The Blue Skittle. A Magazine about Gaming Community and Culture

When Words Get in the Way

by fatherwags (Richard Wagner)

Did you ever wonder why book reviewers worth the ink and paper their reviews are published with don’t provide numerical scores for the books they review? Consider that question while I explain why game reviews are so laughingly flawed.

To be honest, I rarely buy a game without looking at a few reviews from sites where I’ve come to know the reviewers and their biases, and with which, in the past, my tastes and opinions seem to match pretty closely with the scores awarded. Of course, it has taken a considerable amount of time to work out a reliable system, but why should it be such a difficult task to figure out who to trust for information about a game experience and maybe a little bit of advice regarding which games might be worth my $60? Granted, it’s $60 Canadian, which is worth about $4.67 in U.S. dollars these days, but it still seems like a pretty good chunk of change to me.

There are all kinds of reasons why I distrust most reviews available in print or on the Internet, but the most significant problem isn’t journalistic or corporate favouritism, it’s the entire system underlying game reviews. From the relativity of numerical scales, to the presumption of objectivity, to the limited time and diversity of play experience to produce a relevant and timely review, these universal conditions make the act of reviewing games somewhat of an exercise in absurdity.

But aside from, or maybe in addition to, these kinds of obvious problems with game reviews, the real defect is actually in the assumptions that underlie the entire system. These are assumptions that no one ever really thinks or talks about, but which actually have a more significant influence on the validity and reliability of games reviews than some corporate trysts or poorly considered editorial policies.

The major flaw with all current review systems is that they try to assign numbers or, as is the case with the current 1Up network and former E.G.M. magazine, letters, to the complex and subjective experience of a playing a game. This is such a ubiquitous assumption about the best way to communicate evaluative information that most people don’t ever really consider how well a number actually represents a game experience.

Why, then, do people use numbers to rate games? For a number of reasons. One is that we are a culture produced by a long-standing belief in the reliability and impartiality of numbers. You can trace it back to the scientific revolution, when the worldviews of people started to shift away from a spiritual focus in favour of a scientific one. It’s a popular belief that science relies on numerical justification for theories and beliefs rather than emotions. Of course, if this were really the case the arguments between scientists wouldn’t be as heated or as prolonged as they often are. Scientists rely on emotion, intuition, and experience to help develop a hypothesis or theory, but in order for it to gain widespread acceptance, there has to be verifiable, objective, observable, repeatable data—often in the form of numbers—to validate the theory.

Forget that 92% of people over the age of 16 know that statistics are woefully untrustworthy and can be manipulated to say just about anything someone wants them to say; we still trust statistics when we see them because our culture is one that is obsessed with numbers; speed limits, prices, times—numbers rule our lives. They give game reviews an air of objectivity and invite trust, which is likely why they were adopted from film reviews in the early days of the videogame industry.

However, numbers aren’t as reliable as one might think. For example, in a recent edition of one prominent videogame magazine, none of the games reviewed were given less than five out of ten despite the reviews of numerous games lacking even a single positive comment. Numerically, a five out of ten is the middle, and would imply an average or adequate game, but when you look at the scores and compare those with the words, the reviewers were pretty clear that these were sub-standard, poor, and, in some cases terrible, games. Yet they still received a five out of ten. How then do you make sense of a numerical system where even obvious truths about numbers are ignored. If, then, a five out of ten is a horrible game, as was clearly the case in this magazine, what number represents an average game?

A number of months ago the 1Up Network decided to change to a letter grade score when reviewing games, in part, to avoid some of the problems with a numerical system, like the ambiguity of the numbers and the inevitably oversimplified and decontextualized use of game ratings on score aggregating websites. Even so, during a discussion about Mr. Lee’s score for 50 Cent: Blood on the Sand on a recent ListenUp! Podcast (February 27, 2009), Garnett Lee, John Davison, David Ellis, and Patrick Klepek, confronted the ambiguity of even letter grades. They couldn’t agree about whether a “C” or a “D” is a bare pass. They abandoned the discussion before confronting other questions that would have suggested how ridiculous a means for reviewing games any kind of grading scale really is, like if a “C” is a pass, what, then, is a “C-minus?” How much more enjoyable is a game that is given a “B-minus” instead of a “C-plus” or a 7.75 instead of a 7.50?

Anyone who is considering these kinds of fine distinctions regarding a score on a scale, and who is not also a teacher, is at least partly insane. It is the acme of lunacy to think that an entire experience can be distilled down to a letter or a number that will then have universal meaning for everyone.

Into this vortex of psychosis, I humbly suggest a saner and more useful system for reviewing games. My vision of an ideal game review is simple: words describe the experience, with reviewers clearly outlining the biases influencing, and limitations on, their knowledge and experience of the game.

