I started reviewing videogames professionally in 1993, when Genesis and SNES roamed the earth. Over the next 15 years I worked for magazines and websites like GamePro, GamesRadar, Official Xbox Magazine, and World Of Warcraft Official Magazine, while freelancing for Wired, PC Gamer, and many others. In an attempt to guide the next generation of reviewers, I wrote and published Critical Path: How to Review Videogames For A Living in February. Ask away!
You know those were created by the guy who also created the first Easter egg in games, right? Warren Robinett, creator of the Atari 2600 classic Adventure, where he snuck his name in as a credit in a secret room. Awesome.
I have always been a non-fiction guy, in writing and reading; I have friends who have made the jump from critic to storyteller (Jay Turner & Gary Whitta to drop a few names), but I am not one of them, nor do I ever expect to be. It's not that I wouldn't like to try, or that I don't have ideas that I think might make interesting games, but I don't believe there is a direct connection between those two fields and it's never been a goal -- I love being a game critic. A lot of people do think, after playing a game or reviewing a game, that they can make a better one -- to which I say, that's probably the healthiest thing you can undertake. Give it a try and get an appreciation for how difficult it really is. Your subsequent reviews will turn out far more informed.
Sure -- but it might not be in those obvious A/V categories. At some point we're going to hit a visual threshhold where it just doesn't matter if games look better, or the improvements made will be less obvious. So the innovation has to come from things like gameplay and concept and big ideas, I think. We know spaceships can blast aliens; we know dudes can beat each other up; we know one hero can save the world. But when you consider how many interesting topics books and movies cover that games currently do not, you realize there's tons of room for growth. The world of gaming is not limited to simulations of both real and imagined worlds and activities; I think we're going to see "better" come from "more thought-provoking" in the long haul. And those thought-provoking games can absolutely come with photorealistic graphics, surround sound, and tangible 3D worlds -- but those can't be the focus in and of themselves.
No. Games are like films or books -- very much a product of their time. I have a great respect for what came before, but I think if you force someone to play, watch, or read something, they are not approaching it with an open mind and will likely not appreciate it the way you want them to. You can recommend, but shoving it down their throat isn't good. Sorta like a game review -- it's advice, but not imperative commands.
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You can only review the experience you have. People seem to think that if a review does not reflect their personal experience, then the review is wrong. Well, no; their experience was different from yours, but both experiences are valid. If something like DRM/always-on connections affect your experience of the game, then they should factor in. But if they did not affect the reviewer's experience at the time of review, it's hardly fair to expect them to say "But maybe the game isn't actually as good as it was when I played it for myself." Whose opinion are they writing anyway? Their own, based on their own experience. But it is absolutely responsible to note "this game has significant DRM" or "this game will require an always-on connection" as part of the review's information, as those will factor into the game experience. As you note, a game is more than just its content, and every game is more than your personal money investment, it's a time investment. Reviews can't just factor in "is it worth your money" -- they also have to ask "is it worth your time?" Whether DRM or technical factors weigh into the score or not depends on whether that reviewer felt it was a detriment or a boon or neither. At the very least, the consumer should be given that information so they can factor it into their own decision. But they cannot control the game once it is released any more than you or I can. If a game has significant issues after the review is posted, add an update to the review, or post a news story about the current events. You don't have to ignore reality, but I also don't feel the reviewer's experience should be rendered invalid because of temporary technical issues. Problems will arise and problems will be solved. I know of very few top-tier games with online components that don't experience issues during launch week and don't have adjustments on the back end to deal with those issues. Based on the last several years, I now accept that games will evolve after release, and that the release week may well be problematic. It's reality.
Sure, they try. I mean, it's in their best interest to be polite and accommodating and put you in a good frame of mine about their product. The trick is not to let it actually affect your decision. Giving me access to more information -- developer chats, deeper Q&As with the team -- often makes me like a game more than trinkets or trips because I understand more of what's going on behind the scenes for real. I understand the team's goals better and what they are trying to do with the game. T-shirts are nice and all, but if you want to impress me, give me knowledge and understanding instead. :) There is a line that can be crossed, and it's up to every writer not to cross it. For 15 years, I had no trouble seeing and respecting that line.
Not just try -- it's required. It's irresponsible to review a game where co-op or multiplayer is an important element and not properly play those modes. For pre-release games that are not yet publicly available, the PR team will arrange for devs or the QA staff to play in those modes with you. If the game is publicly available, go online. Not having friends is not acceptable -- play with strangers, since that's what other people in your situation would have to do. There is no excuse and no reason why a reviewer could not play a game like L4D in single-player mode as well as co-op mode. Playing a game to its fullest before writing about it is the job. Accept the responsibility or don't accept the assignment.
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