Opinion: In Defense Of That Recent Anti-Indie Column
February 9, 2010 2:00 PM |
[In this spirited opinion piece, GameSetWatch guest editor Jenn Frank takes a look at the latest cavalcade in the discussion of independent and alternative video games, concentrating -- interestingly enough -- on the response as much as the statement.]
I really like Jim Sterling's recent Destructoid column -- not necessarily because of any of the points it makes, mind, but more because of the ensuing, often aggressive responses from other gamers, developers, and reviewers.
There's a writers' resource called the 39 steps that I also like. Actually, it's just a list of helpful hints for good fiction writing, but it's a really, really good list. And a lot of its little kernels of advice, I think, can be applied to game design philosophies, too.
For instance, I've always really liked #23:
"Obscurity is not subtlety; intentional obscurity is pinheaded and unkind."
I do feel that way about games sometimes. I think you can be subtle without being deliberately mean to your player, or willfully alienating him. I think assigning ponderous meanings to mundane in-game actions is kind of a lazy way to work Big Existential Truths into your story. I think some games are disingenuous facsimiles of other, better games. I like 'indie gaming' on the whole, because I like creative underdogs, and because the games themselves tend to be shorter and easier to pencil into my calendar. Still, I've played some pretty terrible ones. Similarly, I don't think all puzzle games are great, even though I really like puzzle games.
So I'm pretty noncommittal. I think these opinions -- which are by no means the opinions of GameSetWatch, thank you -- are pretty low-key and moderate and not especially meaningful or groundbreaking or much of anything.
Now that I've fully shown my hand, let's gossip. I sure love gossip.
Currently, my Twitter feed is full of games journalists and artists whose dietary habits and foursquare updates I like to track. And today a lot of them were very apparently furious about something. Since bluster and ire tend to make me giggle (as long as those things are not actually directed at me), I did some backtracking and eavesdropping.
That is how I found all these little 140-character feuds and sparring matches with Destructoid writer Jim Sterling. I had trouble making real sense of those conversations, so I scouted out Sterling's February 7 Destructoid column, "Indie games don't have to act like indie games," which, OK, the title actually kind of made me grin in spite of myself, maybe because it made me think of this gem. (Also, when I first wrote this paragraph, I had not yet seen this.)
But now that I've read his piece, I'm a little confused about the commotion.
Jim Sterling's arguments themselves are inoffensive and moderate, but they're presented in a deliberately bombastic, even confusingly inflammatory way. But with all the brimstone stripped away, he basically says games can be artful and still fun to play, if they'd only try to be more fun and, sometimes, more playable. He says some games are hipster indie imitations, filching elements from genuinely good games, passing superficial, intentional obscurity off as real depth. And finally, he seems to think that some games get away with being bad because no reviewer will just come out and say they're bad, or why.
In fact, the brunt of Sterling's put-on umbrage seems to be with last year's game The Path. And probably his umbrage is fair, because not every player adored it, exactly.
In his review of that game, indie game critic Michael Rose takes great pains to explain that The Path is absolutely not a game, even as he goes on to repeatedly refer to it as a game (and "as a game," he says, "it's pretty boring"). Still later, Rose decrees that the 2009 un-game is "this year's weirdest game."
So even for the skilled reviewer, the critique itself involves some problematic conflation, and by review's end, Rose ultimately sighs that he isn't sure whether to recommend The Path at all.
Rose also writes,
"Unlike other recent attempts at arty gaming (see Flower), [developers] Tale of Tales have not drawn that line between and art and gaming well enough."
Apparently, though, neither can players: do we want to game, or do we want to be art patrons? Are we distressed when we're asked to do and be both at once? How fun should a game be? How fun should art be? Should art be painful to play? How, exactly, should we criticize painfully unfun non-game art?
But I am getting away from my real point, which isn't actually Jim Sterling's column at all, or my defense of it, or what I think about game design, or whether The Path is good or bad or fun or artful or even a real game.
The main point of interest, here, is all the responses Sterling's editorial has elicited. In Destructoid's own comments sections, there's quite a lot of "Finally! Tell off those pretentious indies!" There are also some better conceived comments that try to negotiate the 'game' and 'art' thing without conflation (though you'll find more meticulously careful conversation in here instead). There's some mudslinging, too, at mainstream games -- which, to hear it told by some, are apparently now bereft of artistic merit -- and at Jim himself, for being a blowhard.
I'd go so far to say that Sterling isn't really saying anything in particular, albeit in his trademark brassy way. So, as is always the way with the Internet, people hear what they would like to hear. And how people respond to the column says more about their own philosophies than it says about the column's.
