Posts Tagged ‘Book’

Game Frame – A Book Review

Posted in Critical Responses, Recent Posts on June 23rd, 2011 by Eric Swain – Be the first to comment

Game Frame by Aaron Dignan is a book about gamification. It’s about how you as a person can insert gamification into your ordinary activities to help you get through them. The author is a co-founder in a digital strategy firm for big companies and this is his foray into the next big bandwagon.


Gamification in it’s most basic form is a stupid idea where in most cases people will add points or badges to something and think that is all that is needed to up the engagement with people. Game Frame is not about that. The book is about going beyond that and applying everything that game makers have learned over the decades and implementing the basic system structure that all games work with. Points, badges and other recognition of achievement is a single part of the whole system and one of the less important parts. It goes into depth about a basic framework that all games follow by showing a graph of it and itemizing the different elements of the cycle that games run on: the cycle of Actions -> the Black Box -> Feedback and around again.

Unfortunately the book’s audience is people who are not gamers. These are people who have heard of gamification and the future and want to implement it to their own ends, but understand nothing about games, gamers or the culture around them. It is a book aimed at those who think video games are a mindless pastime for children. So the first two thirds of the book spend it’s time proving that notion wrong. It quotes scientific research, provides economic examples of profitable successes both in games and systems that apply gamification. There’s nothing wrong with this, but there is nothing new here. If you are at all familiar with Gamasutra, Critical-Distance or really anything online that talks about games in a non-frivolous way you know all this. There is nothing new or special for the majority of the book. It’s about convincing people that I frankly don’t know if they need to be convinced of anything. When it comes to buzzwords, people latch onto them regardless of their origin, especially if that is where the market is going. The managers that this section of the book is trying to convince aren’t the same people who will be introducing the nitty gritty of the systems over their products or work environment.

The second half of the book, while it provides a graph that visually depicts how games work, it’s explanation of each and what they are is rather dull. Most of it is going over every conceivable facet of what ‘resources’ a game could use or ‘resistance’ needed for player engagement. In the end the book is an extended collection of wikipedia articles. It has a substantial reference guide in the back and really would probably be more beneficial to read some of the articles in there instead.

The book is focused on a point it wants to make, but doesn’t know who it wants to make it to. It’s an easy read, but says nothing revolutionary or even new. It might be an eye opener to some, but those people wont use it. It doesn’t help that I’m a little uneasy about a book that boils down to a 170-page instruction manual for creating propaganda. He recognizes the power game systems have on people and tells us this is the future and if its target audience is mangers of businesses it can’t help but make me feel a little uneasy. In the last chapter Mr. Dignan talks about the responsibility to use such influential and thought provoking power that these systems have on us and while I respect the effort it is token, like the book itself knows this will be the part of the book that gets ignored.
I’ll leave you with a quote from the book that, in the end, I think is the perfect metaphor for the whole book:

As Yoda once said, “With great power comes great responsibility.

Reality is Broken – A Book Review

Posted in Critical Responses, Recent Posts on April 25th, 2011 by Eric Swain – 2 Comments

I knew I was going to review this book so in preparation I kept away from all of McGonigal’s talks, interviews, and presentations as much as possible before reading it. I caught her appearance on the Colbert Report, but it was hard to make any prejudgments from that short interview. So I am coming into this review as clean as I possibly could and allowing McGonigal’s book to speak for itself.

Having read it, I asked on twitter, rhetorically, how do you review this book. It’s a book about ideas and about theoretical space of a possible sociological future. How can I criticize the book without criticizing* the ideas within? Answer: I can’t. I can’t solely focus on how it’s presented or the coherence of the argument. That would be denying a fundamental aspect of the book.

I did get an answer to my tweet anyway that said, “Step 1 ignore who wrote it, otherwise you’re going to get caught in the cult of personality.”

That’s a good starting position. Jane McGonigal is an enormously charismatic woman. Even in her writing you can feel the exuberant energy of her personality coming through loud and clear. She is a persuasive woman and you can’t help but be swept along by her ideas and optimism. She also has gathered a dedicated following. It’s not surprising. In the mainstream media video games are always about the negative press and the demonizing of the medium. Then comes a charming, charismatic, enthusiastic, professional woman saying ‘no that’s wrong, it’s the exact opposite.’ It’s easy to see how she gathered a following. But thankfully there is more. She is intelligent and knows her stuff. At no point does she feel like she’s bullshitting you.

The book is really three books in one. It isn’t scatterbrained in its delivery, no it presents a series of quite coherent arguments with one point fully explained and explored before having the next chapter build off of it to make the nest point. The book is divided into three sections that follow the shift in focus.

Part one entitled “Why Games Make Us Happy” is self-explanatory. It is also the best part of the whole. Those first hundred pages where she explains all the research and effects paying games has on the human psyche is fascinating. To see how our minds work and how the mass introduction of electronic games has shifted our generation’s perceptions of reality is a masterwork of argumentative writing. She never writes down to her audiences, but does expect you to keep up. She uses simple and clear language to get across these complex ideas, slowing down to explain a piece of gamer jargon to the masses. It contends that reality was always dull, but now with the well-tuned comparisons to fictional realms we see this disparity greater than ever before. Here we see Mrs. McGonigal lays the groundwork for her later assertions, but I heartily recommend this part of the book.

