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 don't know the current statistics on the percentage of female game players. I'm a reviewer, not a statistician. :) And I think we've both seen games that are marketed directly to female players, so it seems pretty clear that publishers do.
You know those were created by the guy who also created the first Easter egg in games, right? Warren Robinett, creator of the Atari 2600 classic Adventure, where he snuck his name in as a credit in a secret room. Awesome.
I have always been a non-fiction guy, in writing and reading; I have friends who have made the jump from critic to storyteller (Jay Turner & Gary Whitta to drop a few names), but I am not one of them, nor do I ever expect to be. It's not that I wouldn't like to try, or that I don't have ideas that I think might make interesting games, but I don't believe there is a direct connection between those two fields and it's never been a goal -- I love being a game critic. A lot of people do think, after playing a game or reviewing a game, that they can make a better one -- to which I say, that's probably the healthiest thing you can undertake. Give it a try and get an appreciation for how difficult it really is. Your subsequent reviews will turn out far more informed.
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.
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Keep in mind that this is entirely subjective, and I can only comment on the games I've played or reviewed (well, yes, I have played all the games I've reviewed, you know what I mean...) I think the worst games I ever reviewed were Combat Cars for the Genesis (a top down racer with no mini-map) and Chicago Enforcer for Xbox, which was a very very bad 1930s FPS. I was just amazed that it made it through certification. Best? I have too much nostalgia for the old days of arcades to say anything other than Robotron 2084 or Tempest, but they still kick my ass today. Any game that remains challenging 30 years after it was created deserves the title "classic."
No. Games are like films or books -- very much a product of their time. I have a great respect for what came before, but I think if you force someone to play, watch, or read something, they are not approaching it with an open mind and will likely not appreciate it the way you want them to. You can recommend, but shoving it down their throat isn't good. Sorta like a game review -- it's advice, but not imperative commands.
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.
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