Game Criticism 2 : The Case Against?
Monday, March 31st, 2008Criticism Isn’t Desired
People don’t want it. That’s the argument the site, ironically called Game Critics, puts forth in response to Costikyan’s article. They want reviews, they want buyer’s guides to tell them where the best place to spend their hard-earned dollar. Sure, I don’t doubt that most people don’t care about game criticism. Movie reviews are popular, movie criticism much less so. This is particularly true with literary criticism.
Parallel to that, perhaps, is the fear that game criticism will become as esoteric and referential as literary criticism. Personally, I think game reviewing has already gone a long way towards this. If it weren’t for Nintendo out there trying new things and bring in new markets, and new people (and forcing the ‘old people’ to look at things in new ways), there would be no major player pushing for it at all. And new games would be nothing but riffs on the current popular game, becoming more and more specific to their market all the time. And new people could never pick one up, even if they could understand the language used in the reviews.
Criticism is for Art
Games aren’t art aka, as someone on this Boing Boing post says, “Dude they’re just games.“. Roget Ebert makes perhaps the most literate argument on his blog, where he says, “they[the things we do in games] have more in common with sports.” I think that, like the review/criticism debate is a false dichotomy. Some things really are one or the other, and some could be both.
Certainly, if we think of art as a designed thing meant to emotionally affect the consumer of the art, then games are certainly art. I know that definition is severely lacking, but I don’t know a good definition of art. I’m reasonably beyond the question, and have accepted it as true. A lot of games are really bad art and some are closer to crafts. I think that I can tell the difference, particularly as I’ve watched my wife’s work go from crafting to art. There is something fundamentally different between the two.
Honestly, I can’t find any more arguments for why we shouldn’t do this. One seems to say we shouldn’t do it because it’s not financially feasible or the market isn’t sophisticated enough to care. The other that the subject matter isn’t somehow worthy. Most novels aren’t considered worth by their criticism experts, but I think the the effort to place a meaning within a cultural context of any game is possible.
I’d certainly like to hear from anyone who disagrees with me, or knows of another position being held out there on the vast Internets

Yesterday I outlined Assassin’s Creed, and discussed how the narrative was failed by the gameplay. All of these things: narrative, gameplay, control mechanisms, and the art and sound of the game combine together to create the collaborative story which is created in the mind of the player as they traverse the game, and to some extent as the people around them watch the game being played. The goal of a great game is to combine all these elements so that they support each other in framing the emotional state of the player, and their understanding of the game, its thesis and its aesthetic.