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."
... surprised
I'm telling you, everything this guy says is gold. :)
It wouldn't make sense to say many bad things about a game before it's even finished; it wouldn't be fair. It does make sense that game writers would tell the eager fans everything they do have to be excited about. Should they write me an article telling me that some budgetware paintball game will have no features and the core gameplay will suck? No. That can be saved for a review. When something rad like Oblivion is being developed, it does make quite a bit of sense to tell me what'll make it so interesting beforehand. If they didn't, nobody would buy the magazine. It's not selling games, it's selling magazines.
Would you base your opinion of a car on a video of a test drive of a prototype version? No?
Then why would you do it with a game?
This is non-obvious?
Can you imagine a world where journalists were objective and direct about unfinished games? "This game sucks, it's full of bugs and there's only two levels!!"
Why do games, for the most part, unrelentingly suck such ass?
..
.. but that's simply not the case. Thinking up something original is exceedingly tricky. Games cross a bridge between technical innovation and creativity .. that makes them doubly difficult. And on top of that it's (perceived to be) a big money, big profit, prestigious part of the IT industry .. and that attracts just about everyone regardless of their level of capability.
Because making games is hard.
See also: Websites, records, television programmes
Anything that involves a creative input is difficult because thats the way we're made. We love to think of ourselves as wonderfully creative creatures all very capable of coming up with brilliant new ideas day and night
So you have a difficult creative process blending with some hardcore technical requirements being worked on by just about everyone who wants fame and money.
To be brutally honest, the article should be asking how the hell any games are any good, not why most are bad.
http://twitter.com/onion2k
Who pays £40 or whatever for a game without reading several reviews about it, or having played it first? I don't get it, but apparantly it must be lots and lots of people.
No problem though - hang back a little, and you get to buy a game once the reviews are out, the servers are up and the patches are released.
You are in a maze of twisted little posts, all alike.
Also reported today the sky is blue, foods give you gas, and hitting the ground from a fall hurts.
Hard to get a solution.
Here are your options:
1) Gamers get positive previews and find out what games will look like, how they will play, but will not hear any of the negatives.
2) Gamers hear nothing of new games and have to wait for reviews of the games after they are released. Or worse: purchase based on number of TV ads they see.
Given those, i'll take option #1 anyday. It's not fair to game developers if they will get ripped for framerate issues when they let editors take an early playtest. There's lots wrong with the video-game industry (such as bought REVIEWS). However, overly-positive "previews" are not one of them. They're par for the course and an acceptable trade-off.
Really, I don't expect anything from a game preview other than to get an idea of what an upcoming game is going to be about, what it might look like, what kind of gameplay or innovations it will feature, etc. Granted, some of the hyperbole can be distracting (i.e. "this game is going to REDEFINE FPS's!!!!"), but it's not generally something I read a game preview for. Honestly, the biggest thing I care about is screenshots and online videos (something which is of course handled much better online than in magazines)..... I don't think I'd ever pre-order a game though or even buy it on the first day though (unless I was reasonably confident it would be good) until I read more final reviews, and also read more user reviews and impressions.
...that people that post about video games are shills.
That said, Madden NFL 06 is pure engineering genious. The new QB Vision Control and QB Precision Placement really brings you into the game. NFL superstar mode brings you into the world of top talent.
Overall, Madden NFL 06 will totally change the way we think about console NFL games.
Remember the good old days where we had unbiased gaming previews and reviews with none of those terrible corporate sponsorship problems? Wait, that's right I grew up on Nintendo Power. Their review of "The Wizard" was dead-on. That was the greatest film ever!
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.