So now, fascinatingly, you have all these mainstream game reviewers talking suddenly about how maybe mainstream games are creatively bankrupt, and they're championing the indie game scene and shaking their fists. And I like the noble, vocal intent there, but it's a little awkward to witness. Because Jim Sterling's final point -- that some games get away with being bad because no reviewer can bring himself to speak an ill word against them -- is basically proven all over again by the responses.
That's... kind of uncomfortable. Jim Sterling's epic troll ("indie games get away with being bad") has hoodwinked perfectly reasonable people into saying, essentially, that every indie game is great, which is just something of a literal impossibility. Oops.
Then, in the other corner, you have Jim Sterling's seemingly lone defender -- reputable, big-time game developer David Jaffe! -- who has taken the column's most salient points and run screaming in the opposite direction with them.
Jaffe even goes so far as to take "pretentious, full of shit 'journalists'" to task (and I do like the scare quotes around 'journalists'!) for "lauding and hyping these types of games."
Reading that, I reflexively wondered if this weren't some veiled insecurity, some sort of fearfulness about how the video game landscape -- how games are made, how they are bought and sold, or how we choose to talk about gaming -- is changing. But I think that would require Jaffe to take independently-made games seriously enough to be frightened of them, and I'm not entirely sure that he does.
Of these pretentious 'journalists,' Jaffe writes,
"Often times I think these writers go on and on about a lot of this arty farty stuff so it makes them feel like their own work is important (i.e. they are letting their readers in on something special and important versus simply writing about how many new weapons exist in modern shooter/alien invasion/football sim game #42)."
There might be some truth to that -- although, probably, my need to feel special and important is not all that keeps me from gushing about framerates and football sims -- but the real truth might be even more damning.
While good indie games are well worth championing, particularly for the benefit of those people who otherwise might not find them, perhaps game reviewers are reluctant to criticize badly made indie games because it feels too much like, say, crushing a house made of popsicle sticks and pipe cleaners.
The fact of the matter might be -- and this is very uncomfortable for me to type out -- a lot of reviewers don't take the indie 'genre' seriously enough to challenge or even criticize the bad games. It feels too cruel, too mean, in the same way it is cruel to kick a puppy or steal candy from a baby.
Maybe a lot of game reviewers really don't give indie games the professional and helpful criticism they really deserve, then, because they or we secretly deny indie games the status, the credibility, that we reserve for big-budget titles. Maybe, too, reviewers are prone to gush because those games consistently exceed their secretly low expectations.
Maybe.
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22 Comments
What in the name of the good lord are you blathering about? What is with these self-absorbed, meaningless, long-winded articles? This is one of those articles that renders the reader illiterate... i read the same sentence over and over again five times and just glaze over. One has to really enjoy the look of their own writing to write an article such as this.
Keith Burgun | February 9, 2010 4:26 PM
maybe, just maybe game reviewers just can't critique their friends because one day, a game reviewer might just have their own game project critiqued by their peers.
it's just a circle jerk of media twats. i thought that was pretty obvious.
madame_fish | February 9, 2010 4:44 PM
You know what happens to indie games mainstream-reviewers want to criticise severely?
They don't review them. Like, obviously.
There's thousands of indie games, and most of them don't get reviewed in the mainstream. Not even everything that's shortlisted for the IGF will get reviewed by a majority of sites.
And that's all statements which opens a load more questions and arguments, of course.
KG
Kieron Gillen | February 9, 2010 5:41 PM
A few points. The little bruhah over this was most certainly because of Sterling's offensive, conceited tone. If he had written and defended it differently none of this would have happened (although it's pretty already blown over). Much the same way Tale of Tales' outspokenness (/repulsive manner) has been received by nearly everyone who listen (although even they weren't so aggressive). The difference being the big companies don't need someone to stand up for them against the mean, dangerous indies!
In fact you only have to look at the reception of ToT's most recent game, Fatale to see how this supposed critique-wary circle jerk of journalists have completely disproved the conclusion of the article. There's more discussion and criticizing of Indie games and what Indie games, and all games are or should be then ever before. In the last few weeks you could look at the mixed reception of the fantastic VVVVVV, or the back forth between Lewis Denby and Robert Yang. Etc etc. I think you're making a lot of assertions that just aren't true.
And David Jaffe is as big a 'hardcore' fanboy you'll find. He just happens to be a developer. He's far from alone though. The biggest problem I see with videogames today is that most developers are just fanatic videogame fans who want to make more videogames like their favourites (except longer and "better"!). There's a dirth of inspiration and influence from outside our medium (besides maybe the same half dozen movies).
