Oooh, blog fight!!!
Now Joynt is -- wait for it -- out of joint:
Putting out an overly negative preview to be more "edgy" isn't serving the reader; it's serving the publication's advertising department that demanded the writers be more "out-there". For example: "I haven't really read it yet, and he's not done writing it, but I don't like Mr. Korr's next blog." That's not a critical preview, just like putting out a half-thought out St. Petersburg Times staff blog isn't to actually say anything, but to try and get some clicks.Ouch!
First off, I was extra snarky in that particular post, which explains the returned snarkiness. But his response seems to confirm a view of video game previews that I think deserves to be criticized.
By Joynt's logic -- it would be wrong to trash my unfinished blog post, i.e. it's wrong to look critically at an unfinished game -- previews are supposed to serve as nothing more than book reports. He writes: "Previewers should try to get information to their readers so that when a review comes up, there's a context to understand it in -- not pre-empt the review." But if that's the case, why do you need a game writer to give this book report? If a writer is going to do nothing but describe exactly what he sees, without judgment, why not just have the company do it themselves? Why not release the preview to the world, so we can see it for ourselves? Why have a mediator if he's not going to be a filter?
And hang on a sec, because maybe Joynt sees the value in a filter after all: "A preview should be honest, not by default negative or positive," he writes. But by that logic, it is ok to pass judgment (whether positive or negative) on my unfinished blog post. So which is it: Previews should be honest, or previews shouldn't be critical of unfinished works? You can't have it both ways.
When I say critical, I don't mean in a positive or negative sense: I mean critical in the sense of being a filter of any kind. When Chris Kohler writes "you do a lot of slashing rats for the first hour. Lots of rats. Then the occasional goblin. Combat feels solid," I feel like I'm reading a critical assessment of what he saw. It's neither positive nor negative, but conveys that there's a bit of repetition at the beginning but the fighting isn't boring or poorly controlled.
On the other hand, describing every detail and the storyline and concluding it's all great isn't convincing. No game is that great. By not discriminating among the details, by seeming not to filter anything, a preview becomes unbelievable. Joynt writes: "Unlike the starting quests in so many games, there's no doubt that you're involved in epic stuff. You're not trying to find a way to a small town or save a small village: the Emperor of the land you live in has charged you with his last breaths to deliver his legacy and save the land from the horrors he has seen coming." I've played a dozen RPGs that charge you with saving a country or world. So what if it's epic -- is this story original? Not a cliche like most RPGs? He tells me it's "a powerful story," but doesn't show it. The preview convinces me Oblivion is epic in scale, but it doesn't convince me it's creatively different. That's the difference between summary and analysis.
It's a matter of tone as much as anything else. Onyett and Joynt both start off by describing arriving at the San Francisco hotel and being greeted by the game developer's PR people. It's one thing if you're on a junket and disclose that for the sake of honesty. In these kinds of cases, there's no need to describe being greeted, being shown the snack table, and saying things like "Unlike many gaming events, there wasn't pounding techno music or other pretenses that suggested we weren't all present solely to play videogames. The room was dark and quiet with headphones at every station; the perfect way to experience a four-hour play session of Oblivion." It starts the reader off thinking: Why is he talking about the PR people so much? Why is he implicitly thanking them for such a wonderful setup?
So anyway, I apologize for being a bit of an ass in that first post, but stand by the underlying point. As for my "half-thought out" blog, all I'll say is read this and this and this and this and this and this and this and this.
Bring it!!!




2 Comments:
At 17:36, Josh Korr said…
(I'm cross-posting this comment, which just came in to the original post on this topic, here. Since that post is from February, I figure the comment might get lost there--JK)
Little bit late on this one, but it only recently came to attention.
The end result is: Should previews be critical? Is that their purpose? Is a preview really just a "mini - review of the current build"
As a gamer, who reads these things, I say no. Thats not what I'm looking for. A preview for me, is more of "Here are some reasons why you should read the review for the game when it comes out", or rather "here are some reasons to be interested in this game".
It seems kinda antithetical to criticize a game for bugs/issues (especially technical ones), that may very well be resolved by release . To use a poor analogy, it'd be like criticizing a pizza before it's baked by saying "the crust is a little doo-ey".
To use a line like "I hope this gets taken care of before release" is entirely appropriate, and I don't think we need / it's fair to expect more. It acknowledges the issue, which is all that is necessary.
And after the fact, after playing Oblivion, all the statements seem accurate. Yes the far of distance textures look murky, like "pea soup". The detail nearby is amazing, and ultimately it doesn't affect your immersion in the game.
Preview, first impressions, hands on, whatever you want to call it, I don't think are supposed to be overly critical and review like, thats not their purpose. We have the review for that, as that's where it's appropriate.
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At 13:51, Anonymous said…
Thanks for the crosspost (I was just gonna do it myself ;).
Reading the current entry, I have to wonder if there actually is a conflict.
You mention the line "you do a lot of slashing rats for the first hour. Lots of rats. Then the occasional goblin. Combat feels solid,", and presumably are happy about this level of critical assessment?
I think thats exactly the thing we are talking about. Thats not overly negative. It's not an indepth review of how combat could be tedius. It's honest, mildly critical, and more importantly, usefull.
The next quote, about the epicness of the story, states that, within the first 10 mins of gameplay, you are tasked with saving the world. And that is something that the previewer finds unique/ interesting. It's true. And also, somewhat atypical, as often you are gradually introduced to the story in the game, not just tossed in.
If a previewer enjoyed the game, I want to know about it. If he saw some issues, but wasn't really distracted by them, thats good to know. The preview is all about intial reactions, and touching briefly on topics that can recieve the full analysis later in the review.
All the "Lone negative previewer" issues with the game are honest and valid. Taking the game to task for "not feeling next-gen", doesn't seem to hold up now, if you'd ask the general gaming public who have played the game. Most people still think Oblivion is georgeous, and worth the price of admission. That doesn't mean he *shouldn't* have said it, previews are fine to contain opinions. It's just that you can't knock other previews for not having the same opinions. Especially in hindsight, where the previews seem to be in accordance with the general consensus.
To sum up Oblivion reviews, you see "The game looks great, and really sucks you in. What little technical blemishes there are, don't really seem to matter much as you are still immersed into the world". That seemed to be the gist of those early previews. Which I think means we really can't say mucha bout them, as it looks like they were honest and accurate.
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