Tuesday, April 10, 2012

We're too late for Web 2.0? Hardly!

I've been plugging the site away on various forums and one individual responded to my post about how our site is Web 2.0 by saying, "....you're six or seven years late to the punch, methinks."

Because I make it a habit to try to better explain myself to people who I feel don't understand my actions, I wrote a long reply back to him and after doing so realized that what I wrote really summarizes the thought process behind the website. So I'm reposting it here for more people to see,

Late to the punch?

More like way ahead of the curve zwinkern

Let me compare with an analogy.

Let's say that Youtube is a funnel. When you submit a video, you basically dump it into the funnel along with millions of other people dumping into the funnel at the same time. That results in stuff pouring out of the top that is overflowing, because only so much can get out the bottom-- the intended destination. Do you know what I'm describing? Youtube's display algorithms for relevancy. Compared to the total number of submissions, only a small number of videos are actually benefited by these algorithms and it is primarily people who already have large subscriber bases and can make videos go viral in a few hours after uploading. That's why you see the same people on the front pages all the time. Everyone else is lost in the ocean of Youtube.

For smaller people if they want their stuff seen they need to embed their videos OUTSIDE Youtube. And there is only a finite number of places you can do that and hope your videos actually get seen. As an example, this forum. People's own submissions sit here at the very bottom of the forum, which no one has any other reason to go look at. Consequently few things are seen. Spoony's forum isn't alone in this; nearly every website works that way, including Blistered Thumbs, TGWTG, Kotaku and ScrewAttack. All the featured contributors-- the people who work on the site-- they get front page exposure and everyone else is basically pushed into the back alleys of the website.

And that's fine--there is nothing wrong with them focusing on their own people,  but that's not what true Web 2.0 design is about.

Now take a look at www.rpgfanatic.net

We have a featured contributor box. That represents roughly 1% of the website. The overwhelming majority of space is devoted to allowing user submissions to be found, and we have several different ways to do that; directly from a game's page, or using the navigation menu at the left hand side of the screen. We have a small leaderboard on the front page below our image slider. And we will eventually have more ways, too, and put a great deal of emphasis on search functions and a few other ideas I've personally came up with that nobody else has done (near as I can tell, anyway).

Also, unlike GameFAQs and GiantBomb, we won't ban people for submitting monetized videos. GameFAQs and Giant Bomb will do that. It's my belief that Whiskey Media was only running sites like Giant Bomb in order to advertise their website development platform and had little actual interest in building communities beyond that; thus why they sold their company at the first chance they got, even going as far as selling Giant Bomb to CNET -- cause the company who let GameFAQs go to hell are going to manage Giant Bomb so much better, right?

The way we handle walkthroughs is also better. GameFAQs is still primarily notepad txt files. We allow easy embedding of images and videos to compliment your walkthroughs, and you can even embed monetized videos if you have a monetized Youtube account. You'll never be able to do that on GameFAQs, it's against their terms of service.

You can also submit Let's Plays / Commentaries. We have a specific feed just for them so they don't get mixed in with news or review submissions. I don't know of any other site that handles different types of user submitted game content the way we do. Everything usually just gets dumped into one big feed (like on ScrewAttack) and consequently much of it is lost in the sea of submissions. We've put a lot of effort into minimizing that from happening. It's way harder for things to be lost on our site.

You should give my site a shot. We will never sell out to anybody. We're in this for the long haul and for the right reasons.

Tuesday, April 3, 2012

I Criticize Because I Care; A Game Critic Speaks Up


I Criticize Because I Care
 By Carey Martell

Originally written: 3/25/2012

Erik Kain, a long time contributor to Forbes.com concerning videogames, recently had a spat with Destructoid’s Jim Sterling over Twitter. The argument stemmed from an assertion Kain made in ‘Do Positive Mass Effect 3 Reviews Reveal a Conflict of Interest in Gaming Journalism’? (http://www.forbes.com/sites/erikkain/2012/03/23/do-positive-mass-effect-3-reviews-reveal-a-conflict-of-interest-in-gaming-journalism/ ).
                The subject of the discourse aside, I want to focus on a sub-argument that emerged in their debate. Jim Sterling attempted to defend game critics everywhere by explaining that whenever he points out any flaws in a game, regardless of how mild the criticism may be, there is a vocal part of his audience who issue slurs at him because he dared to say anything but praise, and this is common for all videogame journalists and unique to the field. By highlighting this, Sterling attempted to divert part of the responsibility away from reviewers and make his readership share blame for the way reviews are written, pointing out that while he does not tip-toe around his reader’s fanboyism he understands why many reviewers do.
                Kain countered Sterling’s argument with, “A critic writes to express *themselves*, not to help their subject or please their audience.”

