Librarianon

Your local Librarianon

  • He/Him

Writer, TF Finatic, Recohoster, and Game dev. Wasnt able to post here as much as I liked, but I'll miss it and all of yall. Till we meet again, friends!


Campster
@Campster

After posting my latest video about Killer Frequency for Halloween, one of my patrons left that comment. Now, I'm not trying to call anyone out or complain about it because, frankly, they're absolutely right. Most of the video explores the premise of the game, the mechanics, and a bit of the tone. There's very little in there that one could call serious criticism or a deep read of the text. The video is, functionally, "Hey, here's a cool thing." If anything, the comment is stating a truth about the video, and that is why it rubs me the wrong way.

Because the video was scripted that way by design, and I'm deeply torn on the approach. So I thought maybe I'd talk a little bit about it because it's an issue I stress over all the time.


A few years ago I wrote about the complexities of covering small games. And while some of the details have changed over the years (I think we're seeing fewer small games and more consolidation around mid-budget titles, and the number of publications able to take on this coverage is even smaller now than it was then) the core dynamics that are described there still hold. Basically:

  • There's a massive number of titles released every year
  • Because of their limited audience, there is little financial motive to cover smaller titles by most outlets until they become surprise mega-hits
  • But these titles are also where the most personal, most experimental, least commercialized games (often from the most marginalized creators) tend to exist

Consequently there's a bunch of cool stuff out there that people just don't get to hear about unless they have the right contacts or spend an inordinate amount of time doing research on new games. Like, I know about Thirsty Suitors, and knowing Cohost's userbase many of you probably know about Thirsty Suitors, but how many of my YouTube subscribers would be aware the game just came out? And that's a sizable multi-platform AA production, not some tiny art-house itch.io project made by one person! Killer Frequency was similarly a mid-budget title and I had multiple people tell me they had never even heard of it. Imagine how hard it can be to get eyes on something that isn't releasing on every major platform date and day. I think that lack of discoverability and discourse is a problem, and it's one that I would like to use my platform to address! In addition to deep reads of games or game criticism I can shine a light on stuff that I just think is cool or warrants more eyes. But that presents a kind of tension that cuts to the core anxiety I have, which is: What the fuck am I doing when I cover a game?

Because there's kind of two modalities I'm bouncing between here, right? There's Errant Signal the Critic - the hoity toity pretentious dude who tries to treat games as capital 'a' Art and examine their thematic content through deep reads of the text. Then there's Errant Signal the Curator - operating as a channel that collects games you may not have played (or even games you may not have heard of!) and talks about them briefly, highlighting the things that make them unique or engaging or topical and trying to capture the shape of how it feels to play the game with my words and clips of the footage.

And both approaches when applied to these lesser known titles are kind of fraught, right?

Like, the problem with The Critic is that it's extremely hard to justify a 20+ minute deep dive into a game very few people have heard about, let alone played to completion. I promise you that a half-hour long look at Cyberpunk 2077's struggle with its anti-corporate rhetoric would play better and to a wider audience than a twenty minute examination about whatever is going on in Critters for Sale. And that lack of an audience is a problem when good criticism takes so much work. It requires real thought and examination - rumination, even! It requires multiple playthroughs to pick up on things that are missed or multiple endings, research into the author's history and other games and cited works and comparable games that did similar things thematically or mechanically. It's tremendous effort for very little reward. Some times some small games demand that kind of attention - I'm proud of my videos on The Space Between, for example, or Broken Reality. But that kind of video comes with a cost, and most games don't inspire me to put that kind of time in. Sometimes a cool thing is just a cool thing and I'd like you to be aware of it?

But the problem with The Curator is that it skirts extremely close to just being PR agent for games. If my coverage tends towards the universally positive and I have a non-trivially sized audience, even if the intent is pure the practical reality is that I'm doing something much closer to promotion for a title than engagement with a title. This kind of work is faster to produce and lower effort on my part, which means I can cover more games and get more content out regularly! Healthy for the channel and cool for all those games that need coverage! But it's hard to escape the sense that one is doing something of a sales pitch, even if it's for a product one believes in. Like, the goal of Curator Chris is to raise awareness of lesser-known titles in a way that leads to their having a greater cultural presence and place in our discourse... but the commercial aspect of all of this is inescapable. "Hey check out this cool thing" comes with an unspoken "...maybe you'd like to buy it?" tacked on. And that can feel gross, especially when these videos lack the depth of engagement the more critical ones do.

And people's response when I bring this up is usually: "Can't you just do both?" And like... not really? Part of the goal of playing curator is to cover lots of stuff - if I'm not doing that there's not much of a point. That means moving fast, which is antithetical to the needs of deep reads and thoughtful criticism. Similarly, some games simply don't support a huge video essay about their thematic heft. That doesn't mean they're bad or not worth checking out! But like... something like Supplice or Beton Brutal don't really ask for people to write about them, they just ask to be played, and talking about them helps them achieve that goal.

