HOW SHOULD WE JUDGE GAMES?
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author=CashmereCat
Are you, the average player in most respects, not a good example of what the "player" might feel?
It's the reviewer's responsibility to understand the ways in which their taste isn't average, so they can account for that in their evaluations.
author=CashmereCat
For instance, some might say that World of Warcraft is a terrible game and give it 0/10 because they didn't like the way the orcs looked in the new update.
This is a pretty dramatic example. It's also the exact reason most online app or product reviews are objectively terrible at reviewing the item in question.
Yeah, It Moves went a little overboard with the spooky face picture overlay. But I think the bed scenes--which were gameplay-free, unfortunately--were nerve-wracking as fuck, and this would be a good example of when aesthetics, sound design, and story are providing an engaging experience despite no gameplay. Miserere and Rust and Blood both had some pretty intense horror gameplay moments, though.
Edit: Also, I agree 100% about that Sequelitis. Ocarina of Time hasn't aged as well as Link to the Past, but it's still a solid game.
Edit: Also, I agree 100% about that Sequelitis. Ocarina of Time hasn't aged as well as Link to the Past, but it's still a solid game.
Guess I'm just shit at making gameplay engaging (I already knew that though). Next game: 30 hours of text.
Speaking of horror. How would you judge a horror-game that didn't scare you at all, yet the gameplay was good? How about if the gameplay was bad but it was really scary?
Which one is the best of those two?
What about for example a comedy game that is not funny, but again the gameplay is great? The opposite?
Speaking of horror. How would you judge a horror-game that didn't scare you at all, yet the gameplay was good? How about if the gameplay was bad but it was really scary?
Which one is the best of those two?
What about for example a comedy game that is not funny, but again the gameplay is great? The opposite?
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=SnowOwl
Guess I'm just shit at making gameplay engaging (I already knew that though). Next game: 30 hours of text.
Speaking of horror. How would you judge a horror-game that didn't scare you at all, yet the gameplay was good? How about if the gameplay was bad but it was really scary?
Which one is the best of those two?
What about for example a comedy game that is not funny, but again the gameplay is great? The opposite?
You don't need to get defensive, just learn a little bit about game design and do better.
And the bottom line for your all-or-nothing questions is that if you can't do both, don't do either.
I wasn't really being defensive. I meant what I said. I'm not very good at doing the gameplay part of games. I might actually make something like a visual novel next, hence the 30 minutes of text part.
But since you answered me so politely, do you give private lessons? You seem to know much more about game designing than me. Oh wait... THIS is being defensive.
But since you answered me so politely, do you give private lessons? You seem to know much more about game designing than me. Oh wait... THIS is being defensive.
@SnowOwl: That sounds like it'd have to be a case-by-case thing. I think a lot of the Resident Evils fall into this category. Like Resident Evil 4 is a pretty fun game, but it's not horrifying. It's fun enough that you don't feel cheated by it not being horrifying. Or, with comedy, Disgaea is more or less a comedy game, but the humor falls flat for me most of the time (definitely a few exceptions). However, that game has some fucking great mechanics.
Conversely, I played an IGMC entry that had a cool mechanic where you had to do a timing event while running from a monster; it got my adrenaline pumping and my timing got worse because of it, which I thought was kind of slick. The only problem was that you had about two seconds to get the timing down, meaning you would often get killed even if you weren't being thrown off by your state of mind, and you would die so many times that death lost its power. The mechanic effectively killed the horror.
I guess I'd say that good mechanics could make you not care if the game doesn't deliver on the promises of its genre, but bad mechanics could spoil a game that does deliver good scares/laughs/whatever. Your games tend to keep the gameplay far enough in the background to where this never happens, Snow Owl, which is part of what makes your horror effective. Don't feel pressured to tack on gameplay when you're still making effective horror. However, if you get ideas to make gameplay work with the horror, then that's a potential home run.