You might notice that a lot of reviews rate the games out of 100. I think people already have a slant about that sort of system based upon school. At school, when your efforts are rated out of 100, it feels like there's very little difference between somebody who's gotten 20 and somebody who's gotten 45. I think it's similar with how people look at games. Look at some of the reviews that fanboys put out for their games. They'll say it's worth a 78, for instance. Try to get them to explain exactly what it is that merits that exact score. What kept it from getting a 79, for instance, or what made it four points better than a 74. Chances are they probably can't, but fanboys, being what they are, like the supposed sophistication about rating something out of 100 and have to choose a number that feels right, rather than one that reflects accurately what the game deserves.
As for reviews being overwhelmingly positive, many trade publications operate on this principle, too. Even if you want to say something sucks, you want to put a slightly positive spin on it to keep people spending money on your industry. Besides, you can't always be honest about how you feel when part of the funding for your journal or website comes from advertising, and those advertisers also happen to produce products that you're reviewing.
I wish more places would just adopt a star rating. Rate something between 0 and 5 stars, with 2 stars being an average game. That way, we're talking about the equivalent of an average game getting close to 50%, but the stigma of failing isn't always there.
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"
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".
which is exactly what City of Heroes chose to do. When you reach level 50 (the maximum level) on at least one character, you unlock the ability to make a new Archetype of character called a Kheldian. They are available in 2 flavours, and offer challenging gameplay through both regular missions and special unique Kheldian origin missions.
:)
Really, I think the problem is that people expect a game followed by an "Endgame". The *GAME* is the process of getting to 50, not what you do when you get there. If you don't like the proces of leveling up and developing a character, then don't play the game. I am constantly hearing of people who start a game, find a way to powerlevel through to the end of the game then whine that there is no content and that they are bored. Of course they are fucking bored, they bypassed 95% of the game to get to the end. Its like renting a DvD, fast forwarding to the last 5 mins and then complaining that it was a boring movie and didn't make sense.
I think designers need to start designing games that are enjoyable to play as a process, as a journey, and fuck the people who think the game starts when they get to the end
"The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
Imagine there are 2 game mags at the store. One has a preview of the Ultimate New Game you've been waiting for. One doesn't. Which one do you buy?
Right.
Now, how do you get a preview? Unless it's available for download (well, if it is, every mag's gonna have it, so let's ignore those for now), the game company has to send you the necessary goodies.
And now the big question: Will they send you their next preview if you write "This sucks! Bugs, flaws and no interesting gameplay, even if they spend another year on it it will STILL suck!"?
No. They'll send it to a magazine that hypes it into heavens and back. And the magazine that has the article about the preview sells more copies than the one that doesn't.
Sipmle as that.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
What magazines lack is a "crap" column. Most reviews rate games with 70-100%, but most of these games deserve this rating. It's just that games rating lower don't get reviewed - they get very little press at all. The editors play a little, decide this is a shit, don't bother writing a review and taking up space in the magazine, then move on to the next title that is more interesting.
People complain about how many bad games are released nowadays but they forget shitty games were like 80% of the market ALWAYS. Thing it, they got forgotten and we don't remember them anymore. You remember Zork and HHGTTG from Infocom, but you forget a dozen of more medicore games they released. You remember Revenge Of The Mutant Camels, but where's Herbert's Dummy Run? Quake is there, a dozen of Quake knockoffs is forgotten. And press rarely bothered to mention them too.
Though I agree - we're at a crisis moment. Making a game to be of quality comparable with the market leaders is way out of reach of small developer groups. And big players want to play it safe, so they dump innovation. There's fewer good new games than there would be at any moment of the gaming history in the past. And magazines write reviews comparing games to the average. Quake 4 is still at upper 95% of the quality of currently available titles, it's just the quality of currently available titles is at about half the level the quality was in times of Quake 3.
Anagram("United States of America") == "Dine out, taste a Mac, fries"
It seems that this Wagner James Au character hasn't become any more qualified to write about games since Old Man Murray used to tear his clueless, self-absorbed drivel to pieces five years ago.
Most previews are positive? Holy shit! Previews help to sell games? Bring me the fucking Bat-phone!