So I'm in this cycle* of trying to move fast, shallow, and broadly in order to bring as many eyes to as many cool things as possible... before I feel like a marketing clown who's putting out shallow work. At which point I need to pivot back to thoughtful, nuanced work that might take me two months to put together a 15-20 minute video... before realizing I've let a ton of amazing games slip by uncovered, and I feel unproductive, and decide the time is now to start putting out shorter/faster/more content to cover it... and repeat.

Both jobs feel necessary, neither leaves me satisfied because of my failure to do the other. So realize that I do see the criticism being levied here, and it's not that I'm ignoring it. I am thinking about it constantly and failing to solve the problem it presents.

* And in between all of this are long periods working on Children of Doom, but oh god that's its own bag of cats.


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in reply to @Campster's post:

For whatever it's worth, from a nobody lurker, I really enjoy both Critic ES and Curator ES. I like both modalities, and appreciate the different things (depth and breadth, respectively, to be super reductive) each brings to my experience of video games.

I tried a couple times to find ways to articulate that I find even your lighter more surface level coverage compelling and interesting criticism even if it's not really digging into the nitty gritty of the thing, or that I think there's something qualitatively different to "hey buy this indie game maybe" compared to the same but for triple A release, but I felt like I would be just explaining your own conundrum back to you, haha.

At any rate, I like your critical voice a lot in both broad coverage and in deep dives, and it seems like a lot to put on yourself to be all things to all games at all times when this isn't even your day job. Your work on both the "criticism" and "'coverage" ends of the spectrum has been valuable to me as a viewer, and you hold yourself to a higher standard/sense of obligation than like 90% of games coverage, and that shows through in your work even when you aren't doing all the things you feel like you should be. At least from a viewer perspective, saying that operating in one mode means you're "failing" to do the other feels uncharitable to your body of work, which is good and interesting. I get that the inner critic/perpetual drive to do thing better is extremely persistent though.

For what it's worth, I don't think being a curator means working fast. I think it requires breadth and it requires depth, but I don't think speed is necessarily a requirement. If you wanted to just trade off between curatorial work and criticism or mix the two, I think that's healthier than feeling like you MUST curate at a fixed speed or MUST only ever do criticism.

I think there might be two potential solutions to this that I'm thinking right now:

  1. First sepak about a topic, than speak about the game or games involved, other elements are allowed. This makes it possible touch multiple games or even just one in depth. For example in the vaporwave video, instead of starting about the game that leads to the theme, first start in the topic (i.e. vaporwave) then touch in the game. Let's call it, thaw Jacob Geller style, for lack of a better analogy. Closest to what you have done could the marvel titles video I suppose, or even some of your older videos talking about game design concepts.

I would understand, however if you wouldn't like to do this sort of thing, it's a different style of analysis and it does kinda out the games as secondary and more like text to cite from.

  1. Don't talk about recent or upcoming games, always look I retrospective. This will remove the PR element because, in theory, it's an old a game and hard to get a good return of investment from the developer/publisher and the viewer. It also avoids the need to be up to date, since there is no need in this case. Put like, a year threshold for games release cutoff as an example.
    Also, I understand if this sounds lame because it kinda losses its power, but in the other hand, it is kinda the idea.

Of course this are just lame ideas form someone who has never done this at all, so they might not be that interesting to you, or may clash with your style. Still, food for thought.

And anyways I will watch anything y ii out on for what it's worth :eggbug-wink:

First off, you should do what helps you stay satisfied with the work you're doing, and I like both the deeper critical dives and the smaller captures of small games.

I see the comment made, however true it may ring, as a polite version of "stop making stuff I'm not into and make more of what I'm into", and feel it should be treated as such.

Additionally, I think the curator role is especially important now. I wouldn't look down on you as a video creator, becoming in a small way a promoter of Small Indie Games by virtue of spotlighting titles that have no preexisting PR apparatus, because, at the risk of making it sound like a moral thing, it's right and good that these voiceless games have a voice, even if the voice is as simple as "hey look at cool thing"

I'll concede I framed it dismissively, but the comment itself is very much geared as a suggestion to, essentially, make this style of video (quicker breakdowns that highlight what the game is) more like the other style of video (deeper reads that get into more detail)

I contend that the criticism observes a truth about the video but is ultimately unhelpful beyond a statement of the commenter's preferences ("I prefer your deeper stuff, make it more like that.")

