Why do music critics think they aren't salespeople? etc.

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I realize that many people write video-game reviews and that there are entire magazines and myriad Web sites devoted to this subject. But what these people are writing is not really criticism. Almost without exception, it's consumer advice; it tells you what old game a new game resembles, and what the playing experience entails, and whether the game will be commercially successful. It's expository information. As far as I can tell, there is no major critic who specializes in explaining what playing a given game feels like, nor is anyone analyzing what specific games mean in any context outside the game itself.

http://www.esquire.com/features/articles/2006/060610_mfe_July_06_Klosterman.html

Question two: do video games formally discourage this 'real' criticism?

Question two restatement: how does art work?

Answer:

Here again, Johnson is right. But there's one (rather obvious) difference between architecture and video games: Architec¬ture is static. I live in a building that has fourteen floors, and that's always true. I can't manipulate the floor plan of my apart¬ment or the number of bricks in the wall. What makes video-game criticism complex is that the action is almost never static. Unlike a film director or a recording artist, the game designer forfeits all autonomy over his creation—he can't dictate the emotions or motives of the characters. Every player invents the future.

I imagine it must be strangely comforting to live in a world of static signification. Perhaps this explains why the less 'black', more 'rock' half of recent media darling Gnarls Barkley *must* be dubbed the 'auteur':

He wants to be the first modern rock 'n' roll auteur, mostly because he understands a critical truth about the creative process: good art can come from the minds of many, but great art usually comes from the mind of one.

http://www.nytimes.com/2006/06/18/magazine/18barkley.html?pagewanted=2&_r=1

One mind eh?

Dan Glass (DTG), Friday, 23 June 2006 22:00 (nineteen years ago)

Glad to see how well you know this board and what's been discussed recently and what hasn't. Have you met B Mikes yet?

Ned Raggett (Ned), Friday, 23 June 2006 22:02 (nineteen years ago)

Writing about music is like dancing about architecture is like posting on ILM about videogames and Klosterman.

max (maxreax), Friday, 23 June 2006 22:06 (nineteen years ago)

Heh, I've been here and there as a reader and figured there'd be such a welcoming response. But the recent Klosterman trashing didn't much get into what was meant as the central question here: why this idea that reviewing an album (as artfully as you like) is somehow apart from the selling of that album, in a way that videogame reviews have not mastered? It's a pose I've seen struck since I could read, thus the inquiry.

But maybe it's all tap dancing here about the forms of this forum?

Dan Glass (DTG), Friday, 23 June 2006 22:08 (nineteen years ago)

People review videogames?

I guess so, but that world is so foreign to me that I just never gave it much thought.

Johnny Fever (johnny fever), Friday, 23 June 2006 22:10 (nineteen years ago)

I think there's a thread on ILX about game criticism and how it differs from other forms of criticism - but I think that's kind of a separate issue from the "criticism = salespeople" angle (which I'm POSITIVE has been gone over on one of the many crit threads). I imagine most crit-folks here will bristle at the insinuation that they are little more than paid shills for the product.

Shakey Mo Collier (Shakey Mo Collier), Friday, 23 June 2006 22:12 (nineteen years ago)

Unlike a film director or a recording artist, the game designer forfeits all autonomy over his creation—he can't dictate the emotions or motives of the characters. Every player invents the future.

This statement is wrong. There is a TON of authorial control in video games. Although maybe less now in some games, esp. MMOs and such. But more often than not, single-player action games are giving you the illusion of choice, not actual choice. Your choices are limited by the creators. The world and the mood and the setting is created for you. The (finite) number of actions you are enabled to make is limited by the creator. It's certainly a less linear entertaiment experience than, say, reading a book or watching a movie, but it's usually more like a Choose Your Own Adventure book than this limitless world of possibilities.

And frankly, as a game journalist I get really fucking sick of "real critics" talking down to me like I'm a child. I try my best to address the themes and artistry and how well a game is crafted and - when appropriate - how a game makes me feel, how affecting the plot is.