Indie games that try something different, whether successful or not, should be encouraged. That's the whole point; games can only get better from it. Demanding that they all be one thing is counter productive and asinine. People have different tastes; I just can't understand decrying something you don't like because you feel threatened or that you're not part of it. Whining because these games take up space and attention on your favourite sites (or for whatever reason) is extremely immature. The more variety, the better, and if it doesn't interest you, just don't play.
@Keith - Maybe you should come back after a cup of coffee. It's probably incomprehensible if you haven't read the article she's talking about. Imo Game Set Watch has been writing lots of great columns in the last few months and I hope it continues (rather than here's something posted on Gamasutra half an hour ago).
@madame_fish - Utter nonsense.
Paul | February 9, 2010 5:53 PM
@KG - Good points. I play all Increpare's exceptionally shitty games, as they're usually an interesting few minutes (the latest Starfeld being his take on ME2, a game which I love btw). But I'd never to imagine anyone would review them. Reviews are for 'products', whether it is worth your money or not (not whether something should have been made). Only the better stuff reaches the mainstream sites (as mainstream as videogame sites are) for a reason. Even then, if a review or description is overwhelmingly positive they focus on what its strengths are, and what people and the developer themselves should take and learn from it. Nobody needs to point out that this game by one coder in his spare time is really short, unbalanced, has terrible graphics, no physics and poor controls. The problems are always obvious. Not even the most 'pretentious' indie developer is delusional (except maybe the lovable Tale of Tales folks).
Ps - The Denby/Yang thing was over the former's poor, but worth being made, HL2 mod btw (in case you thought it was just discussion). When we try something new we are going to be crap at first, it doesn't mean we shouldn't keep trying.
Paul | February 9, 2010 6:12 PM
@Paul Oh, mostly I am just advocating the devil and, er, admittedly I am also really trying to stir the pot, here, too (but very politely! I am stoking delicately!).
But I'd prefer that Sterling's column didn't blow over so easily, that the brouhaha weren't quelled, because his column took the conversation about what we expect out of games -- whether certain types of games can or should be read and critiqued, and how -- to a website where maybe you don't usually see that kind of dialogue happening, because ordinarily just letting your readers know these games exist is enough for now.
And so although he's a little silly -- "they're provocateurs, dan. seriousness vs parody isn't the question" - http://bit.ly/96iGXw -- I really have enjoyed lurking and reading and being surprised at what people will say. Because -- and I said this upstairs, above the cut or wherever -- how people respond to an editorial column says more about their own philosophies than it says about the column's. Sometimes, very occasionally, the ensuing dialogue is so much more valuable. So.
jenn | February 9, 2010 6:52 PM
I'm not sure where people get the impression that a videogame -must- be fun.
Walk away with that and you see that "The Path" is a perfectly fine game. It can be a bit boring, but it's about exploring. So you get what you put into it.
Chris | February 9, 2010 8:22 PM
The dialogue is interesting but I don't know if it's valuable, it isn't exactly as if indie developers are trolling twitter and boards and using this as feedback. Indie developers are probably as stacked for time as anyone else. The question Sterling's article does raise is a good one though, what we expect from games is not only changing, it HAS to change. The Path, for instance, is weird no matter which way you cut it. Good or bad, it's just plain different. That's a good thing in and of itself. I remember seeing Kevin Smith do an interview and he mentioned he was asked to do a script for Beetlejuice 2: Beetlejuice Goes Tropical. His response was "Didn't we say everything we needed to say with Beetlejuice 1? Must we go Tropical?" He was going for humor but he made a very good point, without innovation the industry as a whole suffers and so do gamers. Hardware doesn't really matter if the games mean nothing. We might as well still be playing space invaders, it never stops being fun. Games like Hard Rain, which is "Indie" in nature, it started off as a tech demo, is now a triple A title and will be reviewed just like Mass Effect 2 or Dragon Age. Plants Versus Zombies is another one, it's stupendous but it's indie and It's also hard to review a game that simplistic. What can be said about it besides it's fun? I think most games have to have a certain level of development and depth before they can be reviewed properly.
Galvanizing or arguing with your readers is a good way to get more eyes on a piece or website, for better or worse. The best editors do it subtly and do it well, they usually end up increasing their readership. Sometimes, it's the only reason a piece gets written.
corbenfrost | February 9, 2010 8:25 PM
I had two main issues with Sterling's column. First, he states that vagueness and subtlety in meaning is bad, and is equivalent to punishing the player for playing the game. Personally, what I love most about art is ambiguity and vagueness in interpretation.
It's the anti-intellectualism running through the whole piece that gets to me.
