Game Previews Just Game Marketing?
Kotaku has a feature up today written by James Wagner Au, formerly embedded reporter in the world of Second Life. He's now doing his own thing, and he's got a fairly cynical discussion over at the Kotaku site about the real purpose behind game previews in industry rags. From the article: "For the thing of it is, game magazine previews are almost uniformly positive, even for the most undistinguished titles. So it unrolls thus: publisher makes mediocre game; press previews depict mediocre game as being good or at least worth a look; excited gamers read previews, foolishly believe them, start making pre-sale orders of mediocre game; driven by preview press and pre-sale numbers based on that press, retailers stock up on mediocre game; publisher makes money from mediocre game, keeps making more games like it."
That'a good point, but most companies stipulate that you can't say anything bad if you want to preview a game.
Exactly. Whenever I read a preview of a game that looks awesome, I think to myself "I hope that game ends up being as cool as this looks" and make a mental note to watch for the game later on when it's actually finished and reviewed. The preview doesn't usually do the advertising job of selling me the game. What it does is makes me aware of the game's existence.
Reviews ensure that developers have a reason to make the game as good as possible. If previews drive sales too, then it allows developers to take more risks -- because an ambitious game that ultimately fails will have a good preview writeup and sell enough not to be a total loss.
The author is trying to posit an implied (but untrue) connection between previews allowing mediocre games to sell and all games 'sucking.' Mediocre stuff sells in every entertainment industry that exists -- if only the best games sold then the market would be too risky to enter.
I always rate the credibility of a game reviewer on the INVERSE of their score for the game Master of Orion III, which was widely acknowledged to be an awful title.
e cted=0303moo3 "4.3 out of 5"e =moo3&page=3 "3 out of 5"3 /review.html?q=master%20of%20orion
Yet you'll find reviewers who give it quite a good score "4.3/5". And they'll wax poetic about some of the worst and repetitive features of the game. "I always turn up the speakers when I've gotten a diplomatic message to hear the wonderful alien voices."
Compare/Contrast the following reviews. Who would YOU go to for the truth next time?
#1: http://www.stratosgroup.com/reviews/games.php?sel
#2: http://pc.ign.com/articles/386/386281p6.html "9.2 out of 10 and Editor's Choice Award"
#3: http://www.avault.com/reviews/review_temp.asp?gam
#4: http://www.gamespot.com/pc/strategy/masteroforion
"6.7 out of 10"
I think, then, some of the most informative previews come out when the writers comment on the previewed game like my parents used to talk about me. You've seen it before, the guilty eyes, the sheepish smile, and the "Well, maybe his features will actually be a little refined when he gets older..."
Granted, I haven't seen it often, but in cruising IGN I've seen at least a couple of previews (though, now that I think about it, this could've been 3-4 years ago) where you could tell the writers had that same look on their faces, and while they desperately want to be able to generate some positive hype about this feature or that, all they can offer is hope that things improve in the future.
And really? Truth be told, who wants to read any more than the rare preview to say "omg this game is gonna sucks bad?"
Honesty in previews, candid words and recognizing both the positive and negative in an upcoming game is, indeed, pretty much a dead breed.
___ In the words of Gen. Douglas McArthur: "I'll be right back."
To fill pages.
No kidding. When you start the month, you have anything between 100 to 164 pages to fill. (Certainly where I worked, the editor had no say in the total number of pages - that was decided based on projected advertising revenue and the whim of the publishing director.) The advertising department says they expect to need X pages. You know fairly well how many games will come in for review based on the release schedules, and can allocate pages based on that. You have all the standing pages - news, letters, cheats and guides, house ads, subscriptions, etc.
Anything left over has to be filled. And the nature of the games business means they either have to be filled by either wacky filler features (which the magazine writers love because it gives them a chance to be self-indulgent, but the readers generally couldn't give a shit about)... or you have to talk about games that haven't come out yet. They might be lengthy interview-based stories, or they might be based entirely around the latest set of screenshots that have become avilable. Either way, they're previews.
And the sad fact is, if you preview a game that's still some months from release and get all snarky about the lame concept, the horrible control system or the blatant swipes from other games, even if it's deservedly so... the publisher is likely to tell you to fuck off when you ask for final review code down the line. Which will leave a hole in your predicted number of pages for the review section. You can fill that either by extending other reviews, even if the games aren't worth the extra space, or throw in another last-minute filler feature... or add another preview. Either way, you quickly learn to walk the fine line between gentle mockery and actual criticism, and to keep the latter until you actually have the game in your hand.
Jerry Seinfeld said it best. "Magazines are another medium I love, because 95% is simply based on 'How the hell are we going to fill all this blank space?'"
You must think in Russian.
It's not just games magazines. It's all magazines. A large portion of their content is made from press releases. They have a magazine to fill up, and regurgitating press releases is a cheap easy way to do it. When all the papers were waxing lyrical about the Segway, did the journalists think "Wow, that's a cool toy. Let's find out about it"? The papers want you to think that, but what most likely happened was a P.R company sent a load of photos and bumph, and the editor got an office junior to rewrite it into an article.
But these are only previews. The purpose of a preview isn't to tell you what a games like. The sole purpose of a preview is to inform you that a game exists. This is not a bad thing. Gamers want to know what's coming. They just have to understand that a preview is not an opinion peice, but a promotional piece. To find out whether a game is any good, wait for the review.