That said, there's a certain level of - yes - technical information that's CRUCIAL to what I do....For example...in musical terms, on a "technincal" level, the production on an old Guided By Voices record sucks. However, for a lot of people the lo-fi sound is exactly what the music needs, even adds the "magic" or whatever....There's no analog to this in games. I'm not saying that there aren't games that can overcome less than great graphics with good gameplay, art design, humor, etc (Katamari Damacy for example)....

BUT, in a first-person shooter, there's absolutely nothing about having shitty textures or pop-up or environmental fog or frame rate lag or spotty targeting that will make the experience better. This is absolutely true 100 percent of the time. Now, it could still be fun or affecting or compelling DESPITE these problems, but the problems are still detracting from the experience it could have been.

Now, if you want someone to wax all poetic about games, that's fine, but there are things that need to be communicated because the audience has to INTERACT with these games, they have to WORK on a certain level, I think that my better reviews can address both the artistry/emotion and the technical levels of games, or at least that's what I hope to do on my best days.

But to hold what we do to the same standards that are required of good music or film criticism is ludicrous, games are a different, unique art form, and the writing must be different.

All this is not to say that game writing has traditionally lagged behind the criticisms of other disciplines and I'm sure that I could do a much better job than I do.

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Friday, 23 June 2006 22:13 (nineteen years ago)

I realize that many people write video-game reviews and that there are entire magazines and myriad Web sites devoted to this subject. But what these people are writing is not really criticism.

And, with all due respect, suck my dick.

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Friday, 23 June 2006 22:14 (nineteen years ago)

also I can think of a number of critics who seem to go deliberately out of their way to be UN-helpful to the average consumer (chuck eddy and dave q spring to mind - tho I really enjoy the writing of the latter, its largely incomprehensible as a consumer guide)

Shakey Mo Collier (Shakey Mo Collier), Friday, 23 June 2006 22:14 (nineteen years ago)

(x-post)

Shakey Mo Collier (Shakey Mo Collier), Friday, 23 June 2006 22:16 (nineteen years ago)

xpost

also, try reviewing six shitty Sonic the fucking Hedgehog games a year.

Next up: Pac-Man Rally, a $20 cart racing game for PS2...I wonder what post-modern themes I can divine out of this enigmatic tour de force?

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Friday, 23 June 2006 22:17 (nineteen years ago)

[insert Bloom County Pac Man "is that all life is? eatin and runnin eatin and runnin?" strip]

Shakey Mo Collier (Shakey Mo Collier), Friday, 23 June 2006 22:18 (nineteen years ago)

actually though the original pac-man you can get deep with! in lucky wander boy db weiss talks about how the 2 second gap between leaving the one side corridor and appearing on the other side makes it the first game to suggest the possibilities of other dimensions.

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Friday, 23 June 2006 22:22 (nineteen years ago)

I don't mean to suggest that critics are salespeople like salespeople are salespeople, or not most of them; rather, that they are an integral part of the system through which music is consumed. 'Meaning' and 'feelings' are also part of this process, as is information like what other band a band resembles, how commercially successful they are or will be, and what the listening experience is or might be. What's weird to me is that Klosterman here seems to honestly think that's not part of his job. The idea that a critic is an artist beyond the social system that supports/produces/consumes that art seems ridiculously naive...

Dan Glass (DTG), Friday, 23 June 2006 22:24 (nineteen years ago)

i think the biggest thing that article proves is that klosterman knows about as much about games as he knows about other thing he writes about except hair metal bands.

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Friday, 23 June 2006 22:26 (nineteen years ago)

As far as I can tell, there is no major critic who specializes in explaining what playing a given game feels like, nor is anyone analyzing what specific games mean in any context outside the game itself.

Not MAJOR by any means, but this might be along the lines of what you're looking for:

http://www.gamersquarter.com/

There's good stuff in Matt's mag and Play as well. Maybe Chuck just glanced through a Gamepro or Nintendo Power or something.

Marmot 4-Tay: forth-coming, my child. forth-coming most righteous champion (mar, Friday, 23 June 2006 22:38 (nineteen years ago)

The idea that a critic is an artist beyond the social system that supports/produces/consumes that art seems ridiculously naive...

