there was something ineffably wrong about Brawl that I couldn’t put into words. All I could tell at the time was that Brawl was “slow” and “floaty.” I felt there was this disconnect between what I did, and the actions on the screen, and weird unexplainable things would happen at a whim, like attacks connecting weirdly, sliding across the stage from the ledge, or suddenly being launched higher than normal. No matter the character, I found it was easier to win by playing the game in a boring and safe style than actually trying to attack and take stocks off the other players – as if the only way to win was to suck all the fun out of the game for everyone else playing. After a few months of non-stop play, I moved back to Melee, and without any sort of coordination or discussion so did all my friends in the surrounding area. We didn’t need to be experts to feel that something was wrong.

When I first heard from an online friend about how he was replacing textures in his copy of Brawl, my immediate question was, “Is there a mod that makes it like Melee?” He didn’t have an answer for me, but that lead me to finding Brawl+, one of the earlier Brawl mods, and later Project M. I know a bit more about the game now than I used to, and I can finally put into words that feeling of unease I got from Brawl, and all the factors that contributed to that. That’s part of why the aforementioned article disappoints me, because the struggle of Melee‘s competitive scene and fanbase fighting to stay alive and overcome its lackluster successor for thirteen years has meant so much to me. I’ve had fun times playing and learning from other people about these games I love – it means a lot. It is a direct result of the Smash scene’s survival. Without the scene, it would be nearly impossible to find other dedicated Smash players.

Why is Holmes Tripping?

It’s easy to point out ways in which Jonathan Holmes was wrong. Pointing out the ways is exactly what he wants you to do. It’s why the article exists and, intentional or not on his part, everyone upset by it is indirectly paying into his pockets. Further, it allows him (and by extension, other journalists) to continue playing the expert, while the rest of us are stuck characterized as the routinely angry and incorrect mob. By taking offense at articles like this, commenters are forced to accept the message in the form of an argument – the message being that there is a controversy over tripping in Brawl and that Smash fans are separated into two big groups of “casual” and “hardcore” players that hate each other. Through repeatedly bringing in traffic using controversy in the form of opinion articles, reviews, and biased reporting, journalists are able to establish themselves as an asset to their publishers and as “experts” to their readers.

An article like his is frankly more than a little bit rude, and the author knew it before he published it. Jonathan Holmes went into a giddy glee on Twitter about how he made so many people mad and continued to jeer at them. After all, they’re the rabble and he’s the author. It’s expected that any sort of controversial opinion on the internet will attract an inarticulate raging backlash, thereby he is able to claim moral superiority by pointing out how horrible his detractors clearly are, further illustrating how right he is.

Why did Holmes choose to talk about tripping? Why did he elect to do this during Evo, for a game that fans raised $90,000 for cancer research just to get into Evo? Smash Bros. has other random elements that are disruptive to competitive play, like random items and stage hazards, so why would he choose to focus on the one element that is mandatory, and has no function other than disrupting how one plays the game? Especially an element that he describes as discouraging people from playing the game, or playing the game in a more static and defensive way? He chooses to highlight how allegedly no one can tell the difference between Brawl and Melee unless there is a direct comparison, despite it having no real relevance to tripping. This serves to aid his later conclusion that Melee players are control freaks. Is this article really about tripping, or is it his vendetta against competitive Smash players? Especially when he closes it by telling people who don’t want to deal with unfairness to go play Checkers, a game that he calls boring.

Holmes isn’t acting as a player of Smash, he talks as if he’s an observer, looking in from the outside. He’s someone watching other people play the game and telling them that their way of playing it is boring, as if he knows what goes through the heads of tournament players. The commentators do a really great job explaining things like players reading their opponents, attempting to keep composure when they’re losing, or taking measures in and out of matches to keep their psychological momentum up or kill their opponent’s momentum. As an observer, Holmes doesn’t understand what goes into playing the game. Of course, the people who are good at the game can’t possibly be good because they enjoy (watching) the game like Holmes does, it’s because they’re impatient control freaks.

