{"id":1324,"date":"2016-03-20T18:45:59","date_gmt":"2016-03-20T18:45:59","guid":{"rendered":"http:\/\/theindiestone.com\/binky\/?p=1324"},"modified":"2016-03-20T20:50:50","modified_gmt":"2016-03-20T20:50:50","slug":"more-thoughts-on-game-criticism","status":"publish","type":"post","link":"https:\/\/theindiestone.com\/binky\/2016\/03\/20\/more-thoughts-on-game-criticism\/","title":{"rendered":"More Thoughts on Game Criticism"},"content":{"rendered":"<p>No game should be immune from criticism &#8211; let&#8217;s just get that point out there first so there&#8217;s no misunderstanding.<\/p>\n<p>But this whole mess with Digital Homicide and Jim Sterling about which Mr Biffo has written a couple of excellent opinion pieces <a href=\"http:\/\/www.digitiser2000.com\/main-page\/jim-sterlings-being-sued-for-10-million-and-its-all-my-fault-by-mr-biffo\" target=\"_blank\">here<\/a> and <a href=\"http:\/\/www.digitiser2000.com\/main-page\/jim-sterling-the-best-modern-games-journalism-has-to-offer-or-a-vulgar-patronising-embarrassment-by-mr-biffo\" target=\"_blank\">here<\/a> got me thinking, especially the latter post. I&#8217;m not going to go into this particular debacle here, but rather the principle and to do that we need to travel back in time&#8230;<\/p>\n<p>*wibbly post-production effect*<\/p>\n<p>I started programming and pixel art (actually, let&#8217;s not call it &#8216;art&#8217; &#8211; it was just &#8216;pixel&#8217;s) on the Commodore 64 which was, obviously, way pre-Internet. No-one really saw anything of what I produced except sometimes my parents (because I had to use my dad&#8217;s camera to take photos of the telly\u00a0as\u00a0you couldn&#8217;t save your work with\u00a0the Koala Pad art software unless you had a disk-drive) and my brother. My earliest game attempts were terrible but, hey, I was only seven or eight. By the time I was in my\u00a0mid-teens I regarded myself as pretty good in the old programming and graphics departments but still everything I made was shared only with people who were as good or worse than me at making it. School chums, etc.\u00a0<em>Obviously they&#8217;re<\/em> gonna think the stuff you make is pretty neat &#8211; especially if they have no idea how on Earth you achieved it.<\/p>\n<p>My very first exposure to actual real criticism was from a chap who came to my school to give a talk on the games industry. He was a professional pixel artist, having worked on actual real videogames &#8211; including the then newly-released Cybermorph on the Atari Jaguar &#8211; and his talk was incredibly inspirational. We got chatting and he invited me round his house to talk in more depth &#8211; it was an opportunity to see his work in more detail\u00a0and to learn about how he produced it, and also an opportunity for me to show him my work.<\/p>\n<p>I showed him a few bits and bobs, he really liked one or two pieces I&#8217;d made &#8211; my God that felt awesome &#8211; but then&#8230; oh dear&#8230; this one particular sprite animation&#8230;<\/p>\n<p>&#8220;yeah, that&#8217;s complete shit&#8221;<\/p>\n<p>I was crushed. I tried not to show it &#8211; I pretended to agree and possibly to pretend that actually I hadn&#8217;t spent very long on it. But he continued to talk and point out all the reasons\u00a0<em>why<\/em> it was shit, and\u00a0how lazy I had been in comparison to the other work I&#8217;d showed. He was right. It <em>was<\/em> lazy. It stung horribly at the time, but twenty two years later I still remember that moment vividly. It was probably the most\u00a0critical moment in my games career. I\u00a0<em>needed<\/em> to hear that &#8211;\u00a0<em>before<\/em> I went to University, <em>before<\/em> I did any freelance work,\u00a0<em>before<\/em> I got my first job in the games industry. And it <em>needed<\/em> to come from a man who I had considerable respect and admiration for.<\/p>\n<p>Back to the present&#8230;<\/p>\n<p>*wibbly post-production effect*<\/p>\n<p>Now I acknowledge that I don&#8217;t exactly have a\u00a0<em>flawless<\/em> track-record in handling internet abuse but\u00a0that&#8217;s a slightly different issue. In terms of <em>criticism<\/em>, I&#8217;m fairly okay at handling that &#8211; and\u00a0I&#8217;m convinced I&#8217;m a million times better at it than I would have been had I not met Ian Harling (for that was his name) as a youngster. How would I have reacted, though, if instead of the criticism coming from a guy in private who I looked up to as an example of what I wanted to do, who I wanted to be &#8211; if instead that criticism was public, scathing, relentless, and backed up with the fury of tens of thousands of their fans? It probably would&#8217;ve finished me, right there and then &#8211; before I&#8217;d even really got started.