Part two is where she focuses on where we are now. Most of her writing looks not at present day video gaming, but ARGs (Alternate Reality Games). I knew very little about them and you can see their usefulness in certain aspects. She introduces the concept and familiarizes you with what they are while at the same time extolling their usefulness. Chore Wars is an interesting concept that is defiantly beneficial if you can pull it off in your house. SuperBetter is another game that seems like a pure beneficial game in the area of health. In fact all of the examples she gives are wonderful sounding games that make the world a slightly better place or at least make us better in it.

And yet while I was reading it I felt there was something wrong. It was the same feeling I got when I was two and my dad teased me by acting all surprised when plugging a power strip into itself wasn’t working. At the time I didn’t know what, but I knew something was wrong. Several times something would come up that made me think that here is where her argument breaks down, but then further on my questions would be answered.

For instance, at the beginning of chapter 10 she starts off with a few examples of activities that better our self-esteem.

Shout compliments at strangers on the sidewalk

That sentence made me stop reading for a while. It actually made my mind go blank. Eventually I was able to muster a thought and it was, “That is going to go horribly wrong.” I even started constructing my argument on the various problems with that activity. But as I read on the game it was apart of made more sense than that sentence by itself. My fear of the activity were countered by how the game worked and the problematic situations wouldn’t come up.

Another issue I thought was all these games seems only to work with first-world issues. There is nothing wrong with that, but McGonigal was contending that games would change the world for the better. Nothing I was reading would solve Darfur or hunger in Africa. All the crowd sourcing and positive thinking wouldn’t help those desperate people in need, but then I got to part three.

In part three the focus shifts to the future or rather the matter of scale. All the games she had looked at previously were rather personal or at least confined affairs. Now we are starting to explore the games of a global scale. As for hunger in Africa, the game Free Rice is an answer. A game solving a real world issue 10 grains of rice at a time. The further she pushes forward it is difficult not to follow her lead. Even when she gets into explaining the most esoteric and most complexly mental ARGs you can’t help but figure how these game systems could better the world.

However, something doesn’t ring right. Even as my minor quibbles are one by one shot down through her rhetoric I still couldn’t shake the feeling something was off. Her facts add up, her conclusions are step by step and logically sound. Then one of problems hit me. Her entire book is overwhelmingly positive. I knew this going in and doing my best not to be a curmudgeon, but the book really is looking too much on the greener side of things. She glosses over or outright ignores many of the darker aspects of gamer/internet culture. One of the greatest crowd sourcing accomplishments is Wikipedia, which she talks about at length, but another is Anonymous. Even ignoring them, Wikipedia is not the great project millions pour hours into solely to make great. There are a large number of people who will change things purposefully to be wrong or politicians who will abuse their personal page and insert things they haven’t done. She glosses over this by framing it as an argument of differences in how to present the facts. Yes there is that too, but it ignores a big problem that Wikipedia has been dealing with from the beginning. In fact throughout the whole book “griefing” is mentioned once and only in passing. The concept of people who enjoying throwing the game off balance or harming the experience for others is ignored. Trash talk is covered when talking about a facebook game people play with their moms and equated to light teasing.  The first thing I think of with regards to gamer trash talking are the racial and homophobic epithets streaming from a 14 year olds mouth to my ear over Xbox Live. Trolling is treated like it doesn’t even exist. Gamification is never mentioned by name, but at the same time that is what is being advocated on some level, but only in a certain application as if corporations or governments wouldn’t use it to modify other behaviors that may or may not be beneficial. McDonald’s wants you to buy more fries and could easily make a game out of it. It’s not healthy for you. She talks hopefully of a peaceful day where North Korea can successfully connected to the rest of the world freely and I can only think of their leadership learning to use these same techniques for the opposite effect.

I can understand not wanting to focus on it, but pretending it does not exist is just naive. That’s what was getting to me the whole time. McGonigal is an idealist, but to a fault. She so much wants to focus on the positive that the further the book goes along that path the harder it is to follow. This is where I finally saw the real problem with the whole argument. Ignoring the ugly side of gamerdom was only a symptom of the greater issue. It was bothering me from the beginning and it was only after finishing the book could I see the whole picture to realize where it breaks apart.

She disregards the positive value of the “escapist entertainment” of video games at the very beginning. To her credit she doesn’t say we shouldn’t have them, but it would be a shame if that is all games amounted to. Video games are a burgeoning art form and art can have a profound individual effect of a person. McGonigal seems to disregard what a sublime work can do to a person and instead looks at the formula that allows them to be so effective at the ‘inconsequential’ and transplants them to the macro.