First, aside from playing the game itself, words are the next best means of communication available to us when trying to evoke, capture, or express what it’s like to play a game. I don’t feel in numbers, nor do I think in numbers. I, like most people, think in images and words, so when a review uses images and words to share the feelings generated from playing a game, it’s far more effective at expressing the amount of enjoyment provided. If someone were to choose even a single word to review a game, how much more meaningful would that single word be than a single number? Imagine I told you that my review of Fallout 3 is that it’s “empowering.” Now compare that to me telling you that Fallout 3 is a 9. Imagine how lost you would be not knowing what that 9 is marked out of, or not knowing what other games I’ve given a 9 to, or not knowing how to convert that 9 from the metric to the Imperial system. Yet with the word “empowering,” you would know that it makes you feel powerful, which is something you can understand and use to decide whether that feeling is worth your money. The word has meaning but the number is meaningless. That’s not to say that knowing the other games I have called “empowering” wouldn’t also be helpful, but the word still captures an essential aspect of the game experience that “9” can never do.

Second, hearing from reviewers with varying levels of experience with the genre of the game being reviewed, with the franchise of the game being reviewed, and with games similar to the game being reviewed, would provide a broad range of experiences that would appeal to different types of players or consumers. Consider the conflict over the quality of the recent Halo Wars game. Experienced real-time-strategy (RTS) players and those who primarily play RTS’s on computer have complained that the game has been so dumbed down that it’s no longer fun or challenging. On the other hand, many people who haven’t played many RTS’s or who have only played them only on console rave about how much fun Halo Wars is because it’s so easy to pick up and play. Ideally, reviews would be selected so that they represent a variety of experience levels with a genre or a franchise so that people with similar experiences could better understand what they are likely to think about the game. If I’m a hardcore PC RTS player, I know I won’t like Halo Wars because the reviewer who has won StarCraft tournaments in South Korea says that it sucks; if I’ve never played an RTS before but I like the Halo franchise, I know I will likely enjoy the game because the reviewer who has only played first-person shooters enjoyed it.

Another reason the ideal game review would have multiple reviewers is because having more than one opinion provides the opportunity for a more balanced, complete, and accurate representation of a subjective experience. Instead of one person playing through a game with the sole responsibility of speaking authoritatively to everyone who will play the game, we need to learn a lesson from post-modern literary theory: Even if there is a single, absolute truth, we, as subjective and limited human beings, have no way to access it, so the best we can do is to recognize and consider multiple provisional, subjective, and limited truths in order to piece together some version of truth that we find acceptable. The more eyes looking at a game, the more hands playing it, the more minds writing about it, the more complete and accurate is the account of said game.

Third, instead of providing random and irrelevant information about the reviewers the way so many magazines and websites do (five favourite soup restaurants, games currently being played, hated things, etc.), provide significant and relevant information that will help us, as readers and consumers, evaluate the reliability and authority of the reviewers. For example, if a review is being posted for a Resident Evil (RE) game, it would be nice to know how many of the other games in the franchise the reviewers have played, and what they thought of them. It’s not that the perceptions of a rabid RE fanboy/girl are irrelevant and should be ignored when considering a review, it’s just that I would like to know what kinds of pre-existing attitudes and ideas may be at work behind the words that appear in the review. Or, if one of the reviewers of RE5 is a die-hard first-person shooter fan, that’s important information to have as I read the paragraphs ranting about the atrocious and archaic controls—especially as I compare that to another review, from someone who has never really played Western developed first-person shooters but has extensive experience with Japanese developed survival horror franchises, and who  describes the controls as solid.

Of course, not even this simple system is all that simple. The idea of organizations and writers being transparent with their readers about their biases is easier said than done. Removing a longstanding staple of film reviews, and subsequently of game reviews—numbers—would  be met with much anger, no matter how much more informative the resulting reviews might be. Not to mention that the costs of these kinds of reviews would make it prohibitive for print publications, particularly if game publishers respond negatively when they can no longer cite simple scores in the advertisements they place in those print publications.

As I mentioned at the beginning of this article, I refer to reviews from several websites and magazines, but that’s only in an attempt to re-create the kind of review system I’m suggesting here. Even when I do this patching together of reviews from various trusted sources, I’m still provided with a ridiculous number that is supposed to encapsulate and represent everything stated in a several hundred word review. As most intelligent game reviewers note, you can’t just look at the number – you need to read the words to understand why a particular score is given. But if that’s the case, if the number doesn’t adequately replace all of the words, then why use a number at all?