Publishers are interested in publicity, not critical acclaim in reviews that are six weeks late and which nobody reads. Magazines want as much repeat business as they can, so if they know that readers want to hear about a certain game, they can string out their coverage for months on end. Previews have never, ever, in over 20 years of games magazine publishing, served as a forum for criticism. NOBODY has EVER claimed otherwise.
This proposterous swaggering about "naming and shaming" of journalists DOING THEIR JOBS serves no purpose other than to make it painfully obvious that WJA hasn't the faintest idea of how the specialist press works.
The simple fact is that if you still buy games magazines in 2006 then your judgment is already in question; if you pre-order games based on fucking previews then God help you: you are part of Wagner James Au's audience, you are probably part of (rumour-mongering tabloid vermin) Kotaku's regular readership and YOU, not the publishers, not the magazines, are the fucking problem.
Preferences > Homepage > Customize stories on homepage > Authors > Zonk > Uncheck
They have an agreement with the Marketing/PR guys so that they can buy a system (like anyone else) and then get a RMA when they've finished reviewing the system.
Either the deal works, and they get a random system like anyone else would, or the PR/Marketing guys intervene and the reviewer + several other lucky folks get computers that received a little extra attention.
[Fuck Beta]
o0t!
I think it is good to rant about this because he has a good point: those web reviews sites don't wanna lose their jobs. So they play along with the devs, not the people.
*sigh* PC Gamer, PC Gamer, wherefore art thou PC Gamer? Thoust were taken over by PC Accelerator, forever to be changed into a mediocre magazine. The PC Gamer thy once were is forever dead. Dead, and floating upon the winds of time. Farewell pointy stick and coconut monkey, I knewest thou well.
Javascript + Nintendo DSi = DSiCade
I think more so, the point he was trying to make is that reviewers get a gushy over *previews* of the game in question. The problem being, if they don't get "positive gushy," the publisher won't get any more juicy advertiseing dollars.
So, the bad previews get editorialized into something positive about game X, despite the fact that they were using alpha code, or maybe just pre-rendered screenshots, or even just the design document. Then, readers get geeked up about the game, wait 6 months for preview number 2, which is even more sugary sweetly positive, pre-oder, which convinces the retailers that the game will be a hit, so they get prepped to stock up.
Then, the game comes out, and sucks. Happens on the PC, happens on the consoles (maybe worse there?) Happens with hardware (oh look! This video card that isn't even in engineering samples will have 6 quintillion transistors, 1 million pixel pipelines, and support DirectX25, plus full Linux and DOS support! Lets write a positive preview of it to get a sample when it actually goes to silicon!)
One of the hardware sites a couple months back did a power-supply test. However, they didn't request samples from the manufacturers, they went shopping on the web, and ordered from retailers. They did get permission to use a power supply manufacturers test lab, but still bought and brought in a retail package from a web store, of that manufacturers brand. And also managed to convince said company to leave them alone with the test equipment...
Not sure how they managed that one...
I've gotten more and more un-impressed with previews. Either they preview goes on about great new features, that don't make the final release (BF2s dynamically re-sizeing maps), or there is just no "meat" to the article, to give a taste of what might be good about the game...
Do you see the FNORDS? I refuse to post anonymously, as I am fireproof!
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.
"And really? Truth be told, who wants to read any more than the rare preview to say "omg this game is gonna sucks bad?""
Well, I, for one, wish someone gave me the full, honest picture for a start. If I'm gonna blow my money on a product, be it a game or a watch or a TV or whatever, I'd like to have the full picture, not just a lopsided hype-only half of of the story. I'd very much like to know the good _and_ the bad, so I can make an informed decision if it's the kind of game I'm looking for.
Frankly, I never got the seemingly rampant point of view that if you dare say anything bad about a game, or even admit that you read negative reviews, then you're a horrible person, an anti-gamer or game-hater, a troll, and/or a fanboy of the competition. There's this idiotic notion that if it's a game, we should all treat it nicely and say only the nicest stuff. God forbid that someone would be so inconsiderate and hurt the poor developpers' feelings by saying that a game sucks.