She starts at the smallest and most individual level in the beginning of the book and then works her way up to a global scale. However, as we move up the sense of scale we lose the effect on the individual. She mentions activities from World Without Oil like fostering a community, potlucks to help with food shortage, self-sufficiency with gardens etc. But those are mere parts of the larger-hypothetical-system to surviving the hypothetical global oil shortage. The macro system is like the god games Civilization and SimCity that McGonigal uses for comparison and like those games you cannot control the individuals. The Sims have the exact opposite problem, you can control the micro (the small community of sims), but cannot see the macro (the larger world that continues on past the borders of the map).

Superstuct was an impressive piece of hypothetical work, but again its focus is on the macro systems that has little parlance with the micro and at the same time any focus on the micro would lose the global structure set forth by the macro. This disparity seems like an oversight or a challenge to overcome or something else. I don’t know. It’s never addressed. The game is about the role of super structures changing the world, but where are the game elements for each and every individual that would have to participate to effect them.

Plus, McGonigal is trying to replace one system of thought with another via a full-scale implementation of gamification, but it doesn’t work like that. Recent evidence from Egypt, Tunisia, Jordan, Yemen, Libya, etc would say it is the other way around. It is multiple micro elements that culminates in, without any super structure, a macro movement.

The biggest issue in solving a problem is not how to do it, but knowing it’s there in the first place. We have a society that has no knowledge of these problem’s existence or and sophisticated understanding of them. Education and enlightenment seem like a better use of these engagement systems. Pushing towards a greater good utilizing the systems of MMO is one thing, but knowing what you are doing and why in the end seems like a better purpose, even if it doesn’t transcend to a global scale.

McGonigal’s book is an interesting read and given with the great push from all sides towards gamification probably a necessary one if only to see the best of all possible outcomes even if the argument is incomplete. But without the counterpoint, without solutions on how to deal with the problems such systems could potentially create themselves Reality is Broken is incomplete. And incomplete thoughts for good are more dangerous than complete thoughts for evil.

*Criticize despite what most people think, as a negative term is a neutral term. You can have positive criticism and negative criticism.

A Reader’s Manifesto and why it could be A Gamer’s Manifesto

Posted in Game Issues, Recent Posts on April 14th, 2011 by Eric Swain – 14 Comments

I finished a book a little while ago entitled A Reader’s Manifesto: An Attack on the Growing Pretentiousness in American Literary Prose and I loved it. I loved it so much that I’ve started calling it my little black book. It’s a long form literary critique using examples from numerous books, both-what the author calls-good and bad. It’s not a dry academic stuffy read. It is a fast, concise to the point essay about a specific topic that is not a high-minded far away abstract topic, but about book reviews, reviews people readers rely on to tell them what is good. If you love books, like books, or are thinking about reading more, I highly recommend this.

If you are thinking about writing about video games, I highly recommend this. In fact I’d call it damn near required reading, despite it being about another medium. Like Scott McCloud’s Understanding Comics, you need to read this. There are two main reasons for this. The first is that even though it’s about books, the critical writing he takes to task and the subject matter of such writing is equally analogous to the mainstream review writing and culture that revolves around video games. The second is the correct usage of the word “pretentiousness” with regards to it’s meaning in relation to critical analysis of the arts.

The second point can be made faster so I’ll deal with it first, before moving on to the bulk of the argument in favor of this book. ‘Pretentiousness’ is a word that gets thrown around a lot with regards to anyone who should dare to think above “duuuhh duhhh, explosions are fun.” Of course for most the word pretentious is far to big, so the meaning is implied or long explanations utilizing short words that could be summed up with ‘pretentious’ are used instead. You’ve seen them used. Recently it has become a hallmark phrase of people who want to avoid thinking about something negative or difficult.

It’s just a game.

What they are saying in effect it, ‘stop being a pretentious douchebag.’ The last word is added to connote the spirit in which the comment is given. That is what they are saying, what they really mean is, ‘stop bringing this shit up, I don’t want to hear/think about it.’

Pretentious – adj- 1. making usually unjustified or excessive claims (as of value of standing) 2. expressive of affected, unwarranted or exaggerated importance, worth or stature (Merriam-Webster)

That is what the word actually means. I want to establish that for most of the words usage or implied usage it doesn’t fit. I direct you to Moff’s Law for a full explanation.

So, if the word’s usage is not proper with regards to thinking critically about video games or any creative endeavor, then why would I apply it to the writing about video games after I just discounted its use? Because it is wrong to use it as a pejorative or first response against a thoughtful argument because it happens to be about video games, or again any creative endeavor. Even if you don’t agree with the argument or the argument is really outlandish and seemingly far fetched the term still isn’t applicable based solely on those grounds. No, pretentious is an adjective describing a very particular instance of critical assessment. It comes in two forms and this is where I segue neatly into the first point above.

A pretentious analysis is one that is unsupported or pulled from one’s ass. The first is self-explanatory. If you make a declaration or assessment and then do not back it up or explain yourself you are being pretentious. Saying the sky is blue and then not explaining that’s the color our eyes are interpreting based off of light refraction is not pretentious, it’s a shortcut. We know the sky is blue; it is a basic, natural, observable fact. I am specifically talking about statements of assessment or declaration of quality.

