I started reviewing videogames professionally in 1993, when Genesis and SNES roamed the earth. Over the next 15 years I worked for magazines and websites like GamePro, GamesRadar, Official Xbox Magazine, and World Of Warcraft Official Magazine, while freelancing for Wired, PC Gamer, and many others. In an attempt to guide the next generation of reviewers, I wrote and published Critical Path: How to Review Videogames For A Living in February. Ask away!
I do a lot of my gaming on 360 and iPad because I worked at OXM and it is most available in my free time, respectively, but I could just as easily be doing it on PS3 and 3DS. My playing a lot of 360 should not influence you in the slightest. I am platform agnostic and I have active disdain for the so-called console wars. As if we don't have enough divisive issues in the world, some brainiac decided that one machine dedicated to playing games had to be empirically better than another. Downright ridiculous. Play what makes you happy on whatever you can put your hands on. The important thing is that we're playing games and enjoying it.
Not much nostalgia is good for reviews; remember, you have to review the game in front of you, not the game that came before it. I expect the reviewer to be familiar with the series so they can accurately assess how it's different from previous chapters, since you can assume the audience will have experience with the series too. My editor was concerned that I would not be objective enough with my review of the Xbox 360 Ghostbusters game, since I am a huge fan and nostalgia weighs heavily on me. I was able to split my duties as a reviewer with my love as a fanboy, and it turned out that my review score was not only on par with other people who reviewed it, but the developer later told me that 8 out of 10 "sounded about right." As a fan, I have to say, 9.5 -- but that's fueled by nostalgia and feeling appreciated for my emotional investment in the franchise. Ultimately, you have to respect the past, but you're reviewing the present. And we all know that the past looks better over time, and you only really remember the high points. Play the game in front of you expecting it to be the game in front of you; the experience you had before is a different experience.
You can only review the experience you have. People seem to think that if a review does not reflect their personal experience, then the review is wrong. Well, no; their experience was different from yours, but both experiences are valid. If something like DRM/always-on connections affect your experience of the game, then they should factor in. But if they did not affect the reviewer's experience at the time of review, it's hardly fair to expect them to say "But maybe the game isn't actually as good as it was when I played it for myself." Whose opinion are they writing anyway? Their own, based on their own experience. But it is absolutely responsible to note "this game has significant DRM" or "this game will require an always-on connection" as part of the review's information, as those will factor into the game experience. As you note, a game is more than just its content, and every game is more than your personal money investment, it's a time investment. Reviews can't just factor in "is it worth your money" -- they also have to ask "is it worth your time?" Whether DRM or technical factors weigh into the score or not depends on whether that reviewer felt it was a detriment or a boon or neither. At the very least, the consumer should be given that information so they can factor it into their own decision. But they cannot control the game once it is released any more than you or I can. If a game has significant issues after the review is posted, add an update to the review, or post a news story about the current events. You don't have to ignore reality, but I also don't feel the reviewer's experience should be rendered invalid because of temporary technical issues. Problems will arise and problems will be solved. I know of very few top-tier games with online components that don't experience issues during launch week and don't have adjustments on the back end to deal with those issues. Based on the last several years, I now accept that games will evolve after release, and that the release week may well be problematic. It's reality.
I'm not familiar with today's educational games. I have never reviewed them, and I do not have kids, as I mentioned above. :)
Track and Field Coach
Do you let your athletes play another sport in the off-season?Veterinarian
How do you break the news to a kid when his pet dies?TV Meteorologist
What were your worst on-screen bloopers?Too late to ask this one. They already are.
You're right, I did cover it in the book -- but I think games journalism simply evolved to incorporate more personal asides. NGJ can be very personal and powerful...but I think it's easier to make it personal and self-indulgent. To say something personal that also offers insight and a larger commentary is not as easy as it looks. I recommend getting a handle on OGJ first. Once you know the rules and why they are there, then you are better equipped to break those rules in a meaningful and evolutionary way.
Yes, and burnout is a very real side effect of the job. I've worked with people who were so determined to cling to their dream job that they were unaware that they were grumpy and bitter about something they used to love -- when play becomes work, it's very easy to only focus on the negative sides of the work, like deadlines or office politics or technical issues. That can and does spill over into reviews if you let it -- and that can alienate readers and ruin your reputation. I took very few vacations at GamePro because I loved the work and there was always so much to do in a short amount of time; when I left I had banked a month of vacation time. I wish I'd taken it, because I went through a serious crisis of conscience while I was there, thinking "Is this it? Am I burned out? Can I still do this job and have my writing be worth something to other people?" And it did take a few weeks to realign my thinking; I was critical enough about my own performance and my own writing that I was able to see when I started to go off the track and self-correct. But yes, absolutely -- a combination of crushing deadlines and the inherent sameness of games within a genre (for instance, all FPSes are different, but they do all speak the same language) can make you bitter and jaded and very much in need of a vacation if not a career change. It's like eating candy all day every day -- sounds great when you're a kid, and when you get to try it, you love it at first...and then you realize it's just not healthy and you feel worse if it goes on for too long. You need to take it on moderation so you continue to love it.
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