Conversely, I played an IGMC entry that had a cool mechanic where you had to do a timing event while running from a monster; it got my adrenaline pumping and my timing got worse because of it, which I thought was kind of slick. The only problem was that you had about two seconds to get the timing down, meaning you would often get killed even if you weren't being thrown off by your state of mind, and you would die so many times that death lost its power. The mechanic effectively killed the horror.
I guess I'd say that good mechanics could make you not care if the game doesn't deliver on the promises of its genre, but bad mechanics could spoil a game that does deliver good scares/laughs/whatever. Your games tend to keep the gameplay far enough in the background to where this never happens, Snow Owl, which is part of what makes your horror effective. Don't feel pressured to tack on gameplay when you're still making effective horror. However, if you get ideas to make gameplay work with the horror, then that's a potential home run.
author=SnowOwl
Speaking of horror. How would you judge a horror-game that didn't scare you at all, yet the gameplay was good? How about if the gameplay was bad but it was really scary?
Which one is the best of those two?
Wow. That's a really hard question. I think Horror is a category where if I was immersed, scared, and fascinated, then I can overlook poor gameplay, unless the gameplay gets so poor that I can't complete it or it takes me out of the story real bad.
It kind of feels like it contradicts my love of good gameplay, but if I want Horror, I'd rather have Horror that delivers on the frights and scares but sucks on gameplay than a Horror game that has fantastic gameplay but just bombs at being an effective horror game and just isn't scary.
@SnowOwl I think they could both be effective and there is no better out of the two. Maybe shoehorning something into the "horror" genre or the "comedy" genre can severely affect someone's expectations of a game, to hamper its enjoyment. I don't like coming to a film/game expecting a certain thing, I'd rather come with no expectations about genre and judge it based on what it delivers. I don't think games should necessarily always fit into "horror" or "comedy". Adjectives like "creepy" or "amusing" or "hilarious" or "mind-bending" can sometimes better describe these experiences. Sometimes you can even combine "creepy", "hilarious" and "camp" together to make a gory splatter film that isn't necessarily "scary" like people expect a horror *should* be, but it still fits within the horror category.
Maybe what I'm trying to say is that horror doesn't need to be "scary" to be good, it can be thrilling or screw with your mind. If you don't qualify that as horror, maybe put a different descriptor on it. Same with comedy - I don't always have to laugh out loud at a comedy to think it's good. Some comedies only make me lightly chuckle, but I enjoy them a lot. The quality of a horror or comedy doesn't always depend on scares or laughs - it can just be a good movie/game even despite all that.
Maybe what I'm trying to say is that horror doesn't need to be "scary" to be good, it can be thrilling or screw with your mind. If you don't qualify that as horror, maybe put a different descriptor on it. Same with comedy - I don't always have to laugh out loud at a comedy to think it's good. Some comedies only make me lightly chuckle, but I enjoy them a lot. The quality of a horror or comedy doesn't always depend on scares or laughs - it can just be a good movie/game even despite all that.
IMO, this is such a multifaceted issue that it's hard to boil things down to a real answer. As with any art-form, criticisms are contingent on the "genre" (whatever that really means), but they're also inherently mixed up with the time-period and cultural relevance. For example, would you judge the original Star Wars film on its VFX merits in contrast to today's Hollywood? Of course not. It would be evaluated in the context of 1977 Film.
We also wouldn't judge the visuals of an Rm2k game from 2004 in the same way if it were released today. You can argue a critic's "objectivity," but the point is it probably wouldn't have the same overall relevance. Of course, there are some notable exceptions, as some games simply are timeless. (I think Ocarina is one of those games, btw). But is a piece or art more or less successful if it doesn't create the same reaction in someone after 10, or 100 years? Who can really say lol.
But yeah, I would say that novelty is a big part of any criticism. The more games a critic has played, the larger their repertoire of reputability. But you could also argue they're less easily impressed - more picky, etc. So it may all come down to the subjective "fun factor," as someone said.