Second, he throws around accusations of "pretentiousness" as if they describe the indie community as a whole. He picks out the most cryptic and out-there indie games, The Path and The Marriage, and then draws a direct line that implies that all (or the majority of) artsy game devs are just pretending to be smart and creative.
Gregory Weir | February 9, 2010 9:11 PM
Reading this piece as all the noise dies down, it makes me wish that, next time "this" happens, the Internet would have the patience to take its opinions and sit on them for a day or two.
Clearly the author did just that and my initial reaction has been changed from "yeah, indie games are like indie music: mellow, pretty-sounding poetic pop that has no soul" to "god, what am I saying?!" You so desperately want to be part of the moment by saying something clever or smart, but the actual issue is undermined.
Anyway, one other thing that immediately struck me: instead of 'fun to play,' perhaps the operative phrase should be 'enjoyable to play,' or 'compelling to play.'
Just like a book or movie should compel you want to read the next line/watch the next scene, a game should compel the player to progress through the game, which requires enjoyable gameplay…right?
Nate | February 9, 2010 9:40 PM
@Paul: Whoa, I'm part of a "Denby/Yang" thing? Cool.
Anyway -- what distresses me most is that this anti-intellectualism metastasized on TIGSource a while back. People who understand firsthand the sweat that goes into creating a game... and yet they've degenerated into an obsession with fashion, with what's pretentious, with what's "trying too hard."
All of them: mobs of people who need to grow up. All with dark hearts pumping cold, dark blood. All saying, "No."
It feels good to tell someone that, huh?
"No."
Robert Yang | February 10, 2010 12:55 AM
This is a non-argument in my books. To say that Sterling is lowest common denominator, and thus opposed to anything remotely requiring any sort of interpretation, would be an understatement. But don't take my word for it, take this fine example of writing posted just half a day ago:
"It's another well known fact that the Predator has a mouth like a gaping cunt. It probably stinks like one, too. If Aliens are giant penises, then Predators are massive minges.
I'm not saying that male organs are better than female ones, but if there was a fight between a cock and a pussy, I'd be putting my money on the one that can rape."
This is a man who's opinion of "pretentious" games is worth caring about?
n0wak | February 10, 2010 2:54 AM
Like Jenn, my main exposure to Jim Sterling is from sporadic eye-rolling tweets by legitimate games writers.
To be fair to him, being in a role where one has to write several blog posts a day (with driving traffic being the immediate goal) would probably cause even the best writers to run out of inspiration occasionally.
Of course this doesn't excuse the ham-fisted prose, obnoxious tone, unasked-for opinions and unpalatable views that crop up repeatedly in his work.
There's probably an interesting discussion to be had about whether some indie developers are limiting themselves through adherence to 'indie' conventions. But I doubt that someone like Sterling, who views anything that deviates even slightly from the what he's spoonfed by the mainstream publishers as a threat*, can add anything insightful.
*(Seriously, in Sterling's eyes the major publishers are unequivocally 'on our side' and can do no wrong. Complaints about working conditions? You must be an lying, uppity housewife! A misjudged, potentially offensive advert gets dropped? Time to start shrieking about "political correctness" and "free speech"!)
Robin | February 10, 2010 4:45 AM
An amazing, discussion-ending quote from Nowak, there, making me wonder what I'd ever do if he left the internet.
I particularly enjoy that Sterling's response to someone who complained about the post on Twitter was "you don't understand irony, do you?"
Absolutely amazing; better than I could imagine.
mathew | February 10, 2010 8:03 AM
Jenn said: "he seems to think that some games get away with being bad because no reviewer will just come out and say they're bad, or why.
"In fact, the brunt of Sterling's put-on umbrage seems to be with last year's game The Path. And probably his umbrage is fair, because not every player adored it, exactly."
These points seem to me to be in direct contradiction to each other. It seems to me that I've seen plenty of bad things written about "The Path."
And that goes to the problem with Sterling's own approach; why must he assume that the reason anyone praises a weird game like The Path is because "no reviewer can bring himself to speak an ill word against [it]" (Jenn's paraphrase, again)? Perhaps there was something the reviewer liked about it? When Susan Arendt says "I hated The Path for the first hour I played it, because its strangeness made me too uncomfortable, but it is that very strangeness that made me grow to love it," perhaps she's honestly reporting her experiences?
Sterling seems to rule out the possibility that anyone could honestly praise one of these games. And that's why I'm convinced (never having played The Path or The Void) that he simply doesn't understand them, and isn't making an effort to. If he were trying to understand them, he'd see that people could react positively to those games and give an explanation of why they were being taken in, instead of dismissing their reactions as insincere.
matt w | February 10, 2010 8:06 AM
This was the measured and articulate response Jim Sterling's wasn't.