I did some writing for a couple of print magazines in the UK. As the new guy, I'd be handed the stuff no-one else liked writing, and that included previews.
Every editor I spoke to told me to be positive. This is not the same as jacking up hype from the PR guys: I never even spoke to them. Most of the time they'll talk to someone higher up because they don't know who I am, and then I'd get the preview handed off to me. Most of the PR junk we recieved was exactly that: junk. I found it difficult to make any more favourable words simply because I had a Spiderman Web-Shooting Gun.
The reason I was told to be positive is that there is no reason to be overly critical of preview code. Most preview code looks like ass, plays like crap and has some show-stopping bugs. That's because it isn't finished. The idea of preview code is to show ideas and direction to the journalist. Exciting games get more column inches because they show better ideas and promise, *not* because their code didn't suck. And a lot of games that have very poor preview code brush up. Development is organic. You can't be critical of every piece of code that comes through the door: it's all crap. You pick out the good bits, show it to the reader and say "you might like this when it comes out." Some games are of interest to more people than others, and might get more column inches.
Until a game ships, it never deserves derision, just encouragement. It would be very ego-centric to kick the shit out of every game that I recieved just because I could in the name of "truth".
"In Joe Bob's Grand Adventure you'll be playing Joe Bob as he fights to regain his Pickle farm from the evil Artichoke-Industrial Complex. In the build we played there were some bugs here and there, but the game was comming along nicely. The levels looked good and were interactive and had plenty of little touches making them seem alive and real, and the shooting mechanic felt very good. The AI provided some challenge (except for a few known bugs) and the game seemed fun. The world is enganging and the story is well presented. The game has a large number of weapons, but some currently feal very similar. The game is shaping up for a November release."
or "In Joe Bob's Grand Adventure you'll be playing Joe Bob as he fights to regain his Pickle farm from the evil Artichoke-Industrial Complex. In the build we played there were some bugs here and there, but none severly effected gameplay. The levels looked rather drab and flat, with detail akin to a game from 3 years ago. There was no interactivity to speak of, and the shooting mechanic had serious flaws in the accuracy of aiming. The AI, while working, provided little challenge and was prone to getting stuck on the simplest of objects (like a stair). The scenerio is very similar to about a dozen other games; and the story seems almost bolted-on to the action and completely incidental to the game. The dozens of weapons play almost identicle, many even looking very similar to others. The game is expected to be released in November."
The first was of a game that shows promise, the second was of a game that had some obvious problems. Let's look at what a "normal" preview looks like:
>"In Joe Bob's Grand Adventure you'll be playing Joe Bob as he fights to regain his Pickle farm from the evil Artichoke-Industrial Complex. The game world is full of interesting characters and enemies all with AI that will be very realistic. In the build we played we ran around and shot stuff and since we didn't want to kill ourselves afterward, this will obviously be a "must have" game. The levels looked great, based on the pre-renders they showed us, and are supposed to be fully interactive using a real-time-inverse-kinematic-physics-engine. There are dozens of weapons in the game, along with what is promised to be the best online multiplayer for a console to date. You'll want to reserve your copy now so you can buy it when it comes out in November."
It doesn't matter how boring or bug ridden a game is, they always get glowing previews. The only time you even see bugs mentioned in previews is in the previews of games that are expected to be great (due to lineage). You might see something like "In PGR3 we encounted a few small glitches but the game is already a blast to play." In a buggy game you'll see previews like "In Driver 3 you'll be able to drive around a GTA like world." Notice it doesn't mention that if there was a feather in the road it would stop your car dead if you hit it (example based on memory).
The reviews themselves don't help either. The "average" game seems to get a score of about 80%. A game has to be really bad to get even a medium-low score (40-50%). I think we should force reviewers to use a bell-curve system to fight "Review Inflation."
Comment forecast: Bits of genius surrounded by a sea of mediocrity.
Thanks for the fascinating conversation, Slashdotters. Two quick corrections:
- My name is actually "Wagner James Au".
- I'm still blogging about Second Life as an embedded journalist at http://nwn.blogs.com/, though now on a commercial basis with Federated Media, the kids what bring you Boing Boing, Metafilter, and other juicy goodness.
Lot of worthwhile points worth discussing, but rather than wade in too deep, let me hit at one in particular:
> The author is trying to posit an implied (but untrue) connection between previews
> allowing mediocre games to sell and all games 'sucking.' Mediocre stuff sells in
> every entertainment industry that exists -- if only the best games sold then the
> market would be too risky to enter.
Actually, I didn't say all games sucked. What I did say is that due to previews, the few games which don't suck have to compete for shelf space with the 95% of games that do. Preview hype, not game quality, is what guarantees retail store shelf space--especially if the game is backed by a large publisher and/or it's connected to a known brand. And since the average consumer only buys the games that are on the retail shelf, they are far more prone to walk away with a shitty game. This means good games are artificially disadvantaged on the market, which is not open, and it's substantially different in this sense from all the other mediums. A good book or movie can cut through the clutter by word of mouth or good reviews, while it's far more difficult for the same thing to happen with a game, because all the good reviews in the world won't help a game that isn't even on the shelf in the first place.