We also wouldn't judge the visuals of an Rm2k game from 2004 in the same way if it were released today. You can argue a critic's "objectivity," but the point is it probably wouldn't have the same overall relevance. Of course, there are some notable exceptions, as some games simply are timeless. (I think Ocarina is one of those games, btw). But is a piece or art more or less successful if it doesn't create the same reaction in someone after 10, or 100 years? Who can really say lol.
But yeah, I would say that novelty is a big part of any criticism. The more games a critic has played, the larger their repertoire of reputability. But you could also argue they're less easily impressed - more picky, etc. So it may all come down to the subjective "fun factor," as someone said.
author=BlindmindHm, amazing prop and set work versus lots of often obvious green screen effects. Tough call. Would be easier if we narrowed down the comparison from the broad 'today's Hollywood.'
For example, would you judge the original Star Wars film on its VFX merits in contrast to today's Hollywood? Of course not. It would be evaluated in the context of 1977 Film.
But I can honestly say that any film that comes out today that uses actual sets instead of "stand on this green platform in front of this green wall" would get some points for it. It helps the world feel a little more real.
My point with this is that you don't need the shiniest, newest visual techniques to look great. There's a reason some games (admittedly, usually portable ones) still use sprites.
author=Kianaauthor=BlindmindHm, amazing prop and set work versus lots of often obvious green screen effects. Tough call. Would be easier if we narrowed down the comparison from the broad 'today's Hollywood.'
For example, would you judge the original Star Wars film on its VFX merits in contrast to today's Hollywood? Of course not. It would be evaluated in the context of 1977 Film.
But I can honestly say that any film that comes out today that uses actual sets instead of "stand on this green platform in front of this green wall" would get some points for it. It helps the world feel a little more real.
My point with this is that you don't need the shiniest, newest visual techniques to look great. There's a reason some games (admittedly, usually portable ones) still use sprites.
Lol, good point! I suppose I meant the potential of what's possible with visuals nowadays, despite that most current modern movies lack any artistic merit. In terms of Star Wars, I think the originals hold up quite well.
But you're right, raw computing power/resources ins't everything. Look at the trailers for the new Jurassic Park or Terminator films. Somehow the effects hardly appear superior to their predecessors in the early 90s... even worse in some instances. (You could say this is because visual effects have become far less of a commodity. Scenes that may have once been meticulously planned are now haphazardly thrown together. But that's a different issue lol.)
Anyhow, I guess the true artistic merits of a game will stand the test of time if they're good enough, as will fun game-play. And many have. I was just responding to people mentioning things like Ocarina of Time, etc. Cashmere also mentioned visuals and aesthetics in general as potential criteria, which I agree with.
I think that this topic is relevant to discuss because sometimes I don't know whether I'm judging a game correctly, and I want to be able to know why I enjoy certain games and hate others. I believe it is possible to explore what makes a great game so people can open their mind to less biased criticisms, and formulate more precisely true opinions. For that I feel like I want to open my mind to help me be more constructive in the community and help pinpoint areas that people can improve. It's all for the community, yo ;)
Edit: Also you guys bring up a great point. Is it fair to judge old films/games by today's standards? Graphics wise, they may not match up, but things like pacing have aged badly. Old films are very slow in general, because they didn't have the same tools to keep up the pace as we do today. I don't always like giving props to old movies/games based on giving them the "benefit of the doubt" for being made in that day.
Edit: Also you guys bring up a great point. Is it fair to judge old films/games by today's standards? Graphics wise, they may not match up, but things like pacing have aged badly. Old films are very slow in general, because they didn't have the same tools to keep up the pace as we do today. I don't always like giving props to old movies/games based on giving them the "benefit of the doubt" for being made in that day.