As ridiculous as the current review format is, there are reasons to be hopeful that the games industry can move beyond this bizarre obsession with numbers. With the increasing prominence of online reviews where more words don’t result in more cost; with an increasingly discerning, demanding, and mature audience; and with the rise of independent and enthusiast-driven websites, there exists the possibility for this kind of review format—one that more accurately expresses the relative quality of a given game for a variety of different types of gamers by using words to describe its quality, rather than a number.

Returning to the initial question I asked: “Did you ever wonder why book reviewers worth the ink and paper their reviews are published with don’t provide numerical scores for the books they review?” The answer is simple: people who understand art and literature understand that numbers don’t adequately capture a human experience, and when attempting to express the emotional response to, or the entertainment value of, a piece of art, words are the most effective method of communication we have. That’s why they use words to communicate ideas and experiences rather than numbers; that’s why writers of literature do the same. The borrowing of a convention initially and misguidedly adopted by film critics, and the inability to recognize a most basic truth—that numbers are an utterly inadequate means of expressing human experience—are why game reviews are so laughingly flawed despite the emphasis placed upon them within the videogame industry.

5 Responses »

  1. Richard,
    Another spot on insight! I cannot tell you how many times the number rating system has let me down. I never thought of it like you have written about, but certainly makes sense to me. Thanks for another great article,
    V

  2. I love the idea of describing a game with just one word. I think it requires a lot more effort into describing a game’s value instead of listing it with a number! Hopefully one day reviewers will grasp this. In regards to my thoughts on this article, I find it (one word)… intriguing! ^_^

  3. Nice job with the article Richard well said indeed.

  4. I agree with most of what you said. There’s a problem, though, particularly in the last paragraph:

    “people who understand art and literature understand that numbers don’t adequately capture a human experience, and when attempting to express the emotional response to, or the entertainment value of, a piece of art, words are the most effective method of communication we have. That’s why they use words to communicate ideas and experiences rather than numbers; that’s why writers of literature do the same.”

    This assumes that all video games are - or even attempt to be - art. I’m definitely an advocate of games as ‘art’, but to assume that this is to miss out on something crucial about games: At the end of the day, games are entertainment products. So, to label them merely as works of art is to disregard a lot of what video games are about.

    I want to mention again that I agree with pretty much everything you say, other than this. In fact, I even wrote my own editorial about this: http://gamerlimit.com/2009/04/an-honest-critique-of-story-critiques/

    But, while I agree that complex emotions can’t be boiled down to numbers; while I agree that the entire rating system does nothing more than skew opinions and create a thin veil of perceived objectivity; while I agree that numeric reviews are foolish beyond both of those points because no one can ever reach an agreement on what a particular number means, nevermind what the number will mean to the reader, and tons of other stuff you’ve said; to just chalk it up to “games are art and therefore the way we critique them is wrong” misses the point, in my opinion.

    Sure, I would agree that most game reviews focus too much on just giving advice, and not talking about the game more in depth (when it calls for it). However, since games are (and were conceived as) entertainment, it does fall to us to talk about that. That’s not even necessarily art in 99.9% of all games. Of the scant games that have any real depth to them, such a small number of them incorporate the gameplay into that depth that it’s virtually impossible to discuss gameplay as an artistic facet.

    So, I bring you these examples: What happens when you play a game like My World, My Way. a JRPG that focuses brilliantly on satirizing the tiresome aspects of old JRPGs which are shockingly still convention in modern RPGs? The game accomplishes what it sets out to do with flying colors; however, satirizing bad gameplay means that it wholly embraces all of said bad gameplay aspects. Should we ignore the fact that the game is boring to play, simply because of how well it accomplished its artistic goals?

    Or, how about another JRPG, Okage: Shadow King? This JRPG is a comedic storyline that effectively transforms something funny - a mild-mannered, soft-spoken, docile protagonist who gets led around everywhere against his own volition, into something really touching, and even strangely poignant. The game turns out to be a game about making your voice heard, lest you want to find yourself buried in the realms of mundane mediocrity, never to have your chance to truly shine. …But, the gameplay sucks. As far as JRPG gameplay goes, it’s waaaaaaay down at the bottom of the barrel. Should we condone this, simply because every other aspect of the game is perfect?

    For that matter, how does one quantify a complex game like these into a number, or even, by your suggestion, a word? My belief is that, to try and quantify an opinion at all is an insult to the written content of a review to begin with.

    Still, as much as I disagree with that particular point, I think many of the other things you say ring true. This was a wonderful read!

  5. Thanks for the feedback everyone!

    Jamie:

    Thanks for taking the time to read, and do that much thinking about my comments!