Over and over, B.R. Myers will excerpt passages, or rather sentences from books that were first excerpted by praising book reviewers. He only uses excerpts that were praised for their quality by high profile book reviewers first. In nearly every case the reviewer will describe the passage as great or insightful or maybe compare it to a literary great of the past and then give the quote. And then would move on. They would not defend their thesis that this excerpt warrants merit or mention. Meyers would often counter with a quality quote from a much better book. To show you what I mean I’ll pull one of the “so-called great literary passages” at random.

There’s something about German names…I don’t know what it is exactly. It’s just there. (White Noise).

Thank you for wasting my time then with those two sentences. I wont bother to give Myers appraisal of it, because I had to read this book and have been waiting 3 years to eviscerate it somewhere. I hate White Noise and in my Contemporary Fiction class I couldn’t help but feel, deep down, that it was bullshit. You can usually tell something about a book by its first sentence.

The station wagons arrived at noon, a long shining line that coursed through the west campus. (White Noise)

Yeah that’s memorable. I had to look that fucker up. Here are some other first lines:

“Call me Ishmael”
“It was the best of times, it was the worst of times…”
“In a hole in the ground there lived a hobbit.”
“It was a bright, cold day in April, and the clocks were striking thirteen.”
“Samuel Spade’s jaw was long and bony, his chin a jutting v under the more flexible v of his mouth.”
“In the week before their departure to Arrakis, when all the final scurrying about had reached a nearly unbearable frenzy, an old crone came to visit the mother of the boy, Paul.”
“The sky above the port was the color of television, tuned to a dead channel.”

I shouldn’t have to label any of those quotes for you to recognize them or at least know where they came from. Every single one of them immediately holds your interest to read the next sentence. They are evocative and can be pulled apart word by word to discover the care and craft that went into them. The first line is probably the most important single line of any book.

There is nothing technically wrong with the first line in White Noise, but then there is nothing technically wrong with a lot of published books, but I wouldn’t call them literary genius. There is nothing technically wrong with the first line of The DaVinci Code:

Renowned curator Jacques Saunière staggered through the vaulted archway of the museum’s Grand Gallery.

Again, nothing wrong with the line itself, it even tantalizes with a few intriguing questions of “who is Jacques Sauniere?” “Why is he ‘renowned?’” “Why is he staggering?” and “Where is the Grand Gallery that it must be capitalized?” The thing is, now that I look at it, this is a better first sentence than White Noise has. It is well crafted, it may not be superiorly crafted like the above list, but it gets the job done and throws in a few mysteries. But the real bug I have with White Noise is the third and fourth sentences. After two short ones, we get a sentence that is half a page long. That by itself is not the problem. I love Proust and he holds several of the top places for longest grammatically correct English sentence in publication. (These go on for several hundred words. I believe the longest is in excess of 950.) I’ll reproduce Don DeLillo’s third and fourth sentences here; you can skim it instead of reading it.

The roofs of the station wagons were loaded down with carefully secured suitcases full of light and heavy clothing; with pillows, quilts; with rolled-up rugs and sleeping backs, with bicycles, skies, rucksacks, English and Western saddles, inflated rafts. As cars slowed to a crawl and stopped, students sprang out and raced to the rear doors to begin removing the objects inside; the stereo sets, radios, personal computers; small refrigerators and hairdryers and styling irons, the tennis rackets, soccer balls, hockey ad lacrosse sticks, bows and arrows; the controlled substances, the birth control pills and devices; the junk food still in shopping bags-onion -and-garlic chips, nacho thins, peanut crème patties, Waffelos and Kabooms, fruit chews and toffee popcorn, the Dum-Dum pops, the Mystic mints. (White Noise)

Yes, it is an enormous list and is important enough to take up one fourth of the book’s first chapter. The first chapter is two pages long. My teacher spent so much time explaining the meaning behind this list and the emotions its post-modern affectations and styling are instilling in the reader about consumerism. I did what Myers explains all people do, skimmed it. Unless it’s a shopping list for what we are shopping for and have to locate each individual item, we don’t take in a list. We skim it and confirm that yes it is a list. This quote was found in nearly every favorable review of White Noise a book I called later, because I would have failed the class had I spoken up at the time, a hulking waste of my time and why I couldn’t be bothered to read much of the material for that class. Part of A Reader’s Manifesto‘s well, manifesto is that much of contemporary literary fiction is meant to be skimmed and thought profound, but if one puts an inkling of thought or actually reads the words slowly, it all falls apart. The above is a perfect example. The effect only comes over the reader when skimmed. Should you actually read it, like we did in class and go down the list you can’t help but think it a waste of time. And then to be told it is a sublime commentary on consumerism, that’s pretentious bullshit. See, it wasn’t the writing itself, although when you add in the author’s aspirations and inflated opinion of himself, then it becomes pretentious, but it was my teacher’s assessment of it. For this is the second type of pretentious analysis, pulling it out of one’s own ass, or to be less colloquial – making an assertion and then supporting it with something that isn’t there. Also known as lying.

Back to that original quote that started this train of examples, what was it again?