<\/p>\n<p>The trouble with this kind of scathing and public criticism is, as Mr Biffo points out, that you don&#8217;t actually know who your target is. When terrible singers audition for X-Factor, we all laugh at their expense &#8211; but if they&#8217;re\u00a0<em>really<\/em> young, we\u00a0react differently. We tend to blame the parents for encouraging their kids into embarrassing themselves publicly. With Steam and the openness of Greenlight, any of these games\u00a0which we&#8217;d regard as really rather awful could be the work of a young kid just starting out. I would\u00a0<em>definitely<\/em> have put my early work on Steam had it been an option and, frankly, thank Christ it wasn&#8217;t.<\/p>\n<p>A year or two back, pre-refund systems, it&#8217;s a slightly different story. It&#8217;s important\u00a0for critics to serve gamers, steer them away from awful and over-priced games. But even then, there&#8217;s no real need to actually rip the thing to shreds for shits and giggles. You can be critical without being a merciless brute. But now? With refunds it&#8217;s not so big a deal. The targets\u00a0<em>now<\/em> would be games which abuse the two-hour window, making the opening fantastic and then not giving a shit\u00a0once that mark is hit. Spot-lighting\u00a0<em>those<\/em> games serves gamers &#8211; spot-lighting games people would otherwise not have encountered\u00a0and which, if they do, show themselves to be awful after a few minutes of gameplay does not.<\/p>\n<p>Words like &#8220;scam&#8221; get bandied around an <em>awful<\/em> lot. But it&#8217;s not a scam to simply over-value your own work &#8211;\u00a0<em>everybody<\/em> does that, especially those who are\u00a0fairly new to\u00a0games development. It&#8217;s <em>extremely<\/em> difficult to\u00a0objectively gauge the value of your own work when you can&#8217;t separate your pride in your accomplishment (I made a game! OMG!) and the\u00a0time, energy, and expense from that result. You get better at that as you gain more experience, but very few people are\u00a0going to get it right first-time. That&#8217;s not a scam, it&#8217;s just inexperience. I wouldn&#8217;t expect an average game player with, perhaps, no real knowledge on videogame development to be tremendously good at making that distinction, of course. But I&#8217;d expect a professional critic to be able to or, if not, to at least criticise\u00a0the quality in terms of the price rather than the skill\u00a0of the developer. Even E.T. The Extra-Terrestrial on the Atari is worth at least 1p &#8211; no game, no matter <em>how<\/em> badly it plays, is utterly valueless.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>No game should be immune from criticism &#8211; let&#8217;s just get that point out there first so there&#8217;s no misunderstanding. But this whole mess with Digital Homicide and Jim Sterling about which Mr Biffo has written a couple of excellent opinion pieces here and here got me thinking, especially the latter post. I&#8217;m not going&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[6,15],"tags":[],"class_list":["post-1324","post","type-post","status-publish","format-standard","hentry","category-games","category-rants"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p326tq-lm","_links":{"self":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts\/1324","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/comments?post=1324"}],"version-history":[{"count":6,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts\/1324\/revisions"}],"predecessor-version":[{"id":1328,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts\/1324\/revisions\/1328"}],"wp:attachment":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/media?parent=1324"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/categories?post=1324"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/tags?post=1324"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}