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Ask Slashdot: Why Are Some Great Games Panned and Some Inferior Games Praised? (soldnersecretwars.de)

dryriver writes: A few years ago I bought a multiplayer war game called Soldner: Secret Wars that I had never heard of before. (The game is entirely community maintained now and free to download and play at www.soldnersecretwars.de.) The professional reviews completely and utterly destroyed Soldner -- buggy, bad gameplay, no single-player mode, disappointing graphics, server problems and so on. For me and many other players who did give it a chance beyond the first 30 minutes, Soldner turned out to be the most fun, addictive, varied, satisfying and multi-featured multiplayer war game ever. It had innovative features that AAA titles like Battlefield and COD did not have at all at the time -- fully destructible terrain, walls and buildings, cool physics on everything from jeeps flying off mountaintops to Apache helicopters crashing into Hercules transport aircraft, to dozens of trees being blown down by explosions and then blocking an incoming tank's way. Soldner took a patch or three to become fully stable, but then was just fun, fun, fun to play. So much freedom, so much cool stuff you can do in-game, so many options and gadgets you can play with. By contrast, the far, far simpler -- but better looking -- Battlefield, COD, Medal Of Honor, CounterStrike war games got all the critical praise, made the tens of millions in profit per release, became longstanding franchises and are, to this day, not half the fun to play that Soldner is. How does this happen? How does a title like Soldner, that tried to do more new stuff than the other war games combined, get trashed by every reviewer, and then far less innovative and fun to play war games like BF, COD, CS sell tens of millions of copies per release and get rave reviews all around?

11 of 145 comments (clear)

  1. Uhh. Money by Anonymous Coward · · Score: 4, Insightful

    Fly in to see and test the game. Free swag. Pictures with the hot ladies. Advertising money for your website.....

    1. Re:Uhh. Money by lgw · · Score: 4, Informative

      Fly in to see and test the game. Free swag. Pictures with the hot ladies. Advertising money for your website.....

      AKA: lack of ethics in game journalism.

      But it's less about the bribes IMO than the simple fact that if you don't consistently give good reviews to a publisher, they lock you out of pre-release review copies. Be nice, or your review comes out a week after your competition.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    2. Re:Uhh. Money by AmiMoJo · · Score: 3, Insightful

      This game got bad reviews. Cheeky they didn't bribe anyone.

      Your argument falls flat when you look at games like No Man's Sky. Massively hyped, Sony certainly not short of bribe money, and yet it was panned by most reviewers.

      The biggest problem in gaming today is pre-ordering. And DLC, but mainly pre-ordering.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    3. Re:Uhh. Money by Anonymous Coward · · Score: 3, Informative

      Fly in to see and test the game. Free swag. Pictures with the hot ladies. Advertising money for your website.....

      That was a two way street. All that stuff was both expected and demanded by both sides.

      Most of my game dev career was in the era of paper mags, it might be a bit different now it's almost all online, but I suspect not. We had a reviewer call us up once and tell us that our competitor that year was flying him out to playtest the game, with a weekend on the nearby ski slopes, and what were we offering. Guess who got 9/10 "Must have this Xmas" in the December issue, and guess who got 6.5/10 "Lackluster copy of (other game)" in the Februrary issue. A year later, our game was still being talked about on the forums, the other game faded away, despite outselling us 3 to 1.

      Then there was the time a racing game got shat on for not having manual gearshift, except it did. I put it there myself, with the choice right on the car select screen where you couldn't miss it. Rang the mag, got hold of the reviewer, who said he had been busy, so he got his friend to play it, and his friend complained about the auto gears, so he'd assumed that you couldn't choose manual. Reviewing games they haven't even played, pretending they did, nobody cared.

      Then there was the company that came within a hairs-breadth of being shut down by a huge IP rights holder because someone reviewed a pirated beta and included a screenshot of something we had removed at the last minute because we ended up not getting the license to include it. Swears that he bought a copy for review and we were just picking on the poor, innocent reviewer to cover up our evil actions. (probably because we hate women... sorry, I bet he'd have tried that one if it happened today.)

      Another one, when I started out I was told that a double page ad spread in any of the Nintendo magazines was good for an extra point or two on all your SNES reviews.

      (Damn, I'm stuck in memory lane now.) Yet another one, first game I did for a small company I'd moved to. The review was in the form "1 point for a well excuted feature X, 1/2 a point for a not so good feature Y" and then at the end the total was less than the sum of the review. I was told that the editor of that magazine had once gotten blind drunk at E3, crashed a private meeting, and was booted out by the owner of the company I'd just started at. So every review for that company had a point knocked off by the editor just before publication.

      I've taken the names out because I can't remember who did what. It was so common that I could probably just name random mags for the platforms and have a fair chance of being right anyway. It was like that old saying I'm too drunk to remember, about never eating sausages after you've seen them being made.

  2. It's almost like people want different things by Sowelu · · Score: 3, Insightful

    Not everyone values the same features in the same way, and it's really really easy to make assumptions. Complexity vs simplicity, replay value vs. seeing everything the first time through, etc. Variety doesn't give an inherently better experience compared to something well polished. Really tiny changes to things like matchmaking can vastly change the experience, and really small UI stumbling blocks, can actually be a massive frustration; not because some users are dumb, but because they want something with literally zero frustrations in the limited time they can play. There's not even anything inherently wrong with players who really like shiny graphics. If that's what they enjoy, then good on them.

    Even assuming that more accurate physics makes a more playable game seems pretty disingenuous.

  3. Fried Chicken, you schill by Moof123 · · Score: 3, Insightful

    Food critics will pan KFC, but if it is exactly what you are aching for RIGHT now it will be hard to believe people wouldn't eat it everyday. It doesn't make the critics wrong, but rather that tastes vary.