There’s something about German names…I don’t know what it is exactly. It’s just there. (White Noise).

Ah, thank you. Again, what was the point of this line? You say there is something about German names, but don’t know what. In other words you could have not written it. No, it’s not “just there” you have to explain it. Don’t expect me to do the work. I didn’t bring it up.

All of these lines aren’t the problem. By themselves they are just stupid, inane and general wastes of time. The pretentious ones are the ones that try to inadequately defend them. They think there is a profundity to saying ‘I don’t know, it’s just there.’ Or as Myers puts it “I knew this without knowing why.” That is saying there aren’t the words to explain why something is, is some great insight. No it’s laziness. DeLillo has gone on the record saying: Writing is the concentrated form of thinking. This is like one of those Jon Stewart comparison moments where something great is compared to something stupid and contradictory that the exact person suggested for humorous appeal.

So, what does all that literary analysis have to do with video games? Quite a lot. The afflictions that infect the literary reviewers are analogous to the reviewers of video games. In condensed form, Myers suggests there are only three possible responses when a critic is asked to review a work of literature:

1. “Praise the novel and novelist.”
2. “Lament that novel is unworthy of novelist’s huge talent,” (But still praise it).
3. “Review someone else’s novel instead.”

To paraphrase:
1.Praise the video game with a high score
2.Lament it wasn’t as good as you hoped, but decent (And still give it an inflated high score)
3.Review another game instead

Number 3 isn’t as used, though given how much shovelware gets put out and not reviewed you can be sure that the mean, median and average review remains high.

This graphic may be in jest, but is underlies a sad reality about video game reviews, the populous criticism. In some cases it may be about not having raised your standards enough, as it seems if it runs technically well then it guarantees a 6 already. But then this falls apart for the biggest of big releases, full of game stopping, save deleting, console crashing bugs getting 9s. Read that again, because they are not exaggerations. “Game stopping.” “Save deleting.” “Console crashing.” Of course I’m talking about Fallout: New Vegas. That the game got so many high scores despite not being able to run most of the time is unconscionable. As of writing this, the game has an 82 Metacritic average for the PS3 version, with the lowest score being a 60. The 360 version has an even higher rating with an 84. Yes, the developers fixed most, note only most, of the bugs through patches. A minority of consoles are connected to the internet meaning that most will never see those patches. These are the same people who buy only a few games a year. One of their $60 purchases is unplayable and it has an 84 average. I’m guessing this game falls under the second category of praise. It’s bad, but you still praise it because of its lineage/who it comes from.

If you want batshit writing and under supported or unsupported main stream video game writing, well you can go here to find an achieve of it.

It’s all about honesty. I’m not talking about reviewers supposedly being paid off to like or hate a game. Whether that happens or not has no bearing on what I’m talking about. I’m also not talking about badly written reviews in the form of poor structure or being unclear or convoluted at times.

This is not a well-written review. Back in January is caused a small furor on Reddit and later on the rest of the internet over people complaining how bad it is. The craftsmanship and tone have been criticized elsewhere; instead I want to look at what it says and not how it says it. It is not pretentious in the way I’ve described above. Greg Miller supports his claim about Dead Space 2. He says it’s a 9 out of 10, which on their scale means it is Amazing. He thinks it’s amazing and everything he says works to that effect and he supports it with evidence from the game. When talking about the game’s combat flow he gives the example:

Slowing down a Necromorph, blowing off its arm, and using the severed limb to impale the foe on a wall is a thing of beauty that doesn’t get old.

It’s a descriptive, specific moment. The line implies that it happens over and over, but the presentation of this example is so good the repetition doesn’t lose its horrific charm and is emblematic of the other moves you can pull off. It’s better than simply saying the combat doesn’t get old.

I know that “linear” is a bad word in the video game industry, but the package is so well done here that I can’t knock Dead Space 2 for taking me on a very specific ride that’s marked by awesome moments, environments that range from a cheery schoolhouse to pitch black rooms, and sound that’s so well done I’d find myself trying to figure out if it was a monster making its move or my dog rummaging in the living room.

This line goes on and would have been better as two or three sentences, but the point it makes is solid. He says the game is linear and though many do not like linear, the reviewer doesn’t care with regards to this particular title, because of the environments (which he gives examples to show their range and variety), picks out the sounds as integral part of the experience and of course the “awesome moments.” I’m not going to go too far in defending the review for reasons I linked above. It’s slapdash writing that for a site as major as IGN reeks of unprofessionalism. Poor grammar and tense changes plague the thing, but like the Dan Brown line it’s workman like. The review is not exemplar, but it does its job.

And then there is the other type of review, the kind of review that seems just to list a game’s qualities and assign a score. Author Jen from TheGameFanatics wrote such a review on Dragon Age 2. Forget even the writing quality, which is no more than banal, but that by the end of it I couldn’t tell if she like it or not or rather if she would recommend it or not.