O RLLY

http://www.lectures.org/images/Authors/marcusim.gif

m coleman (lovebug starski), Saturday, 24 June 2006 10:12 (nineteen years ago)

To answer your title question: Because I can say an album fucking blows and get away with it.

js (honestengine), Saturday, 24 June 2006 19:16 (nineteen years ago)

xxxxxpost
However, for a lot of people the lo-fi sound is exactly what the music needs, even adds the "magic" or whatever....There's no analog to this in games

Hmm,
"Retro" 8-bit gaming fetishism (or whatever you want to call it) is very analogous to lo-fi fetishism in music, wouldn't you say?

CDDB (Dan Deluca), Saturday, 24 June 2006 19:30 (nineteen years ago)

It is analogous, in so many ways.
Preferring the lo-fi, low tech aesthetic of a bygone era...

CDDB (Dan Deluca), Saturday, 24 June 2006 19:33 (nineteen years ago)

Critics aren't really salespersons. They let the public a record is out there, but what they do is give an impression of what it sounds like. A salesperson will try to sell no matter what. A critic has the ability to let you know a record stinks. (Of course a salesperson sometimes tells you this as well, just to direct you to another product...)

Nathalie (stevie nixed), Saturday, 24 June 2006 19:47 (nineteen years ago)

"lucky wander boy" is SO RAD.

and when journo critics write big idea pieces they are writing sales pitches for their books.

the fuckablity of late picasso (vahid), Saturday, 24 June 2006 21:18 (nineteen years ago)

and when journo critics write big idea pieces they are writing sales pitches for their books.

bzzzzt

Matos-Webster Dictionary (M Matos), Saturday, 24 June 2006 23:19 (nineteen years ago)

Funny, I have 1000 or so customer reviews on a certain website damning me because of a negative J*** M**** notice.

Rickey Wright (Rrrickey), Sunday, 25 June 2006 05:39 (nineteen years ago)

Sorry, I can't control what my fans do.

Joseph McCombs (Joseph McCombs), Sunday, 25 June 2006 06:00 (nineteen years ago)

no?

the fuckablity of late picasso (vahid), Sunday, 25 June 2006 06:08 (nineteen years ago)

Hmm,
"Retro" 8-bit gaming fetishism (or whatever you want to call it) is very analogous to lo-fi fetishism in music, wouldn't you say?

-- CDDB (cdd...), June 24th, 2006. (Dan Deluca)

sort of....I'd put it more like folk music of the early 60s, Pete Seeger, etc, sort of trying to preserve the lost arts of the past....whereas, lo-fi 4 trackers were sort of pioneering a new sound of sorts, i mean, for what it's worth, GBV or Sebadoh didn't really SOUND like stuff from the past.

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Monday, 26 June 2006 15:04 (nineteen years ago)

plus retro style games don't really have technical problems, per se....like for example slowdown in an 8-bit 2D sprite game is never good.

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Monday, 26 June 2006 15:23 (nineteen years ago)

In the modern/post-modern/contemporary era, ART may be valued for many reasons and in many ways, but is not expected to conform to any specific aesthetic or to satisfy any fixed social need. It can be political, or it can be purely aesthetic. It can be entertaining or it can be confrontational. Perhaps some, or all, or none of the above. Hell, a lot of art has almost no function except in relation to art criticism: meta-art that engages not with art but with the critical discourse about art.

And music often posits itself as "art". Music and music criticism, therefore, are informed by the broader discourse on art and culture.

Video games are different. Almost nobody buys video games as art, and almost nobody comments on video games as art. There is no active thread of critical dialogue connecting video game consumers and producers to "legitimate" artists and critical thinkers.

Sure, some critics may approach video games as pure "fine art", but they do so in a vacuum. The consumers and producers aren't listening to them, and no one who isn't getting published in [insert name of hopelessly obsure crit journal here] ever reads their writing.