  4. The game was simply buggy by MobyDisk · · Score: 4, Informative

    My theory is that soldner was buggy, had bad gameplay, had no single-player mode, had disappointing graphics, and server problems.

    While you point out that soldner was innovative, you don't refute any of the criticisms made of the game. So it seems like you already know the answer. Perhaps, to you, those things could be overlooked because it was so innovative. That might work for geeks and indie fans, but the general public needs things to work the first time. The game is a decade old. Even if the bugs are fixed now, it is too late to change history.

    The metacritic reviews for soldner seem to confirm the criticisms. Even the positive reviews complain it is buggy.

    Here's the top user reviews:

    ...if people will try using the online patches then they will think "hey look Söldner isn't buggy", instead of thinking "buggy piece of s**

    It's a shame there's so many negative reviews, but what you have to realize is these reviews were written over ten years ago, the game is still going

  5. Re:Cult classics by myowntrueself · · Score: 4, Insightful

    This happens with everything. Movies, books, music... With a large enough population of players there are bound to be some who enjoy games that most of the world didn't enjoy, add then you have some that are just overlooked.

    The article may as well have asked "Why do some people like games that other people hate and vice versa??"

    --
    In the free world the media isn't government run; the government is media run.
  6. Too naive to live by hyades1 · · Score: 3, Informative

    "How does a title like Soldner, that tried to do more new stuff than the other war games combined, get trashed by every reviewer, and then far less innovative and fun to play war games like BF, COD, CS sell tens of millions of copies per release and get rave reviews all around?"

    Simple. Because Soldner isn't, in a roundabout way, paying the reviewers' salaries. There's no way the reviewers can make money off it, and it's competition to games made by companies that give them money, freebies and other nice stuff.

    --
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  7. Been that way since the 1980s by Solandri · · Score: 4, Informative
    Might've been that way since the 1970s too, but I was in elementary school then.
    • The game review magazines (now sites) need advance copies of the games to review them in a timely manner.
    • No advance copies = review comes out a week or more after the game is released = nobody bothers reading it = bankrupt reviewer.
    • To get an advance copy requires the game developer send you a copy.
    • If you pan a game in your review, the developer is less likely to send you an advance copy of their next game.
    • So magazine and website game reviews tend to be biased in favor of the games.
    • I suspect indie games are panned more partly because they do tend to be worse (low budget and all), but also because a lot of reviewers use them as an opportunity to vent their frustrations about not being allowed to say what they really think about a game.

    Since about 2000 I've relied mostly on the opinions of friends and people on forums, rather than reviews. So I don't buy games the day they're released (need a few weeks or months for online communities to build up a consensus), and I never pre-order anymore. I'll still read reviews for things like features in the game (though gameplay videos on YouTube have mostly replaced that). But I usually ignore the reviewer's opinion about a game, unless the opinion is negative.

  8. There's no games journalism by cfalcon · · Score: 5, Insightful

    This is pretty much the posterboy article for "ethics in games journalism". But there seems to be little ethics, and more importantly, not really any games journalism.

    In the past, when there was sort of a thing as games journalism, it was because there were very few media outlets for discussing games. You had some magazines with nationwide distribution, and that was about it. Since many gamers took their queues from these magazines, the magazines had a motivation to provide a fair environment (their subscription fee or face value of magazine), games companies had plenty of motivation to give them early review copies (they would have their game covered before it came out, building hype), and they had every motivation to buy advertisements (perfectly targeted ad).

    Once everything went online, this broke. First, there's too damned many "game journalists" now. Because it's interesting and fun, there's no shortage of willing games journalists and bloggers. Since some people just come for the hype, a reviewer who just sucks every cock poked at him will do just fine in the marketplace, and someone who just generally is genuinely entertaining can do even better. This means that there's no reason for a game company to treat any given magazine, fanzine, blogger, or website even remotely fairly. Second, no one is paying subscriptions any more. Not only are some people willing to do it for effectively free ("brand building"!), plenty of places are entirely ad driven. That means that their readers are no longer part customer, part product- they are now entirely product. Third, the direct interface of the web has dramatically hurt the entire idea. Not only can I got directly to the developer's website and read their promo or ad copy to my heart's content, I can also find people on the very first day discussing it in forums.

    Games are a product, not a natural phenomena, not a political opinion, and sometimes not even art. How can you call covering a product "journalism"? It is quite fair to call it advertising, even if the writer wasn't directly paid to shill the product, even if he didn't get it early, or for free, etc.

    "Games journalism", if it existed, would look like Consumer Reports. It would be subscription only. The testing would be done blind. The reviews would make some attempt at being scientific, with space for editorialization (especially needed for the artistry that games often have, and dishwashers normally do not).

    But that doesn't exist, or I've never heard of it.

    So some shitty games get massive press because they pay for it, one way or another. These companies don't keep around their marketing departments for no fucking reason, after all. They don't drop dollars on ads for no reason either. A lot of this also makes an errant assumption regarding gamers and their reasons to game: while some are probably seeking The Best Experience, others just want to have fun with their friends, or with a broader group of acquaintances- for them, finding a popular game will be more rewarding than finding a masterful one.

    If you, personally, want to find a game to play, you have more tools than ever. You can look at the now decayed husk of the games journalists of the past, you can read the ad copy, you can find promo videos on youtube, you can confine your google search to reddit or voat or whatever, you can follow a youtube personality who has similar tastes to you, and some games even offer a trial period where you can determine whether you like it or not. It is frustrating if you try to fit the square peg of last century's comprehensive and mostly neutral point of view advance reviews into the round hole of a constantly updated online product that markets other products to you from inside itself, but it can be more reasonable if you widen the net you cast, which is vastly easier than it used to be.