The first half of the review is plot summary, but doesn’t say anything about it. She mentions she got a Final Fantasy XII vibe from the story, but what specifically gave her that vibe and is that a good or bad thing in her eyes. I don’t know. It says that making friends and gift giving is easier than before, but again is that good or bad. Then it goes on to talk about the features of the game like interface and combat, but it makes no pronouncements about them. It might as well be a features list, because that is what it is, a gussied up features list. When she does give her opinion it’s nearly always negative: confusing and laborious code inputs and installs, annoying popups, poor sound mixing, dated graphics, bunch of glitches and bugs (including a screenshot of one) and she notes two weeks later there still isn’t a patch. That’s quite a lot of complaints. She finally lists a few points she liked, for example the fact the game is never the same twice or that the game offers choice, but what does that mean? How does it make sure it’s the never the same game twice? Ok, it offers choice, but to what degree and how good are they?

Again, there is so little there I couldn’t tell if she would recommend it or not. If she did I figured it would be one of those decent above average, but not exceptional recommendations then I see it got 9 stars. What the hell? There is nothing in the text that warrants the final-word praise like it does.

It’s not the only one either. IGN’s Homefront review makes a lot of declarations like it’s not an elite shooter, or the shooting, voice acting and sound is serviceable, but nothing special. The thing about it, it never says why. I only have Colin Moriarty’s word for it that all of this is the case. He never backs up any of his claims with evidence from the game. At least Greg Miller did in a few spots.

Then we have Susie Lye’s Homefront review at GameNTrain that does what I thought we moved passed, splitting the review into looking at the individual sections (gameplay, story, graphics, sound) in turn. That doesn’t help me if I’m buying the whole product. How much does each of these matter when looked at as a whole? Is sound important like in Dead Space or Silent Hill? Do the graphics detracts from the shooting or can I make out what I’m doing? And what exactly is “Gameplay Overall?”

Or Ken Laffrenier of XboxAddict who doesn’t get to the game in his review until it’s a fourth of the way done. Then he waxes lyrical in such a convincing way, that you know he likes the game, but it doesn’t tell you why you’d like the game. It describes little about the actual game and even less why any of that is good. It comes to a head in a really perplexing paragraph where he explains the story is amazing if you had read the companion novel, which expands on the invasion through the eyes of “an intricate character” that narrates in the game, but I don’t see how between level voice over narration is a good video game story. Also, why is it good if I have to read a supplemental novel to get everything? This isn’t even a right to his opinion thing, it’s just wrong. The game’s story is good, because I read the book? It talks about influences and mentions some stuff that’s in the game, but never seems to say anything about the mechanics; you know the actual things you press buttons to do in the game and never gives qualifying statements. This isn’t just bad it’s baffling.

It comes down to being an honest reviewer. Not just honest with the audience, but honest with yourself. It means not calling a game average and then giving it a 7 or up. 7 out of 10 is not average, not even close. The mathematical average on a 10-point scale is 5. On a scale of 100 it’s 50. You have to be willing to use the full range of scores. The most common numbers you should be giving out if you are a review site is from 4-6. Most games should be in that range. Kill Screen says the range should be between 3-7, but the main point holds. If you are being honest you should recognize most games aren’t amazing or incredible or phenomenal or life altering or “the most important video game of our generation” or bad or terrible or dog piss. Most games are ho-hum, run of the mill, bland, forgettable, in other words: average.

Now with this shocking revelation washing over you, here’s another: reviews are opinions. Reviews are subjective. Subjective does not mean objective. The number attached to the review is not scientific, it is not an objective result derived from critical observation. It is a subjective opinion derived from critical observation. If a reviewer gives a substantially different score from another reviewer it does not mean one is wrong and the other isn’t (if they both supported their arguments). It means they disagree. They have the right to their own opinion, what I’m championing is the assertion that they do not have the right to their own facts. Regardless of anything else, how good the animation is, how deep the story is, how nuance the characters are, how tight the controls are, New Vegas is not a good video game because of the game breaking bugs and coding errors that will not allow it to run. I don’t care how good your game mechanics are if the game freezes up on me consistently and constantly. Your game is broken and is not good.

I will end this with a few reviews sites or in some cases sites that do reviews that are honest. I may not agree with some of them, hell some of the reviewers on the same site do not agree with one another, but they are honest for the reasons I have outlined above.

Game Critics is the most mainstream game review site here. They hit all the major releases and much of the minor ones and unheard of one as well. They use the full scale and are not afraid to exercise that against major release titles like Brad Galloway’s 2.5 for Dragon Age 2. If a reviewer disagrees strongly enough they will do another full review as a second opinion, with a new score. I’ve seen third opinions too. Each review was given a different score and each one was a supported argument.

PopMatters is a site that concerns itself with all forms of popular culture. There is the Moving Pixels blog, which is higher minded and analytical criticism, but they also do reviews. Again these use the full spectrum of the 10-point scale and are backed up arguments. Even if they flounder like their recent Dragon Age 2 review. With regards to support of her score, Kris Ligman defends it in the text. She liked the game despite the flaws it presented even if she is not entirely sure why, but says so. She admits she may not be exactly sure why, but she says so and gives her best estimation. You may not agree with it, but that is the act of an honest reviewer on an honest site.