That's why video game reviews are pretty much just consumer advice: very few people are concerned with the artistic & culture implications of "Splinter Cell".

fuckfuckingfuckedfucker (fuckfuckingfuckedfucker), Monday, 26 June 2006 15:52 (nineteen years ago)

There is no active thread of critical dialogue connecting video game consumers and producers to "legitimate" artists and critical thinkers.

Hahaha uh...Corey Archangel and the Whitney Biennial may have something to say about all that. Also, Stephen Berlin Johnson.

Eppy (Eppy), Monday, 26 June 2006 16:01 (nineteen years ago)

Yeah, but like I said, there's nothing connecting the [commercial] producers and [commercial] consumers of video games to that little art-crit circle-jerk.

At least since the 1970s, rock music has entertained fantasies of its own art-hood, and so has engaged with itself as art, and even with the critical discourse in art. As a result, rock consumers often see themselves as "art lovers", with tastes informed as much by their own ideas about art, culture and meaning as by how the music functions as dancefloor fodder at the sock-hop.

Popular music often asks that its audience experience it as self-expression, as cultural commentary, as formal experimentation, and even as a response to an ongoing critical dialogue (e.g., Pavement's "Fillmore Jive"). Music concerns itself with questions of authenticity, integrity, purity and honesty of expression.

In popular music, the communcation channels between "critics", theorists, practicioners, corporate entities and audiences are open and functional in all directions. Fans, critics and theorists all approach pop music as art. Musicians, in turn, understand this and see themselves in similar terms, and the corporations involved exploit this in promoting artists and their products.

But video games just don't work that way. Given the understanding that there may be occasion exceptions, video game designers do not function with complete artistic autonomy, as "auteurs" lionized by critics and audiences who view their works as expressions of the self.

While the art-world may have ideas about video games, and while certain artists may appropriate the "video game" as object or subject, these endeavors remain totally divorced from the mainstream design, production, marketing and consumption of video games.

fuckfuckingfuckedfucker (fuckfuckingfuckedfucker), Monday, 26 June 2006 16:52 (nineteen years ago)

Music, painting, sculpture, film, etc. have different routes of interacting with the work. Video games a little less so due to the goal-oriented scenarios that exist within the game -- they're tasks as much as they are media. This, however, is pretty off-base:

While the art-world may have ideas about video games, and while certain artists may appropriate the "video game" as object or subject, these endeavors remain totally divorced from the mainstream design, production, marketing and consumption of video games.

This ignores speculative fiction written about future video game scenarios and their interaction with real life, sociology studies on multiplayer online games, music made for video games that is reviewed as separate work and has influenced modern music or in fact now incorporates modern music, video installations that encourage "play" that render artworks indistinguishable from video games, among others. The concept of "play" is key among certain art fields.

Given the understanding that there may be occasion exceptions, video game designers do not function with complete artistic autonomy, as "auteurs" lionized by critics and audiences who view their works as expressions of the self.

This is true in most fields. While some movie directors are auteurs, I can look at the list of current best-selling films and find a handful of directors creating movies based on commercial properties that have strict image and plot control based on business concerns. Just as in film, there are a number of video game auteurs with particular themes. Katamari Damacy as a recent example, and I know that Rez, Lumines, and Space Channel 5 were also the brainchild of one game studio. Video games are more collaborative due to the number of people needed to create content and to code the game, but that doesn't mean that there are not teams that are built on creative vision as opposed to economic necessity.

business up front, party entrance at side door (mike h.), Monday, 26 June 2006 17:28 (nineteen years ago)

To answer your title question: Because you can actually make a decent living in sales.

Alex in Baltimore (Alex in Baltimore), Monday, 26 June 2006 17:30 (nineteen years ago)

rez, lumines, and space channel 5 is tetsuya mizaguchi. he's an interesting guy, i don't know if his reputation is quite to the auteur/legend level....

will wright and shigeru miyamoto are two guys I can think of as legitimate legends/autuers, they both have themes and aesthetics that are really identifiable.