    I define “art” incredibly broadly, and along the lines of “anything that involves creation whie giving consideration to aesthetic, narrative, ideological, or audience interaction.” While I would certainly distinguish between types of art, as ballet dancing is certainly a different form of art than breaking which is different than sand castles, I think they all function as art.

    In the discussions of games as “art” I have heard or read, I am generally of the opinion that people seem to define “art” as something that belongs to a very few mediums or forms, and is necessarily elitist and exclusive. For example, a painting, or a novel, or a ballet, or a symphony are art, but my kids’ drawings, random thoughts that I write down, me doing the “sprinkler” at a club or singing in the shower are not. I don’t define art that exclusively.

    Having said that, I have no problem differentiating between relative quality of art either, as the first four examples above are products of far more consideration and effort regarding their elements and creation than the last four.

    There is also the subjective experience of “art” that significantly influences its perceived quality, as a picture from one of my kids means something very different, and more, to me than Rodin’s “The Thinker,” even though I do like this work of art.

    Damn, I should be writing this as an article. :)

    Art can be entertaining. It can also be boring. It can be well made or poorly made. I don’t think that just because games are entertaining, and are certainly entertainment, that disqualifies them from being “art.”

    If we consider film, there are certain films that are more “artisitc” (read: carefully and skillfully crafted to achieve an audience reaction) than others, but that doesn’t mean that certain genres of film have to be, by their nature, more “artistic” than other genres. It just means that certain people will invest more time and effort in creating some films (which often tend to be more dramatic in nature) than in others (which often tend to be more comedic in nature). But this expectation for a “quality” film being dependent upon a certain genre didn’t always exist. Adam Sandler probably doesn’t put the same time and effort into his films as Woody Allen puts into his films, which is what, I would argue, makes Woody Allen comedies better “art” than Adam Sandler films. However, that doesn’t mean that I necessarily enjoy all Woody Allen films more than all Adam Sandler films.

    Of course, based on the difference between popular notions of Allen and Sandler, my examples would seem to reinforce the idea that “art” has to be exclusive, boring, or intellectual, but please don’t read them like that.

    In terms of the games you mention, I question whether a number could accurately express the tension that exists within those games between the idea communicated and the experience created. Your words do an admirable job of expressing what makes those games worth playing as well as the problems with each of them. They clearly communicate to me what your experience of playing those games was.

    I think you make my point perfectly. :D

    When I was suggesting that reviewers use a single word to review games, I was being facetious; I was trying to point out just how impossible that would seem to be in order to further reinforce the point that using a number, which has no inherent meaning, is an even more ridiculous notion.

    You seem to suggest “art” means “depth” (”Of the scant games that have any real depth to them, such a small number of them incorporate the gameplay into that depth that it’s virtually impossible to discuss gameplay as an artistic facet.”). That might be a consideration of the quality of a game, but, to me, not whether it is art or not.

    In my mind, art doesn’t necessarily have to be deep, or complex, or thought-provoking, but it has to be created by some person or people who are thinking about how and why they are creating the game, and what they want the audience to feel, or think, or do, as they play.

    I would agree that most games don’t treat gameplay as much more than a way of letting people interact with the game, but that doesn’t mean that it wasn’t created thinking about how the audience will react to the action on screen. For example, in BioShock, taking control out of the player’s hands during the climax is a brilliant choice as it reinforces the message and focuses us on the fact that we haven’t been choosing anything really significant in the game; we were really just following a pre-determined path. In my mind, the choices about control at that moment are a great artistic choice (one made intentionally to affect the audience in a certain way).

    However, quality doesn’t make art (in my opinion). It’s the intentionality and thought as part of the creative process that makes art. In that way, the controls of Halo are also great because they provide an elegant, simple, and intuitive way of interacting with the game and have a definite effect on me as a player as I interact with the game.

    Writing words about the experience of a game allows us to differentiate between the ideas or intentions of a game and the execution of those ideas or intentions within the game, that numbers can never accomplish, whether or not you agree with my definition of art.

    As another example, let’s say that you saw a review that gave different numbers to a number of different aspects of a game, say graphics, controls, replayability, etc. (as some media outlets do).

    Now take away the words for each of those categories. What do the numbers mean?

    Absolutely nothing.

    Even if games are, according to your definition entertainment and not art, do numbers work to express opinions and ideas about entertainment any better than they do for art?

    Not to me. :)

    Just after I wrote this piece, on a subsequent ListenUp! recorded at GDC, David Jaffe (I think) made the argument that he doesn’t care about the words and only looks at numbers. He explains why he does this quite well, but I still disagree with him. Maybe it’s because I like to read about experiences more than just seeing a buying suggestion or stamp of (dis)approval.

    Anyway, thanks again for the comments! You definitely gave me something to think about, and I’m glad I did the same for you!

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