Yahtzee-love him or hate him-is an honest reviewer. In his very hasty, no pause video review he delivers his opinion in around 5 minutes every week. What is more interesting to note is how his reviews are often received. He is the only reviewer I mention in this post not to use a score and often his watchers are confused as to whether or not he likes a game. This is the viewers’ fault and not his. He is very clear whether or not he like a game, it’s just the gamer audience is so used to the extremes they cannot recognize gradients anymore. Some games he likes a little, some a lot and some not at all. He may not follow the mainstream, but he is always true to his own opinions and always backs them up.

Paste Magazine has a more limited video game section and does less frequent reviews, mostly on high profile releases. They have some of the best-written reviews out there and go beyond simply what the game is, how well it works and how much they like it. They try to explain the game’s appeal and the effect it has on a player. Kirk Hamilton’s Limbo review should be proof enough. It says little on the game itself, but after you read it you know whether or not you want to play it yourself to experience what it has to offer. To keep consistency Kirk Hamilton gave Dragon Age 2 a 4.5, to him a “forgettable.”

Kill Screen has the best spiel on game review scores I might have ever read. I referenced it above, but please read the whole thing here. Now they don’t do the volume that the major mainstream sites do, nor have they focused much on the AAA titles. Their editor-in-chief has said they are not adverse to them; they just haven’t received those submissions yet. They’re focus is mostly on indies and the iOS/Android platforms. I’ve seen their scores go as low as the 20s and the highest I’ve seen to date is a 79 out of 100, which was later changed to a 93 and that was a nothing but praise review, also the only 80+ they’ve published. They have high standards and do not sacrifice them. They want to elevate video games and video game writing so they must hold themselves to a higher standard.

These are the honest sites with well-written reviews. There are plenty of examples of well-done reviews within each of them. Most reviews are subject to the hype. They are influenced by it and tainted by it for one reason or another. The thing is to remember, when the game is no longer new, when the game is years old and the hype has died down, the commercials are no longer on TV and the news/preview/news cycle has stopped, all that’s left are the words. All that’s left are what the critics had to say. I’ve gone back to some of the major sites to see what they had to say on modern classics like Shadow of the Colossus and have been sorely felt wanting by what I found.

You may have found it egregious that a lot of what I had to say focused on the scores a game was given. I did it because that is what the industry, all three sides of it are, are focused on. The developers/publishers makes many of their decisions based on what the critics score it, the average consumer makes his decision or validates it with the scores, and the journalists, as much as they rail against them put a lot of effort into defending them. The score is the thesis in a way and the text is the support for that thesis. If you think a game is a 9.0 then your writing has to support that, just as if you called a game a 1.0, the writing must support that. But most of all raise your expectations to reality. Set the record straight. A 6 or a 7 is still above average and could be that fun game. Save the high scores for something that truly deserves it. And when I mean high I don’t mean 9.0 and above. The inflated review scores are a major part of the problem; so major you could say they are the problem for they cause all the others. 7,8,9 and 10 are all high scores they are just different degrees of high. Arguing the score is pointless, it is his opinion and so long as he supports his opinion it is his. But as it goes, there is opinion and then there is just plain wrong. If the reviewer calls a game mediocre and grants it a 7 or an 8 then yes he is wrong.

You can argue that the 10 point method is not the best way to go and sing the praises of letter scoring or 5 stars, but it all comes down to the same thing: you must be honest and use the full range of what ever scoring method you use or your opinion has no value. Everything is not wonderful, just like everything is not crap. You have to explain yourself, because the explanation is the important part. Not the score and not the ‘your opinion.’ It’s why you have that opinion that matters, because if you tear the game apart the person reading may feel they want to try out the game, because what you didn’t like may appeal to them and vice-a-versa.

You really should pick up A Reader’s Manifesto, it’s a brilliant piece of literary criticism, but more than that it’s criticism about an embedded review culture staked in keeping itself afloat. Myers notes that in the period before he wrote and published it there were strong rise in sales of classic novels, because the reader of quality literature had been burned and knew they could no longer trust any sterling review, because they were all sterling. The writers gained an inflated image of themselves, where in Cormac McCarthy’s case he had produced some great craftsmanship, later seemed to be phoning it in because no one told him otherwise. You tell someone what they are doing is great and wonderful when it’s not, it will not drive them to do better things, constructive criticism will.

The title A Reader’s Manifesto is there to assert its literary origins about the review culture around books and more specifically post-modernism literature that is presently in vogue. But it is more than that. It can speak to any review culture, either as a warning or as a mirror. A Reader’s Manifesto is for review readers as a whole. The problems and arguments may be about books, but the defensiveness, ad hominem attacks and step-by-step analysis of the response to any challenge to embedded elite reflects on all of us.

Extra Lives: Why Video Games Matter – A Book Review

Posted in Critical Responses, Recent Posts on June 23rd, 2010 by Eric Swain – 4 Comments

I haven’t done video game reviews on this site. I also don’t intend to. I have only done video game critiques or criticism. The name in the top banner should be enough of a clue. So it is interesting that the first review I do for a blog about video games is really about a book.