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Monday, 26 June 2006 17:35 (nineteen years ago)

Part of whether it's branded art is how it's conceptualized. The artist versus designer debate is such a wash.

business up front, party entrance at side door (mike h.), Monday, 26 June 2006 17:44 (nineteen years ago)

Yeah, but that's gonna be such an infintesimally small percentage of the overall market that it's like trying to make a statement on all of pop based on Metal Machine Music.

js (honestengine), Monday, 26 June 2006 17:45 (nineteen years ago)

How so? The auteurs that M@tt mentioned (Wright and Miyamoto) are responsible for the Sim games (The Sims!) and Mario. If that's a small percentage of the market, then I must be going to different stores.

business up front, party entrance at side door (mike h.), Monday, 26 June 2006 17:57 (nineteen years ago)

xpost,

the brainchild of one game studio.
legends/autuers
also back in the day there was the (highly respected) game studio Treasure...they certainly had their own style/aesthetic going on, they were innovative, etc

CDDB (Dan Deluca), Monday, 26 June 2006 18:02 (nineteen years ago)

(sort of off-topic, but I'll continue anyway!)
xxxxpost,
The lo-fi aesthetic in (indie rock) music certainly has something to do with tapping into the listener's memories and fondness of creeky old records, strange AM radio broadcasts, recordings from a bygone era, etc.

"Retro gaming fetishism" taps into this as well, Nintendo being one example...they're constantly throwing in references to their "lo-fi" days, whether it's keeping the old 8-bit coin sound, or whatever. I'd *really* love to see this taken to an extreme! A true "guided by voices" of gaming. Something that's entirely exploitative of retro gaming fetishism (yet something new altogether). In fact I've long dreamed of this style of game...

CDDB (Dan Deluca), Monday, 26 June 2006 18:15 (nineteen years ago)

Re: business

I agree with you, but only to a limited extent. I think that we're probably in the infancy of the video game as a popular art form. In the long run, there's every reason to suppose that commercial video games might come to be seen/discussed in "fine art" terms, and even to be produced with such concerns in mind.

But that's only just barely beginning to happen, on the fringes of both "the art world" and the video game industry. For the most part, our interaction with video games is dominated by questions of functionality, entertainment value, objective "quality" and economic worth.

fuckfuckingfuckedfucker (fuckfuckingfuckedfucker), Monday, 26 June 2006 18:16 (nineteen years ago)

(xpost)
(er, dreamt)

CDDB (Dan Deluca), Monday, 26 June 2006 18:17 (nineteen years ago)

I don't know if critics (or the ones I know -- or, the one that I am) really deny they're "salespeople", but that what they're doing isn't *just selling* stuff/an argument. I mean, if I was telling my best friend about a new game, I would go into exactly what it was like to play, what it reminds me of - not really because I care if he plays it, but because (I think) I'm doing him a favor, saving him some time by giving what I think is most important info first.

Not that this kind of "crit" is necessarily all that great a read, but to be honest, I wish more "real criticism" contained actual discussion of, like, the music. There seems to be allergies on both sides of this thing to appeasing the other.

Dominique (dleone), Monday, 26 June 2006 18:29 (nineteen years ago)

one problem with developing "auteurs" is that the budgets and staff needed to do really innovative things (like will wright's spore, for example which should be amazing), require investments of millions and millions of dollars...basically there's no way a true "indie" studio could do something like spore....wright and miyamoto are anomalies because they've done really innovative stuff AND been successful...they get a lot of freedom in their companies because they've proven they can deliver.....

...although there are people that haven't sold a lot of games that keep getting approved to do new projects...like Tim Schaefer from DoubleFine (he's done games like Escape from Monkey Island, Grim Fandango, and Psychonauts)...i really admire tim, he's a smart guy and has a real unique aesthetic, but dude can't move units to save his life it seems...psychonauts was criminally overlooked...he keeps working though....

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Monday, 26 June 2006 18:45 (nineteen years ago)

(spore = awesome!)

CDDB (Dan Deluca), Monday, 26 June 2006 19:10 (nineteen years ago)

i got to create a creature at E3! it's amazing, there's nearly endless possibilities and yet it's completely easy and intuitive.

M@tt He1geson, Rendolent Ding-Dong (Matt Helgeson), Monday, 26 June 2006 19:14 (nineteen years ago)


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