This isn’t something he would ask of Street Fighter. This isn’t something he would ask of Starcraft. One of the magic things about Melee in the time before Brawl was how it brought people together. It has a relatively low entry level compared to other fighting games, yet had a depth to it that dedicated players could learn about and improve through. This gave Smash Bros Melee. a strong lasting appeal, because it is so easy to get into the game, yet you could do so much with it, and it never gets stale. Jonathan Holmes doesn’t want a game for everyone, he sees others playing the game in a controlled way and finds it offensive. He wants Smash Bros. to have a nonsense feature that he wouldn’t ask of any other game, because he doesn’t actually care how Smash Bros. plays, or whether it’s a fun game at all. He said himself he or any “average” player can barely tell the difference between Melee and Brawl by looking at them.

Again he sounds like an observer, using a visual demonstration to try to get his point across, and vague statements like “hang time” to describe characters moving slower, rather than facts about the exact differences. The differences between Melee and Brawl are something you can feel, especially because Brawl has input delays and buffers. This can’t be seen in footage of the game, but can be felt by anyone playing it. Just like how an HDTV with high input latency looks fine to anyone watching, but if you try to play a game on it, you suddenly feel the intense sluggishness between your controller and the screen. Since the differences aren’t obvious, the series should stop being geared towards a balanced play style, and instead towards one based on playing the game and interacting with opponents as little as possible, trying to edge them out in the long run, because he doesn’t mind that as long as those pesky fans of the game go away.

Genre Blindness

The points brought up in Holmes’s article reflect a failure on his part to understand the games he criticizes, and rely on the general audience not being knowledgeable enough on the topic to simply dismiss him, while still having an audience knowledgeable and opinionated enough on the topic to combat him. This is common in games discussion and criticism. Most people operating as journalists and academics aren’t experts on games. It’s unlikely that they’re even fairly good at games. There are regular signs that journalists simply don’t know what they’re talking about when it comes to games with a significant depth to them (as is routine for most competitive multiplayer games) and that they struggle with games above the average level of difficulty, frequently resorting to use of an easy mode, or simply reviewing the game incomplete and marking it down for its “difficulty” or “inaccessibility.” A recent example of this was Revision 3’s review of Metal Gear Rising, where it is notable that all of their gameplay footage included the auto assist indicator in the upper left corner that only appears on easy mode. It’s worth contrasting this with the interview Platinum Games recently conducted with Saurian Dash. In this interview, Saur is able to explain how the game works on a fundamental level that all of the journalists reviewing the game simply passed up on.

Zeboyd Games posted an article on their blog titled, “Why Games Like The Wonderful 101 are a Poor Fit for the Gaming Press,” addressing the common trend of skill-intensive games with a deeper mechanical underpinning being dismissed by the press because the press simply doesn’t have enough time to get good enough to understand how those games work. Penny Arcade Report’s Ben Kuchera chose to write a piece on Wonderful 101 with Robert Boyd’s article in mind, coming to the conclusion that the game’s depth and complexity were more alienating than inviting, and that this in itself was inherently a point against it. In numerous reviews of DmC: Devil May Cry it was brought up how the game was made “more accessible” but still had the same deep fighting system. Despite a legion of legitimate complaints related to game features such as the framerate, lack of hard lock as an input modifier, and broken style meter, gaming press chose to dismiss the majority of these complaints as the fans complaining about Dante’s hair color or simply whining because they can’t handle the game being changed. Such a disconnect between critics and readers is common, as demonstrated by a study conducted on Metacritic by Xentax that scores users will give a game and the opinions of critics have next to no causal link.

Word From the Experts

Jonathan Holmes cites Smash Bros. experts too, but only to deride them as being control freaks upset about something that is, in his view, extremely minor to the game. This is because he lacks the ability and experience to understand how this particular change, increased landing lag, ripples up and affects the other game elements. Gaming journalists cannot envision how the parts of a game fit together and affect one another, they can at best address the basic features the game possesses and render some vague judgment based on how the game feels. In Holmes’s article on tripping, he attributed the static and defensive style of play popular in Brawl to tripping, when landing lag and shield stun actually have a much larger influence on that.