I think it's okay to judge an old game by modern standards. I mean, the entire point of you writing that review is to alert current gamers to the game's strengths and weaknesses, so they'll have the same social context going into it as you. With any retro-review, though, you're going to probably put a few caveats in there, like talking about how the game might have its place in gaming history but won't be as engaging for current audiences.
author=CashmereCat
@Artbane You're right about percentage weightings not accurately reflecting the quality of the overall product. Sometimes a game is greater than or less than a sum of its parts.
@Liberty The only thing about judging how much fun you had is as so: do you also judge from an unbiased point of view how great the game is? e.g. you might have a ton of fun playing Flappy Bird but you might not classify it as a great game simply because it's overly simple and has been done before. Whereas you might rate highly a game that you may not enjoy but you can appreciate is a great game because it's incredibly innovative and clever but you might not be into the genre of visual novels per se.
Edit: Is there such a thing as illegitimate criticism? E.g. "This game's story contains a talking dog and I don't like it therefore it sucks", or "This game contains turn based battles and I don't like waiting 0/10". What qualifies as bad criticism? Is it when personal biases get in the way of your judgment? But reviewers need biases to define what's a good game and what isn't, even if the bias is: 'games should be entertaining'. So when does such a bias become harmful?
Like I said in the first post - the rest do count, definitely, but fun factor is the main weight for me. (And yes, I try to keep it unbiased. Had a lot of experience with that one this year. XD )
When writing a review I tend to break it down in to parts - Graphics, Sound, Gameplay, Writing - then break those down into parts (Mapping/Huds/Atmosphere, Music/Sound/Atmosphere, Bugs/Battles/Puzzles/Mechanics/Balance/etc, Story/Characterisation/Mechanics) depending on the type of game. Of course, I don't really use those as headings - I just touch on them as I write.
The end score will be composed of a 'score' for the main headings based on the different subs. That score will then be adjusted to fit whether I had fun with the game or not. I don't tend to show my scores for the headings, only the end score.
Basically, it's what I did for the Indie game contest (though in that it was more involved score-wise, with removal of points for issues).
The headings are the technical, unbiased side and my bias comes in with the fun factor.
As for the scary/non-scary horror game, it depends what the creator was aiming for. Stray Cat Crossing, I did not find scary at all (well, there was that one jump scare but that was more about shock) but the game is pretty good. I don't think the creator was aiming for scaring you, but instead aiming for unsettling you - and I was fine with that.
That said, what some find scary, others just don't. I know for fact that Nessy meh'd her way through Outlast, even though a lot of people consider it scary. It's different for a lot of people and reviews are going to reflect that moreso in the case of a game that is meant to emotionally connect to you in some way (sad games, scary games, games that depend on eliciting emotion). Some, though, will show better than others in engaging a wider audience and even if you don't get scared yourself (or emotionally involved) there are, at least, other areas to focus on.
I think it's fine to judge old games by today's standards (even if some of today's standards should go die in a fire. Yes I'm looking at you, the belief of RTP being bad. Fuck off.), but make sure to point out to the audience that you're doing so - a lot of people won't realise without context and thus deem the game as not worth playing (if it doesn't hold up - no matter if it's a good game despite it's flaws).
Then again, there are a lot of older games that do live up to today's standards still (hello Sunset over Imdahl, you wonderful piece, you~) and that deserves to be pointed out. The mark of a great anything is to see how well it stands up to the standards of times in which it was not created.
CashmereCat & Liberty have brought up a good point about taking into consideration the subgenre of a work. If you're judging a camp, splatter type game by the standards of a more dark, gloomy, atmospheric game, then that is kind of unfair, because you're judging it based on something it wasn't intended to be anyway.
author=SnowOwl
Guess I'm just shit at making gameplay engaging (I already knew that though). Next game: 30 hours of text.
Speaking of horror. How would you judge a horror-game that didn't scare you at all, yet the gameplay was good? How about if the gameplay was bad but it was really scary?
Which one is the best of those two?
What about for example a comedy game that is not funny, but again the gameplay is great? The opposite?