                Dwelling on this, I have to say I completely disagree with Sterling and half-agree with Kain. I believe authentic criticism is not sugar-coated-- if a critic’s disappointment led to feelings of anger then those feelings should be transmitted in the criticism delivered-- but I do not believe it is impossible to both express oneself AND want to help both the subject and audience. Indeed, I believe that the intent for one’s criticism to supply meaningful information to both the audience and developer determines what kind of critic you are.
                 One of my favorite quotes comes from President Theodore Roosevelt, delivered as part of a speech he gave after his term as President ended,

            "It is not the critic who counts: not the man who points out how the strong man stumbles or where the doer of deeds could have done better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood, who strives valiantly, who errs and comes up short again and again, because there is no effort without error or shortcoming, but who knows the great enthusiasms, the great devotions, who spends himself for a worthy cause; who, at the best, knows, in the end, the triumph of high achievement, and who, at the worst, if he fails, at least he fails while daring greatly, so that his place shall never be with those cold and timid souls who knew neither victory nor defeat."

                But Roosevelt never talked about what happens when it is the critic who finds himself in the arena, with his own face marred by dust and sweat and blood. This essay serves to explain my thoughts on how that plays out for the video game critic today.

               It is my belief that the role of the critic is to provide feedback. It is this educated feedback that distinguishes our modern day art from that of prior generations, and allows creators to make leaps and bounds in their fields. The desire to “prove” the critic “wrong” by improving one’s work can be a powerful motivator, and the musings of the critic can often provide insight for the aspiring artists that will set the pace for future generations of that industry.
                However, there exists a type of critic whose judgments are not motivated by a desire to see the field of their criticism improve, but instead colored by personal demons. This class of critic is not angry at “men in the arena” because of anything the men have done, but because the critic believes he ought to be “in the arena” performing as they are, and he is angry that he is not. He believes with absolute sincerity that it is he that should be in the spotlight and because his ego will not allow him to acknowledge the inadequacies that keep him in the shadows, he takes his frustration out on successful efforts of better men. This is the jealous critic, he is a sad beast, and too often I see this cowardly type gain prominence in the world of game criticism because he is able to skillfully conceive his contempt with humor and wit.
                I am not a jealous critic. I am more than capable of working in the development side of the videogame industry and I have already dabbled in it. I have made a conscious decision to focus on videogame journalism because I believe the field desperately needs people who understand the science of games in order for it to mature. It is true that in my heart of hearts I will always be a designer but aside from a few self-published endeavors I have little interest in working in the mainstream world of videogame development.
                This decision was not made lightly. I have not chosen to become a journalist so I can score free videogames and press passes to events. I do not spend any of my convention hours flirting with booth babes. My goal as a journalist is to improve the field of videogame journalism so that the medium that is the videogame can one day be viewed with the same respect that other established arts like film, music and literature are awarded. To achieve this goal I must criticize games because there can be no constructive discussion about art without informed criticism to guide that discussion.

                As many review shows are today, The RPG Fanatic Show is a pundit type show. I stand before the world on my soap box and share my opinions about a game-- and oh how opinionated I am! Woe to the poor designer who manages to trip over the things that set me off, such as obvious grammar and spelling mistakes in dialogue boxes, plot holes, unnecessarily long loading times and unfriendly user interfaces. I am harsh, I am brutal and ideally I am also entertaining, but most importantly of all I am honest.
                It is this brutally honest feedback that is my valuable contribution to the field, for without criticism from individuals such as myself the medium will never be recognized with the respect it so rightly deserves.
                As it is the job of the videogame developers to make games and the job of the sales team to sell them, the burden of proving to the world that a game is high art or low art falls upon the shoulders of the game critics. None other can do this task, for it is the job of the salesman to sell a game at any cost regardless of the game’s quality, and the development team-- the artists-- are too emotionally involved in their work to fully see all its obvious imperfections and hidden strengths.

