The job of reviewing video games is becoming quite the ethical minefield. With very public instances of publishers pressuring critics to keep quiet and stick to embargo dates there's more and more talk about how game reviewers should behave. Both MTV and Variety have fired bold shots across the hull of video game journalism. Steven Totilo started the conversation by proposing a "Reviewer's Bill of Rights," motioning for the granting of more breathing room to the beleaguered critic. Variety's Ben Fritz continued in his self-appointed role as journalistic watchdog by returning fire. His "Bill of Responsibilities" laid down the law with regards to disclosure, use of review code and even how much of a game reviewers should play (Fritz says, "all"). In response to all these grim calls to action, I'm going to get downright preachy and argue for good writing over angelic behavior. Whether you're reviewing a game as a product or examining it as a work of art, how you make your arguments is, in my mind, much more important than where you're making them from. Hence, my "Seven Deadly Sins of Video Game Reviewing."
"It's tempting to aim for the middle and grant a score that'll best conform to popular opinion, but to do so is tantamount to handing your guns over to a corrupt sheriff."
In other circumstances a few of these cardinal sins might be considered virtues, but critics aren't in the business of being goodie-goodies. We're being paid to have opinions. In the cases of those poor souls who deign to weigh games from an objective perspective, they're tasked with being harsh judges. In both cases, strict, near-religious avoidance of these seven deadly sins will make them better, or at the very least, more entertaining critics. Believe me, folks, I'm guilty of all these transgressions. I'm happy if I sidestep a couple of them in each review I file.
Measure: One of the worst side effects of aggregation sites like Metatcritic and Gamerankings is the furthering of the notion that there's a correct score for a game. For me attaching a number, score or grade to a review I've written is a distasteful process. It's tempting to aim for the middle and grant a score that'll best conform to popular opinion, but to do so is tantamount to handing your guns over to a corrupt sheriff. It's better to score like you mean it and use the numbers, letters or stars to make a point. I have great admiration for the way the critics at The Action Button use their scoring method to further underline the points they make about a game. Their scores are extreme and out of step with nearly everyone else, and as such they mean so much more. Some would call this kind of scoring a feeble grab for attention. I call it having an opinion.
Dullness: Video games are a thrilling form of entertainment. Why should writing about games be so dreary? Critics should constantly aim to reflect the vibrant worlds they cover in their reviews. That's why I admire the work of experiential writers like Peter Olafson so much – writing in the first person makes games all the more personal. But even more traditional reviews could stand to benefit from a little color. There's a universe of adjectives out there begging to be tasked with the job of describing video games. Put them to work. Tell a story if you can.






Reader Comments (2)
As a Reviews Edtior, I would definitely say you nailed it sir. If I could add an eighth sin, it would be "summarizing the box." So many reviewers nowadays give us the technical details of the gameplay (which is good) but little to no editorializing (which is bad). @droolingmaniac -- "Start building up an industry of professionals instead of fans." I really don't want to agree with this, but it's arguably one of the most accurate statement I've heard in a while.
This piece of superficial nonsense doesn't inspire confidence in the gaming press. So much of it points to the author's inability to follow his own advice. He's conscious of some of his transgressions, but at the same time his own recommendations often display a sheer lack of judgment when it comes to evaluating the criteria he proposes. For example, in "Forgiveness," he suggests it's the job o*****ame reviewer to be "crotchety nit-pickers." In the very same paragraph, he writes that he finds the flaws in Grand Theft Auto IV to be "inconsequential and beneath mention," an absurd, defensive posture that's out of touch with the game's many, many shortcomings. He *forgave* a plethora of serious design flaws - clunky controls, save structure that forces boring repetition, and a broken cover system, among others - because of what? Because the game had an impressive depiction of a city? Because other aspects of the game were fun? Is his proposal that reviewers should nit-pick, but then reason that their own nit-picks are beneath mention? Why bother nit-picking if that's the case? Similarly, how can the author make a call for exciting, involving reviews with top-shelf writing quality when his own article is steeped in cliche and fluff? "Seven Deadly Sins of X" is . "Score like you mean it." "Afloat in a sea of hype." "Doses of PR and Internet enthusiasm in my bloodstream." "Life's too short to doubt your feelings." The author is alternately insultingly trite and hopelessly lacking in apt analogies. Can we expect an engaging review from this person? It's difficult to imagine. Is he representative of his peers' writing aptitudes? That remains to be seen, but I can't say that the majority of game reviews I read are any better. Even putting aside his poor use of writing as a form, his lack of logical support for his arguments is apalling. "Make your arguments and back them up," he demands of his fellow members of the gaming enthusiast press. Yet in the same article, he argues that someone giving a review that's "out of step" with the rest of the press means "so much more" precisely because they're in disagreement with the others. That argument has no logical basis. An opinion has no more meaning just because it's contrarian. The review scores would mean "so much more" if they dared to give the game a score it deserved when everyone else would not. Because they would have journalistic integrity. But the author explicitly states he doesn't care whether it's a review that's more honest than all the rest or one that's simply "a feeble grab for attention." The author is pounding his shoe on the table, calling for reviewers to go out and have an opinion. I have news for him. Having an opinion isn't going to rescue a profession full of gaming-man-children-turned-pseudo-journalists. Maybe someone out there should be calling for reviewers to have *honest* opinions. This one could take or leave the "honesty" part. Speaking of things that aren't going to save gaming journalism, there's nothing in this article that's going to repair its problems. How incredibly out of touch it is for the author to call for reviews that "tell a story" and aren't "totally thorough," and expect his article to be relevant. These aren't seven deadly sins of game reviews. Half of them are just things that make game journalists ****** writers. That's not the actual important problem with game journalists. The problem is that they review games like kids with game consoles instead of like professionals. What are their real deadly sins? Not actually studying journalism. Having no structural division between their department and their outfit's bizdev department. Accepting advertising money from the same industry they critique. Becoming "fans" of particular game franchises or companies and losing objectivity. Giving every new AAA title of the last 3 months a perfect score and believing that that shows they've evolved in their thinking and now finally recognize art and industrial revolution when they see it, while simultaneously failing to evaluate those titles on anything but the most superfluous level, and not taking them to task for their pacing, writing, or craft (GTA IV's story is predictable and hackneyed? Who cares? MGS4 constantly interrupts gameplay with insipid dialogue? Big deal!) the way a film critic would for his medium. Equating high production values with artistic substance. Being so completely clueless as to think that their industry's problem is a need for a bill of rights, or not using enough of the "universe of adjectives." There's your problem. How about you get together and get all that figured out. Start building up an industry of professionals instead of fans. Then you can take some extension school English classes.