1. "Critique" versus "Review" postsThis was really the hardest thing to nail down. I had all sorts of points about the crispness of controls, character and enemy design, navigability, sound balance, and so on, and I ultimately excised almost all of them. Essentially technical items like these would have been really great to discuss in a review, but they didn't belong in the piece I was writing, which I wanted to be something different. A review is just a piece of writing that tells you what it's like to play the game, and that's important. But what I was after was not technical aspects but rather an exploration of theme and meaning, and an analysis of how the various features of the game—from writing to presentation to mechanics—served that meaning. I felt this tension when writing the
FFXII post too, and because I didn't resolve it, that one didn't turn out as well as I would have liked. It would be nifty to do both at the same time, but especially when handling a trilogy like the
Prince of Persia games that produces a piece that's simply too long, and it interferes with structure.
So I probably will never write anything that's both a review and an artistic critique. My
Persona 3,
Phantom Hourglass,
Revenant Wings, and
Professor Layton posts fall in the former category, while the posts on
Silent Hill 2,
Final Fantasy XII, and Prince of Persia better fit the latter. And, I think, since there are a ton of game sites writing reviews, I'm probably not going to put any more straight reviews up here, though I will probably write a few on accessible games for
Love Camel. What I put up here, though, I want to be focused on artistic criticism. So expect more posts like that last one and less that are like the
Revenant Wings one.
2. "Stuff" versus "People" storiesOne thought that occurred to me as I was writing the
Prince of Persia post was that there are two main ways to think about stories, both of which showed up in that trilogy. The most common way to encounter a story in a video game is as a recounting of stuff that happens (this is the approach of
Warrior Within). There are characters in the story, but very little about them matters to it, and seemingly little about it matters to them. The characters are just part of the stuff that's happening. Alternately, the story can be viewed as
people that happen. Stuff happens as well, but what the story is really about is not the stuff, but the way the characters interpret and respond to the stuff. Moreover, the people "happen" not just in that they
are, but in that they
become. The strength of
Sands of Time and
The Two Thrones is not just that the characters are fully realized and interact charmingly, but that the Prince changes and grows. I think that this sort of transition is a critical part of successful stories, especially in games where the player can be brought along for the change.
3. Expressive versus Narrative gamesThinking about games strictly as narratives is obviously too constricting. The approach I used in the critiques I've already written clearly relies on this mode of understanding, which may be an intrinsic limitation. One thing I think I need to try is to do one of these critiques for a purely (or nearly so) expressive game, that is, one that tries to induce an emotion rather than convey a story. I'm leaning towards trying a critique of
Katamari Damacy, just to see if I can do it.
4. Art versus EntertainmentI made this point in my previous rant, too. There are games that really aren't intended to
mean anything, that exist purely to be entertainment. They are the potato chips of gaming: tasty, filling, and fun to consume, but without lasting nutrition for body or mind. And there are also games that have nutritional value, but aren't expressive or narrative (i.e.
Brain Age). I don't think this is a problem for games as art: nobody denies that
Citizen Kane is art on the basis that
Predator and classroom film reels aren't. I am, however, not certain of the value of
trying, as film critics do, to interpret the pure entertainments in the same way as I do the meatier fare. I'm just one guy, after all, and the internet has plenty of sites that can tell you that dual-wielding is awesome.