                Unfortunately, because the medium of game criticism is so young, there is no straight-forward route to becoming an educated game critic. You cannot yet attend a college and study videogame theory as you can “film theory”, as attempting to enter most any college program for “game design” will force you to choose whether to become a 3D graphics designer or a game programmer; and neither field is wholly appropriate for a game critic’s education.  I shall explain why.
                For graphics design, while understanding how digital textures are built can be useful, the step-by-step process on how to build the visuals of a game are as necessary to know as the step-by-step methods carpenters use to construct film sets. Carpentry knowledge is not used when judging the aesthetic style of a film. Instead, as it is with games, it is vastly more important to have a firm grasp of visual story-telling languages. Studying film cinematography and sequential storytelling (comic books) will better arm the game critic for dissecting the visual aesthetics of games than learning how to use Maya and 3D Studio Max ever will.
                For game programming, the lack of necessity should be obvious. While it is highly useful to have some knowledge about how programming languages work so one can understand how easy or hard tweaks to the game actually are, it is impossible for a game critic to see the raw code of a game as they play. Though we might make assumptions, we cannot accurately deduce what language a game was coded in based on gameplay alone, or if that code was “sloppy” or “brilliant”. All we can see is the result and it is that result we must form our judgments upon.  
                As of this moment, the proper education for a game critic is constructed in a Frankenstein-like style by learning several distinct disciplines and haphazardly stitching them together; script-writing, art appreciation, musical scoring, film theory and game design theory. The audio-visual fields can be learned from classes available from nearly any community college in the United States, so obtaining a reasonable amount of knowledge about these fields is not difficult to acquire.
                Game design theory is not that accessible. The only way to obtain this knowledge is through self-education; reading books on game design, making your own games, and playing hundreds of games (especially the bad ones, as their mistakes make the truly good games shine ever so much brighter). Direct instruction from an experienced teacher is rare, because experienced teachers still work in the industry, as they are in high demand.
                And even when an individual does obtain knowledge in all these areas they are still missing a vital component that any student of film, art or music theory would obtain by the time they complete their Associate degree; knowledge of their field’s history. A graphic artist might study da Vinci and a musical studies major might study Beethoven. Game design students might study Miyamoto, but alas they do not. There is no such thing as “Videogame Appreciation 101”. Classes about early computer game development simply do not exist, even in the programs offered by those few colleges that offer educations in game development.  Some pretend to by talking briefly about the development of games like Space War and Pong, but there is little discussion about games involving the PLATO or acknowledgment of MUDs, and discussion about the development of the Japanese and South Korean industry are either absent or glossed over. They do not teach the full history because few know it; while there are a handful of books on the topic, they tend to read as brief summaries and center around the plights of particular individuals to the exclusion of other equally important people, and much of the true story behind how and why a game was developed is locked up tightly behind non-disclosure agreements. You hear whispers of it at conventions like GDC, but even at this same convention I can find myself in an auditorium with an employee of a prominent developer who admits she does not know who Nolan Bushnell is, as Nolan Bushnell speaks at his own panel about his projections for the future of the industry. People dare to whisper to one another, “Who is this guy and where does he get off thinking he knows so much?”. Some even smugly snicker while disagreeing with his prophetic vision of the industry’s future, and they do so having no idea Bushnell is largely responsible for them even having an industry to work in, since he envisioned the whole thing and made it happen. Even if they disagree with his assessment they should not be so quickly dismissive and listening closely to every word he says, but they do not because they don’t know him. It is like a software engineer not knowing who Bill Gates is.
                This is tragic. It is as difficult for anyone to completely understand the design of a game like World of Warcraft without knowing where all the mechanics used in World of Warcraft came from and why they were invented, as it is to fully understand the cinematic techniques at work in a Steven Spielberg film without knowing all the pioneer film-makers who influenced Spielberg and what those directors were seeking to do with the techniques they invented. There are many game critics and game developers who are well versed in the language of games, but being well versed in the use of the languages does not necessarily mean they have any understanding of how that language developed and why certain things are done the way they are. This dark area of their knowledge base limits the quality of their criticism and designs.

                This is not to say that I believe the opinions of the uninformed critic are without merit; I absolutely believe that people know what they like and don’t like. The real question is if they fully understand all the reasons for why they like or dislike something, and it is my belief the average gamer is not equipped with the technical knowledge necessary to decipher those reasons. Without this vital education the feedback the average gamer provides to game designers is of little use, because they do not speak the same language the game developers do. It must be translated, which requires interpretation and can result in some important things being lost in the translation.
                On the other hand, the educated game critic not only speaks the language but is so well versed in it they can make their own games. Just as their counterparts in the film, literature, music and art world are capable film-makers, writers, musicians and artists, the game critic is a competent game designer. The game critic knows how to provide useful feedback to the developer, but their only audience is not the developer; the audience of the game critic is also the average gamer. Therefore the commentary must be explained in such a way that both the developer and the average gamer will get something valuable from the criticism. This is where the critic enters the ‘arena’; they are no longer a mere spectator in the crowd. They have switched places with the developer, who now takes the place of the critic who sat on the bench.  It is now the critic who must perform when the spotlight makes all their inadequacies impossible to hide, and they must perform something that is able to please both divisions of the stadium.
                Furthermore, to enter the arena is to care enough to risk ridicule and embarrassment in your attempt to achieve something meaningful, and this is true regardless of whether your work is wholly original or builds upon the work of other artists. It is also true whether you are prepared to enter that spotlight or not, where your triumphs and follies become the subject of others criticisms. 
        
                So I do not agree with Sterling's excuses for why game journalists should be permitted to tip-toe around. We are in the arena and what we are doing right now will contribute to the future of this artform we all love. We can't be so careless as to sugarcoat our criticism. To cause true change you must be unafraid to invite the wrath of powerful voices who disagree with the change you seek to create.
        
        Every critic has their own agenda and I cannot always be certain what motivation every critic has.

                Speaking for myself, I criticize because I care.