I would say bad gameplay, scary > good gameplay, simply because the way you tend to design horror games is all around that area of suspense. There often is a story involved, but it is there to guide you along and only rarely very interesting or symbolic by itself. Horror games are also games that are allowed to have a lower tempo than other genre, because it can enhance the experience. It will be annoying if that suspense isn't achieved, though.
There could be exceptions, of course.
I'm not counting "unsettling" as different, because it's part of scary, suspension and the field associated with it.
As well as bad gameplay, funny > good gameplay, not funny
For similar reasons. I understand gameplay can be fun, but there are plenty of games and genre out there for enjoying fun gameplay or fun battles.
It is high likely that here, too, the focus is more on setting up comedy rather than anything else (which is why it has been the focus to begin with) - so even if the rest ends up being fairly well, it will most likely still not reach great heights in these areas.
Disgaea for example is all about exaggeration .. some entries I find very funny, others not at all - yet the mechanics themselves are all about exaggeration as well. lvl 9999, lvl spells, items, incarnations, x-possibilities.
And while the system is very elaborate and quite fun, it does turn into a grindfest - and personally, I find the latest entries have too much added.
They did a good balance, though. There is far more optional content than pure story .. so if you enjoy the system, knock yourself out. Otherwise just go with the story and be done with it.
Yeah I agree, a game that is supposed to be funny better be damned funny. No matter how fun the gameplay is, it probably will still leave a bad taste overall because the jokes were eyeroll-inducing.
Although I probably have weird standards for what is funny/enjoyable. I can handle games that are zany and stupid, like Suda51's stuff. I'm even planning on playing Ride to hell: retribution, a game that everyone has unanimously said is a broken, glitchy, offensive turd of a game, but it sounded hilariously bad and I've wanted to play it ever since I first read about it.
So given the above, I'm glad this thread is here to give me some pointers on understanding one's own bias when writing reviews.
Although I probably have weird standards for what is funny/enjoyable. I can handle games that are zany and stupid, like Suda51's stuff. I'm even planning on playing Ride to hell: retribution, a game that everyone has unanimously said is a broken, glitchy, offensive turd of a game, but it sounded hilariously bad and I've wanted to play it ever since I first read about it.
So given the above, I'm glad this thread is here to give me some pointers on understanding one's own bias when writing reviews.
author=Liberty
When writing a review I tend to break it down in to parts - Graphics, Sound, Gameplay, Writing - then break those down into parts (Mapping/Huds/Atmosphere, Music/Sound/Atmosphere, Bugs/Battles/Puzzles/Mechanics/Balance/etc, Story/Characterisation/Mechanics) depending on the type of game. Of course, I don't really use those as headings - I just touch on them as I write.
The end score will be composed of a 'score' for the main headings based on the different subs...
Hmm, yeah I see a lot of people use this type of review structure. Do you feel that this is ultimately the best way to analyze a game?
For example, what if you played the most fun/engaging RPGMaker project of your life, but the graphics and story-line were horrendous? Would you consider it "better" than a game which scored completely average in every department, but didn't really stand out in any way?
(Not saying I agree or disagree, just interesting. xD) I find that a lot of RM games are memorable because of one or two noteworthy aspects, not necessarily the whole package. But since you're only showcasing your final score, I guess it seems appropriate.
For example, would you rate Goat Simulator as a good or a bad game? There are tons of glitches, and a lack of an overall goal, but that's kind of the point. Is it a good game because it achieves what it set out to achieve? Or is it bad because it only appeals to a niche of people that enjoy those type of games?
Besides, do you review on the basis of recommending to the niche group of people that would enjoy that type of game, e.g. a visual novel? Or would you review it from the point of view from the general player who enjoys all types of games but just wants to look for something interesting?
Besides, do you review on the basis of recommending to the niche group of people that would enjoy that type of game, e.g. a visual novel? Or would you review it from the point of view from the general player who enjoys all types of games but just wants to look for something interesting?