In fighting games, a large component of the game is the ability to beat out your opponent’s move by throwing out your own first, or to punish it by attacking them when they miss. Stronger moves tend to take longer to start up and recover, so they are easier to punish and harder to land on your opponent. I’m sure everyone here has had the experience of your opponent messing up a rest with Jigglypuff and being caught sleeping, allowing you to punish it with the strongest move you have. The longer the recovery time of attacks, the more severely opponents can punish you for attacking. All the Smash games have relatively quick attacks, but Smash 64 and Melee had lower landing lag, allowing you to attack sooner, and your opponent could only punish you with moves that were of a certain strength, and only if they were capable of predicting and reacting to your attack’s recovery.

In Brawl and Smash 4, increased landing lag means that not only is it easier for your opponents to punish your attacks on reaction, but that they can use stronger punishing moves on you. This means that there is an imbalance between the risks and rewards of attacking. If every move is relatively fast to come out, but can be punished hard for missing, then people will naturally avoid attacking except with their weakest and safest attacks. Look to the grand finals of the Smash Invitational Tournament at E3 for an example of that. Shields also play a role in this, because when the duration of the stun on a shield is lower, then the defender has more advantage time on block to punish the person that just attacked them, and even lower commitment attacks become punishable from a shield where they might otherwise be safe. What Jonathan Holmes dismisses as the obsessive ramblings of control freaks is an easily overlooked but important factor that will literally define how the entire game is played.

Picture 2014-07-14 22_37_39It is worth contrasting the opinions of Mew2King and Armada here with those of professional Street Fighter players in response to the new version of Street Fighter 4. In a recent interview, six of Japan’s top players discussed the changes in Ultra Street Fighter 4. It’s not a surprise that the number of frames in advantage time comes up frequently in this discussion. Games are displayed in successive series of animation frames, and these frames serve as a convenient standard timer for discussing the duration of things like attacks and stun. Advantage time is how fast you recover from your attack versus how fast your opponent recovers from the stun of being hit by it. Changes of as little as one frame of advantage time for a character were enough for these experts to re-evaluate changes in ranking, power level, and play style.

If you check the average fighting game review, they’re able to inform you of the big new features the developers added with this iteration, like the typical Ultra Street Fighter 4 review being able to describe how focus attacks work, and the new delayed wakeup system, and some superfluous side features like the combo trials, and describe the general vague feeling of the game, but they’re incapable of really describing why that fighting game is better or worse than any other fighting game. They lack the ability to process the way the game is put together and work out the strategies and game dynamics inherent in the play of it.

This isn’t a skill that is exclusive to the best players in the world, even average level players of these games are typically capable of discussing these things, because the deep nature of these games require players to understand how the whole system works in order to beat others, or play the game well on the higher difficulties. After all, I was able to explain how much the landing lag influences the game, and I’m no top player. A typical forum for a competitive game of any type will usually have a great deal of discussion about how even the smallest elements of the game influence how the entire thing works. Seth Killian was able to write about information like the mental game of Street Fighter long before people had access to home console versions of the games to test on, and he has never been a world class player.

Game journalists lack knowledge or capability of this type both for specific genres and for games as a whole, leading to erroneous notions like throws being cheap, professional players only being good for memorizing combos in games like Street Fighter, or playing out from a static “How to win at Smash Bros.” cookbook based entirely on reflexes and dexterity rather than the mental game of understanding and predicting your opponent, while also trying to keep composure and momentum going. The commentators did an excellent job explaining to unaware viewers, but to some degree you have to play and see for yourself. There are whole elements of the game that most people will never see or experience because they don’t think about it or try it out, and those elements frequently get relegated to obscure articles in niche communities.