There's a good E.B. White quote to go with rule #23, from the Manual of Style:
"Be obscure clearly! Be wild of tongue in a way we can understand!"
Andrew VB | February 10, 2010 10:28 AM
But The Path surely was our _least pretentious game! :)
Michael Samyn | February 10, 2010 2:56 PM
Hey Jenn!
Nice article. I think you hit the nail on the head with your final points regarding the bias journalists give to indie games. It's an interesting situation because, at the end of the day, indie games in general kind of deserve that bias - they're made by small teams and are often labors of love that wouldn't have been possible to make on a larger scale. They shouldn't really be compared to games that have a person devoted full time for two years to UI programming.
Further, I think that indie games don't tend to get criticized simply because journalists won't go out of their way to play indie games that they don't like. The only indie games that get air time are the ones that are championed by a journalist because it happens to be their cup of tea.
There are two major sections of gaming journalism - consumer-centric journalism, which helps the consumer choose between a multitude of retail, $60 products that they've no doubt had advertised to them already, and there's journalism which centers around games as a culture and art form.
The issues occur when these two sections intersect, and people think that a journalist that likes VVVVVV should be warning their readers that the average gamer will *probably* enjoy Halo 3 more... or conversely, expect GiantBomb to care whether a game is just a flashy amalgam of a bunch of other games.
That's not to say that there shouldn't be critiquing of indie games - just that it doesn't make sense for it to be the same as the review system that exists for larger games.
Retail games get judged on graphics, fun, polish, and storytelling, and they get compared to each other constantly. Indie games should just be judged differently - on a case by case basis, on originality and uniqueness, on how evocative it is, and on how well it executes on the ideas that formed it. And certainly without a score at the end!
Wow, that was a bit of a ramble. Er. Enjoy?
Jason Bakker | February 11, 2010 3:14 AM
I tend to have this argument quite a lot, though my sparring partner subscribes to the "neither" view in the mainstream vs. indie discussion (picking instead the less-discussed retro option). However, I have always placed my lot firmly with the indie developers, because I can't help but think that the industry would completely stagnate without them. I generally summarize this as the question of would you rather: live in a world without big publishers (EA, Activision, 2K, MS, Sony) or one with only the big publishers?
As to the actual article, I think that yes, certain indie games try to be obscure, but that's not a bad thing. I restarted The Void after 5 hours, because I understood the game much better then than I had 30 minutes in. And you know what? It didn't annoy me at all. I was thrilled, in fact, because this was a game that not only had narrative, but wasn't afraid of being difficult and letting me figure things out on my own. That's a market segment that's been left largely untouched by the big players.
The unique position that indie games hold is that being ignored is equivalent to failing. AAA titles can't be ignored because of multi-million marketing budgets, so it makes complete sense to critique them as things that a potential buyer would probably have seen and wants to be advised about. Not mentioning an indie game is the most damning critique of all - equivalent to writing a review with just one word: "avoid".
Sebastian Nordgren | February 12, 2010 9:31 PM
Robert: Yeah, I inwardly smiled when I read that. We're famous! We should fight more.
The thing that really wound me up - and continues to wind me up - about Sterling's piece was the astonishing sense of entitlement he exuded throughout the whole thing. His argument, essentially, was "entertainment should cater to me, damnit!"
Anyone who says games /should/ be made in a particular way deserves a thorough spanking in my book. It's such an opposing viewpoint to my own. I am continually fascinating by the directions games are spanning out in. To argue against any type of game seems pretty preposterous.
Paul: Glad you thought Post Script was worth making. It's being continued, too, when I find a level designer who can actually make levels. Robert offered some great advice. Another very special HL2 modder has been raking through my ideas and tightening them up, too. Watch this space. (Not literally this space.)
Lewis Denby | February 13, 2010 3:26 PM
Er. That should have read "I am continually /fascinated/." Though I like to believe I'm continually fascinating as well.
Lewis Denby | February 13, 2010 3:28 PM
@ Kieron Gillen
While "mainstream-reviewers" (like yourself) may not do full reviews of indie games they don't like, there are a fair number of indie/flash games featured on your website (Rock Paper Shotgun) that get a good kicking in the comments threads. In effect your initial post initiates a 'community review' which in total ends up being the same thing. You don't only link to/feature the 'best' games - you seem to also link to quirky/interesting/distinctive/controversial ones as well, along with ones that are getting a lot of attention elsewhere.
TeeJay | February 14, 2010 10:47 AM