At
the Triangle Game Conference last Wednesday, Julianne Greer, editor of Escapist
magazine, moderated a panel discussion titled “Teaching to the Test: The
Impact of Reviews on Game Development”.
To explain the title, K12 teachers tend to teach what is on end-of-grade
tests to the exclusion of almost everything else. The panel considered how much game
development studios and publishers create games to meet the “test” of reviews.
Panelists
included Juan Benito (Creative Director, Atomic Games), Eric Peterson (CEO of
Vicious Cycle), Dana Cowley (PR Manager, Epic Games), and Shaun McCabe
(Production Director, Insomniac Games east coast).
Their
answer to the main question was “definitely not,” though they do pay attention
to what individual game fans say on forums and email. The only exceptions would be a sequel,
especially if another studio did the previous game, or a licensed property,
where reviews of past games for that license can give clues to what needs to be
changed or added.
Benito
saw fan opinion as more "pure from the heart" than the reviews, which
led into a discussion of whether reviews are influenced by manufacturers. This can be overt, through junkets or other
“bribes”, or through the influence of advertising money. (Consumer Reports magazine refuses to
accept advertising to avoid any appearance of influence by manufacturers.) While the panelists had heard of this kind of
shady dealing, only one knew of it happening (from his days at Microprose);
however, Greer stated that Escapist magazine had received such influence
offers (which they rejected).
Yet
there’s a danger of shutting out the non-hardcore audience if you base your
decisions solely on feedback from the minority who express opinions
online. McCabe said listening to players
is so important that some companies have changed their marketing department
name to something like “community relations”.
How
much do reviews affect sales? I was
surprised that no one cited any survey, as surely someone has investigated this
question; panelists speculated that reviews have a strong influence on hard
core players, but virtually no influence on casual (e.g., Wii) games, as those
are impulse buys. Greer showed slides
from research company EEDAR showing that certain categories of games (RPGs,
Music & Rhythm, Sports) received consistently higher aggregate review
scores than others, with some lagging far behind (Arcade, Skill & Chance,
General Ent (such as Wii Fit), and Narrative).
We have no way to know whether this is a bias from reviewers or an
actual difference in game quality, though I’d suspect it’s because most
reviewers are hardcore players.
Another
interesting slide compared scores for 360 and Wii versions of the same title;
the 360 scores were much higher than Wii for “hard core” game categories, much
lower for “casual” titles.
Benito
looks at the Wii as a "critique-proof platform". Another panelist joked that if you put the
word “Party” in a Wii title, it will automatically sell at least 200,000 copies
as parents want their children to be playing “party” games.
Peterson
cited the Wii-exclusive game Madworld as a game that has very good
reviews, but poor sales (180,000 according to VG Chartz, only 66,000 in the
month of release according to Wikipedia).
And his company has a children’s game with two and a half million sales
but reviews in the 40s.
This
was part of a discussion of the quality of reviews. Panelists clearly did not care for reviews in
general, probably because they felt so many were poorly-written and often
contained mistakes. One panelist
specifically referred to the reviews on IGN and Gamespot as “white noise”, and
all panelists clearly felt that reviews are often “subjective” rather than
“objective”. Of course, “subjective” can
be just as accurate (in fact, more accurate) than objective, depending on the
situation, the problem is that reviewers don’t explain their biases and why
they feel as they do, so readers have no basis to judge the opinions.
Moreover,
with a single numeric rating, reviewers are going to go with their personal
preferences, so, for example, a shooter fan reviewing a children’s game isn’t
likely to give it a high rating (which is likely what happened with the
children’s game Peterson mentioned).
The
discussion was not intended to be a critique of reviews, but I’d make a number
of observations. I used to be paid to
review board- and RPG-related materials for TSR’sDragon and other
magazines 25-30 years ago, but I’d not write assigned video game reviews, as a
proper review requires playing through the game, a much larger time commitment
for video games. Someone pointed out
that film reviewers commit only two or three hours to watching a film, quite a
contrast. Panelists had seen reviews where
they knew the reviewer had barely played the game. In fact, this has influenced some companies
to make sure the first few minutes of a game are exceptionally engaging, a good
idea in general but especially good for the “snap reviewers”.
Magazine
and Web site “exclusives” tend to be more favorable than reviews, as the writer
knows the studio-publisher has done his company a favor by granting the
exclusive. "Maybe that's why
previews are so different from reviews.”
This comes back to the nature of the fans, who go to the sites with the
“newest news”, who want to see the latest artwork for the Zerg (in a recent PC
Gamer Magazine) or see the latest screenshots.
In my opinion this is a major reason why video game magazines are having
a difficult time surviving: they can’t be as up-to-the-minute as the Web sites.
The
“cult of the new” also tends to drive reviewers to snap decisions and sloppy
behavior; if the review comes out too late, it’s no longer “news” and is
ignored by many.
Some
reviewers clearly don’t understand how reviews, of any medium, work. They should answer three questions:
·
what were the creator(s) trying to do
·
how well did they do it
·
was it worth doing
To
answer these questions they must explain “why”, not merely say “this is a piece
of junk” or “I don’t like the graphics” or “what a dumb idea”. But this makes reviewing more difficult, more
work.
If
the reviewer separates these questions sufficiently, a reader can see that the
children’s game was well-done, even though the reviewer thought it wasn’t worth
doing because he isn’t interested in children’s games.
One
panelist suggested reviewers ought to “take a step back” and watch others play
the game, in order to acquire more than one point of view. They also need to put themselves in the shoes
of a person who’s saved his pocket-money to buy a game, as opposed to reviewers
who have piles of freebies to try out.
Reviewers
who assign an actual numeric evaluation should provide several scores for
different types of players, e.g., hard core, casual, RPG fans, shooter fans,
whatever is appropriate to the audience.
Aggregation
of reviews, and use of the aggregates in contracts, touched off a lively
discussion. The personal preferences of
the reviewer means a lot when he or she assigns only one number, not numbers
selected for different kinds of players.
Yet the numbers are now used in many contracts to govern the royalty
received by a studio–the higher aggregate score leads to higher royalties. Panelists felt this was a poor way to do
business, and that it was being used to take advantage of inexperienced
developers to trick them out of some of the profit.
Possibly it was also an excuse for a
publisher to save marketing money, yet “you can't sell games without marketing”
(Cowley). The panel did not officially include audience participation, but one
beside-himself audience member finally asserted that the panelists were dead
wrong (I can’t say his actual words!), that if the developer has confidence he
should take the opportunity to make more with a high aggregate. Clearly this is a contentious issue, and
with that we ran out of time.
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But as a consumer I have felt that reviews have been diminishing in quality over the past decade.
I remember when EGM reviewers made it clear what types of games they preferred, and they tended to review games in genres they were intimately familiar with. I liked that a lot because it meant that they have played all the same games I have played and I knew exactly where they were coming from.
That's not the case now, it's sad. Now reviewers seem to generally be glorified fanboys (of one console/genre or another).