The Fault of Game Reviews

It’s easy to take the last segment as an indictment of a typical journalist’s ability to understand fighting games or action games with advanced techniques, rather the typical journalist’s inability to describe is only more obvious with those types of game because what they fail to understand about the game is better documented and more obvious to the players. What should be noted is that the style of game reviews is uniform across all games. They are failing to describe all games for the same reasons, it’s just easier to point out with games that rely on their mechanical systems to make an impression, rather than their story. The reviewer will typically summarize the theme of the game, the major mechanics used by the player, and a general statement on the “experience” of playing the game.

Some academics have criticized this, claiming it is shallow, and we need more criticism of games and less mere reviews. These academics are correct, but more frequently than not what they mean by “criticism” of the game isn’t discussion of how the mechanics operate to create a fun, interactive experience, but rather analysis of the cultural significance of the game, how interactive functions are used for a narrative resonance, or the message the game is supposed to convey. Yet the problem remains that when I read the typical game review, I have no ability to tell from their writing whether the game is good or not and I am forced to rely on my friends or longer segments of gameplay footage to help give me an idea how the game actually works, and feels to play. Describing gameplay in an explicit way that people can understand is hard and not well explored, so critics and academics tend to fall back on elements of film or literature theory that have dissolved into the public consciousness, and vague opinions on whether the game feels nice or not. This is part of why there is a general trend of the gaming press highly praising works with large narrative content.

Being reviewers, it’s expected that they’re experts on judging games. Apart from the fact that they’re writing on a big-name game sites (and everyone else isn’t), what places their opinion above anyone else’s? As more incidents of reviewers panning a game because they didn’t “get it,” and bias in review scores come out, it becomes increasingly obvious that reviewers are unskilled, and that this lack of skill and background knowledge is limiting their ability to act as what their job title implies they are – people who are capable of delivering insights about the quality of a game because of their above average knowledge of games. Issues with frequent bias have lead to a call for more objective games reporting, leading to things like Objective Game Reviews, journalists such as Jim Sterling, and a PAX panel, attempting to lampoon the idea that a game can be reviewed on the basis of its components, while minimizing the reviewer’s personal preferences, because every reviewer’s experience is subjective and therefore inevitably biased. So they indirectly claim that objective or non-biased reviews can’t exist, and aren’t a thing consumers want, reviews can only be a person’s individual reaction to a game, therefore all reviews are fallible and you might as well continue to read theirs.

Despite this, reviews profess themselves and inevitably serve as consumer guides, attempting to inform consumers which games are worth their time and which should be avoided. Criticisms that reviewers are incompetent tend to be met with defenses that they beat whatever token hard game is being bandied around at that time, and don’t translate to an improvement in the quality of their writing that would be correlated with skill in both performing well at games and understanding their functioning well enough to review them. Rather than limiting one’s ability to relate to an audience of “average” gamers, being skilled at games means being able to spell out to consumers what the strong aspects of a game are with more accuracy than an unskilled reviewer. This is something that gaming journalists will attempt to dismiss because it removes their credibility and because them getting good at games isn’t going to happen. Anyone who is good at games is usually too busy enjoying them or doesn’t have the right connections to get into journalism.

If games truly couldn’t be judged as good or bad, then the only reasonable alternative format would be to describe them unambiguously enough that a reader could determine if the game is likely to be something they are interested in, rather than the reviewer vaguely attempting to sum up how much it bored them. At least in that scenario complex games wouldn’t get the shaft because reviewers deduct points for them being “inscrutable,” as Ben Kuchera put it. The trouble with this is of course that game reviewers would still need to actually be able to describe how the game works objectively on a level below the obvious surface features in order to allow people to understand the game’s operation well enough to judge for themselves whether they will like it. This approach is harder to put into short simple words, and thereby harder to market and make money off of, unattractive for both journalism sites and the game publishers that fund them, despite being more useful for everyone involved. That, and game reviewers would need to be good at games.