@shaanyboi said:
@humanity: That does not mean games media doesn't disproportionately lean into that form of conversation.
It should be remembered that games, compared to other art forms, are disproportionately affected by technical factors, which is unsurprising when you consider the highly technical way games are made. Generally, even bad films, music albums etc. are competently put together from a technological standpoint, whereas games, from the cheapest "indie" titles to the biggest blockbuster stuff, frequently have a variety of technological problems: bugs and glitches, framerate hitches etc. etc. Spending time on these factors in a review is not only reasonable but necessary, just as it would be necessary in a film review if the movie in question was being screened with stuttering audio and inconsistent framerate, or in a music review if the songs suffered from poor audio quality, bad mixing etc. Further relevant comparisons can be made: graphical quality in a game corresponds to animation quality in an animated film (which is obviously a very important contributing factor to the quality of the movie as a whole), etc. etc.
It also has to be considered that even if you ignore the technological aspects, games are highly technical by their very nature since what separates them from other forms of art is precisely the systems and mechanics that allow for interactivity. These are as central to games as language is to novels, and the fact that they need to be discussed in terms that are largely technical (and they do need to be, since systems and mechanics, as the words indicate, are highly technical things) should not prevent us from recognizing that they are nevertheless aesthetic elements -- they are, in fact, the central aesthetic elements in games as a medium. Consequently the way e.g. control schemes, combat systems, inventory systems etc. are put together, which "features" they have and how they are implemented, is artistically relevant in the highest degree and must be a central topic in any game review (with the possible exception of games that have extremely "light" forms of interactivity in favor of a very strong focus on other factors, e.g. visual novels).
"Textual critique", as you call it, can have its place, but if you write a game review that attempts to ape literature and film criticism while eschewing appropriate discussion of the medium's central aesthetic element (i.e. systems and mechanics that need to be understood in technical-aesthetic terms), that review will be woefully inadequate and betray a fundamental lack of understanding of games as an art form. It would be like reviewing a piece of choral music and focusing almost entirely on literary analysis of the lyrics because you want to be a "serious art critic" and your idea of what "serious art critics" do is based on literary criticism, while failing to understand that music is something else and needs to be assessed in a very different way.
I will agree that most game reviews are shit, but it's not because they are too technical and they certainly should not be written like reviews in other fields (and they most definitely do not need more moralistic tripe, regardless of whether it concerns work conditions at the studio or perceived injustice in the content of the game itself). A much bigger problem is that most game reviewers are incapable of understanding the nuances of the systems and mechanics they engage with, and lack the expertise to make any but the most shallow analyses and comparisons when trying to assess those systems and mechanics in relation to the medium/genre/subgenre as a whole.
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