Cania

KAY-nee-ah

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www.cania.zone/
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thecatamites
@thecatamites
Anonymous User asked:

Hi, bit of a long ask. As someone that has experience with media coverage; How do you feel pre/reviews of small, short, personal games should be? I got into media critique and game study so I could attempt to increase exposure of these works, but find the more I learn, the more complicated doing so in a productive way becomes. I don't want the video to be as far as audience interaction with the media goes, and hope to increase the income of artists through these videos by more than popularization.

As someone with no formal education in games or critique, doing this in a respectful, poignant way is hard. To increase audience, without taking away the need to engage with the game yourself. Do you have any examples of coverage falling under this, or any advice on how to go about covering these games? People are resistant to exploring small games themselves. I don't want to leave the games with an imprint of my opinions coloring its perception, or a popular complete coverage taking away need to engage personally and directly, as I've seen with many smaller titles. I want sales. thank you for any thoughts!

i'm not really an expert on this myself! but my own feeling is that maybe right now criticism is more important than visibility?


like i'm thankful for anyone who does the overlooked job of poring through new releases for anything interesting. but when something does come up it often feels like we don't know how to talk about it. the language of gamescrit is still very consumer product coded - "does this offer x hours of entertainment without noticeable distracting problems?" - and when something doesn't fit that mold i think it can be tempting to lapse into a kind of... textureless supportive art-speak... well it's very artistic and unique and about an important subject and probably personal. AND it's cheap and only 15mins long! perfect as a palette cleanser as you wait for elden ring to finish downloading. but it's hard to get a sense from this of whether a game has an actual sensibility, or what that sensibility is - how does it imagine the world to be? what is its attitude towards its own medium, to life outside that medium? what argument is it making for what's worth doing or paying attention to? like, Gadget: Past As Future and Garage: Bad Dream Adventure could both be described as weird prerendered adventure games - but the ways they differ from each other are more useful for thinking about each than the ways they each differ from Doom or something. and i think without those kinds of distinctions it's maybe too easy for this stuff to all just blend together into "eat your greens".

(as an example - the most successful critical intervention i know was the electrondance piece on cart life, which not only got other sites talking about the game but also made it easier for people to express what they themselves found compelling about it. even if people enjoy something it's possible that they won't be able to articulate why - and if they can't express it they're more likely to think that feeling isn't real, or worth talking about, compared to the readymade ways we have of discussing Fun Factor or whatever. one reason i think a lot of smaller games are underrated is that we don't even know how to describe what they're doing when they're good!)

i think writing or talking abt something just means trying to take it seriously - and it's possible this won't pay off! like sometimes you try to extend a game some credit, to see where it's going or what it's doing, and it totally wastes it. i think it's ok to be negative or mean if it comes from a place of disappointment, frankly. it's a cliche but even when people have disliked something i've made in the past it at least felt like they really played it and had thoughts about it - when most people making games now face just face total oblivion, negativity can be the kinder option. (and if they're on steam or something, even vehement critical disagreement will never manage to be the WORST thing they see somebody say about their game).

one other thing i would say: no matter what your own tastes are or whether you felt you did justice to something in this way or not, i think it will have been worth doing, because every piece of criticism is also something for other people to build upon. even if they disagree, they can take your observations and ideas and run their own way with them - so don't worry about trying to minimise your own tastes. a decade plus of venture capitalism and press consolidation has created a kind of deficit in games criticism itself. people still bring up bioshock infinite when dunking on AAA, and it's not that nothing as bad has been made since - it's because that game represented the last point there was very visible discussion about the limits of the AAA form itself. the infrastructure was bought and dismantled, people left, pieces were buried in site redesigns, wheels redesigned. i think the only way out of that hole is just to post through it, to try catching up on what's coming out now, nevermind if it's necessarily the perfect or ultimate take on it. even if you try something out and bounce off it, it at least means there's the possibility that other people writing about other games will be able to have a wider frame of reference for these things than stuff from 2012.

my final piece of advice... Have Fun ;)


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in reply to @thecatamites's post:

Thanks for sharing your thoughts on this and to anon for such a great question! I want to see honest reviews for media myself, maybe even write some when I have thoughts on obscure/indie works, but I'm afraid to say negative things because it feels like "punching down" or an aggressive act. I'm in the entertainment arts and know that making any work yourself is a small ordeal. It's good to know that engaged criticism might be more welcome than nothing.

hello, I'm an internet rando offering unsolicited advice in the replyguy section.

so, I just wanted to say that, the audiences of people who are interested in coverage of games outside the mainstream are going to have different priorities than the mainstream. this means that, as frustrating as it can seem at first, the click-thru or the sale is not really a meaningful metric here. this is probably just frequency bias—the reason why coverage of mainstream games seems to translate to sales is because the audience for that coverage is in the hundred million. for diy games, the audience might break a hundred. and these hundred people are more a bit more judicious than the hardcore gamer, although I mean that in a good way lol. readership priorities for serious writing are stuff like:

// getting a sense of what kinds of games are out there or have been missed out on
// understanding other ideas, or ways of seeing, or thinking about games
// relating to, or with, other cast-off weirdos, for whatever reasons
// maybe, maybe to put another game on your to-play list, the one that already has 100 entries (that's me)

I think user thecatamites already did a great job outlining ways to approach writing, and why to approach it that way. so I'm just here emphasizing the "post through it" part. whatever happens down here (creator owned games) will not look like what happens up there (publisher party with publisher money).

the paradox of the "youtube bump," those videos that can impact the livelihood of an artist, is that, in the current climate, you're more likely to get there by doing what you're trying to avoid. a more general use-case for criticism is outsourcing the "failure" state of art. people are time poor or rejection adverse or both and want to find critics that they feel align with their tastes and do the work of curation for them. this is basically a neutral observation of the labors of a generalist critic vis-à-vis their audience. that trust comes more easily from parasocial behaviors, talking over artworks (to show that you're an expert), and acting like you're all chums.

anyway, I'd just say, follow your impulses, and do what you want to see in the world! the results that follow from doing what you feel is lacking, or doing what you like, is unpredictable. so my advice would be to make doing the thing the goal, the result of the thing is largely out of your control.

asker, appreciate the thought out response! Getting opinions on this has been very useful, and the idea about the audiences in these spheres desiring a tastemaker rather than preview is gonna be hard to grapple with. I had hoped to emphasize the game itself above all else, uplifting it through these devices and audience wants to sales, even hindering other aspects to do so. The point of not being able to control outcome was something i'm surprised I didn't consider, its relieving but also sad to think that the best way to uplift these games is through sorta exploitative means.
I suppose I'll have to play the evil algorithm game.. cheers!