Anyway, the point of my comment is that regardless of the crit, both forms of output Chris outlined in the post have value, in fact far more value as an outlet for visibility than some of Chris' own supporters acknowledge.

i think some of the most successful fusions of these two aspects are videos by folks like jacob geller (i know other people do this to but i can't think of them off the top of my head) that tie together a few video game obscurities with an overarching theme. that approach even lets you talk about big games and small games side by side, to bring in an audience that wants to hear about the big game and then hit them with the little games.

there simply is not enough time in the world to cover all games as deeply as they deserve. any finished piece of coverage is a miracle and a treasure, and not indicative of being better or worse than anything not covered. i personally like the really deep looks, because i am a little baby bird that needs predigested food dropped into my gullet or i'll starve

I didn't even feel like your video on Killer Frequency was too shallow. I think you did a complete job describing the vibe and mechanics in the time allotted, and gave me a sense for where you see it fitting in the broader genre landscape in reference to both movies and games. I only hope that you will analyze to the depth that the game you're covering inspires you to.

There isn't infinite time to make or engage with things. I love a deep analysis video, but I also would have never heard about a bunch of the games you have covered had you not made a shorter video showing it.

I don't think you give enough credit to how you write for either. I've gone and played games you've both done deep dives on and shorter look 'curation' and I think value was added on both fronts. I know thats not exactly your issue here but my point is I'm still motivated to experience a game myself even after a deep dive because I want to see if I can if I can identify the thematic goings-on myself or if I even agree with you. More importantly I don't think your curation is as shallow as you make it sound.
I know it doesn't require the same level of effort and that can make it feel like a sales pitch on some deep cynical level but you still bring your experience and voice when describing a game more generally that still gets at a lot of things someone just trying to get me to play the game might not say.
idk exactly what I'm saying but my goto example is Oxenfree. I felt like that was intended to be a shorter 'getting some eyes on this game' video, no? It is comparable to your killer freq vid anyway. I felt like I got a good grasp on the basics from how you described the game. The way you both praised and criticized the dialogue system made me want to engage myself and see how it felt the way I played it.
Critically tho I hate horror/scary games, Oxenfree is probably a little past my typical limit. If I'm a dev or real curator I wouldn't even bother trying to convince a player like me, safe bet its a waste of time. But because there was a conversation there started by you (even if its just between myself and the static ideas) about other aspects of the game, I gave it a shot.
Based on your socials before the KF vid and this post I'm sure the comments I saw on that vid were not too fun to process, so I hope this adds something useful to think about. I'm in for it all. I hope you can sort this out with yourself.

I enjoy both FWIW. Is following whatever mode is pulling you more with a given game a possibility? If that means doing 90% Curator and 10% Critic or vice versa I personally don't mind it but I see how that would give you pause.

i really enjoyed Blips when you were doing them. i realize that doesn't solve the problem of The Curator (probably just exacerbates the issue by trying to fit 5 games into 20 min) but it felt like a clear and approachable distinction between the personas. as a longtime viewer, it was nice to knowingly engage with both sides. ES was The Critic and Blips was The Curator. doing both never felt in conflict to me as a consumer of your work because each was clearly demarcated. and i enjoy both! please don't stop : )

Wow, I relate to this. You've done a great job of laying things out.

My channel was this split. I had what I call impressions videos where I'd play a game for 30 mins to a couple of hours and talk about it, and then I had my critiques where I'd try to deep dive on at least an aspect of the game. I've since retired impressions (although a current project is kind of doing the same thing), and now I livestream games, but I find myself having the same question you ask...

How to choose which approach to take for which games, and then feeling like you're neglecting the other aspect of what you do.

I hope you can achieve a balance or work out a compromise. You're one of my favourite game critics, so I'm here for whatever side you want to indulge, but I do relate to the struggle. I don't have an answer for myself yet either. I still keep trying to do everything and fall behind on it all. 😁

Others have already said so, but I like the broad approach you have taken, mixing curation and recommendation with more in depth criticism of more well-known titles, and just trying to make clear the distinction between the two. I don't think it's hard to tell them apart.

I also really appreciate your curation especially because it doesn't feel like "PR". You're not un-critical of games, and I generally feel like those videos give me just what I want from them. They introduce me to games I wouldn't have known about otherwise, and give me an idea of whether I would like them. Not just that they exist or whether they're interesting, but whether I would find them worthwhile to check out. It's convinced me to check out a bunch of games that I'd never have done so otherwise, and I've never felt like my expectations were over-inflated by your videos. If I check out a game that's been featured in Blips, I know what I'm getting into. I know I'm trying out something that's likely to be pretty short, sometimes janky, and interesting or different.

I really wouldn't want you to feel bad about your current output because I really love it. It's unique and interesting, and I appreciate that a lot of work goes into putting out a really wide range.