I finished Tom Bissell’s Extra Lives over a week ago, before E3 started. I wanted to finish those posts on inFamous before I got around to writing on the book. Now having settled down and let the pages stew in my mind for a time, I find there is not much to say.

The book is very well written. I finished it in two days and didn’t take any self-discipline on my part to get through it, which is saying something. In this tech saturated, attention deficit age, actually sitting down and doing one thing is both a miracle and reprieve. Bissell’s words flow like nectar down one’s throat, unsweetened and unpreserved. They are the raw and natural words of a man speaking from his, if not heart, than his truth, his center, his being. Extra Lives is a deeply personal book and as much about Tom Bissell as it is about video games. But then if you are going to explain why they matter, why they culturally matter, then you can’t stick to billion dollar figures and hundred million player headcounts forever. Those numbers get people’s attention and nothing else.

I’ve read quite a bit of the material previously. The first half of the Resident Evil chapter appeared in the inaugural edition of Kill Screen. Most of the GTA4 chapter had made the rounds around the internet a few months back. But I didn’t skip any parts of the book. It was a pleasure to read again and actually much easier. One thing I notice in the transition of his words from screen to page is the ease to read them. On my laptop I found the GTA4 story intolerable and I couldn’t get through it. In the book I devoured every word.

He goes through a number of contemporary games and explains their personal significance as well as gamer cultural significance. To someone as initiated as myself the explanations of the games were a little extraneous, but they were short and I realize their necessity. Actually, while reading them I was surprised how succinctly and eloquently Bissell was able to explain Gears of War as something more than the completely horrible and void of worth violence porn as it would seem to any outsider. He is able, in the same breath, to explain Resident Evil’s horridly painful camp and distressingly evocative horror. But probably his best assertion in the whole book is found in the author’s note at the beginning. “In this book I risk…to explain why I believe video game matter – and why they do not matter more.” He can’t get away with not addressing it, no one would believe him, and he navigates head on through the swamp. (“You were almost a Jill sandwich” anyone?)

What is especially wonderful is that the book constructs a compelling argument that video games are art (Ebert is wrong etc. etc.) without ever dealing with that particular question head one, like so many of us had. He circumvents the question entirely and starts his book from a position that they are and anyone reading it is on board with it, whether or not they actually are. From this position he is able to explain and discuss games with their creators, other critics and the reader the ideas, themes and emotions behind these games. He headed the argument off at the pass, as it were.

“It seems to me that anyone passionate about video games has better things to do than walk chin-first into a sucker-punch argument about whether they qualify as art. Those who do not believe video games are not or ever will be art deserve nothing more goading or indulgent than a smile. (p.34)”

I had meant to get down my own words on paper with no influence from any other sources, to see what my thoughts were as pure as they could be with only the book in my head. They were too jumbled, so I dumped the plan and listened to his interview on the Brainy Gamer podcast. (One of the best episodes yet.) Afterwords a question loomed out of my head: Who was this book for?

While reading it I was struck with the notion that while it was superbly written and was mind opening to the idea of video game criticism and of it being an artistic medium. At the same time he wasn’t going far enough for me. I’ve read most of his assertions and revelations on , and elsewhere and they were more extensively than what Tom did in his book. As much as I enjoyed it, I was not the target audience. It was a rehash of the 101 for me.

Then I saw him explaining the individual games calmly, detailed and concisely before moving on to the deeper explanations. But as quick and well done these descriptions were, I cannot see them a grand enough argument to convince or even hold the attention of anyone not already game literate. He seemed to deliver more on the why not than the why in the middle if you were coming into this tabula rasa. While reading it I realized I could not hand this book to either of my parents and expect them to get what I get or see what I see. He also diverges this audience away from him further when he recalls as his fondest memories of Grand Theft Auto IV to be I “sniped the pilot of a zooming-by news chopper while standing on the GetaLife (read: MetLife) building and watched it whirlingly plunge down into the street and explode. (p.179)” Who not inundated with at least an ounce of the “hardcore” culture is going to read that and not have the argument undermined for them? Hell even I cringed at the implications of these moments. They weren’t and cannot be explained in any decent manner to anyone who doesn’t already get that the chaos has no meaning beyond the visceral thrill of it, even within the game’s universe.

The only answer I can reach is that the book is for the game literate, but not the critical literate. There is not enough here for the “hardcore” critics and/or thinkers of video games and at the same time there may be too sparse on too many subjects to hold the minds of the uninitiated. The book focuses, and rightly so, on the middle ground. The gaming literate that might not have realized there was a critical community-like Tom didn’t realize a few years ago-and have an internal inkling or desire to go beyond enjoying the spectacle and the “just a game” aphorism. Those with the curious, however brief, question mark appearing over their heads.

If I had to call Bissell’s book anything, it would be a well polished stepping stone for the community as a whole. If nothing else he got it published and that is enough to keep hope alive for a brighter future for the gaming community and superb games on the horizon.