Why? It's a product I'm buying, and not even a cheap product. Why is it so fundamentally wrong to make an informed decision about buying it? Why is it so wrong to give me the whole picture instead of a sweetened sales-pitch?
It's the same as any other product. If I buy a TV, I want to know if this model's image looks kinda fuzzy or the de-interlacing makes it laggy for console gaming. (Some HDTV models do just that, for example.) I _don't_ want the reviewer to carefully skip all the bad parts. If I buy something as cheap as, dunno, a pair of cheap computer speaker, it would be nice if someone told me in advance "dude, playing anything through these, sounds like playing it through an old Casio watch stuck in an empty plastic barrel". (Don't laugh, I have some speakers that sound just like that.) Etc. All I'm asking is the same for games. It's not that unreasonable a request.
And on the topic of previews, I don't expect them to predict the future and say "omg, this game is gonna suck". But it would be nice to tell me what works now and what _doesn't_ work now. Does the AI actually do yet what the developpers said it would do? Do the graphics actually look like in the developpers screenshots, or maybe in practice do you have to turn the graphics quality to a _lot_ lower to get more than a slide-show? Does the game system and resource system make any sense, or do you "mine for fish" like in the VG Cats comic strip and get bone by cutting wood? Does the story, as much of it as you can preview, make any sense? How's the balance so far? Does one class kill everything by just repeatedly clicking the left mouse button, while the other needs 15 mana potions per fight? Etc.
(BTW, the above are not even exaggerations, sadly, but actual examples from games I've played.)
It doesn't even have to be the meat of the preview, you know. It can just be a "stuff that doesn't work yet" section at the end.
Yes, we all know that it could get better before release, and feel free to even include a reminder if you wish. But ffs, don't make it sound like it _already_ _is_ better anything that ever happened before, sex included, and so perfectly realistic and detailed that God himself is taking notes for the next time he creates a world.
A polar bear is a cartesian bear after a coordinate transform.
As someone who works in journalism (not a gaming rag though) I know the laziness that sometimes permeates through the industry. Mostly these previews are just rehashed press releases and the screenshots have been ready-completed by the publisher, and generally look far better than the game actually does (Age of Empires III anyone?) I'd love to know what happened to the "investigative" reporting that made this profession so great instead of acting as a free marketing channel for these companies?
that in same gamepro, gamespy or any other print media/online gaming mag/any other product review mag that when they preview something they will never say "game doesnt have X, game doesnt have Y". What they will say is "looking forward to this game having X and Y, that will be a blast". It's the polite way of saying, please add this or your game will suck, and the reader will never know whether the product was originally designed to have it or if the previewers just think it should be that way,
To be honest, I really hate previews. But then, I grew up reading game reviews without a final rating (that long ago - horrors)! However, for the most part, readers value previews over almost any other feature, and they their not big fans of negative reviews.
They read previews to be excited for a few months, enjoying the anticipation of playing the greatest game ever. They're reading the magazine to get a little lift. In short, most readers *aren't* curmudgeons.
With positive previews everybody wins. Pages are filled, publishers get free publicity, stores pre-order more games, magazines get a closer relationship with the publisher, advertisers (who want happy game-buying readers) are happier, and readers get their thrill of anticipation (which takes their mind off the game they're playing now...)
Outside of a few curmugeons like me (and many of the previous posters), people no more want honesty in gaming magazines than they do in health magazines ("forget special diets - simply eat less calories and get moderate exercise" doesn't benefit anyone. The advertisers don't want it, and neither do the readers). The magazines give people what they want, and the one's that chose different paths have all gone bankrupt.
If you want *real* reviews by people who paste games that "deserve it", smaller websites that don't depend on readers or game advertising for financing (i.e. labors of love) are the only viable medium.