matthewseiji

Matthew Seiji Burns

Matthew Seiji Burns is a writer and director who works on game-like things and other things.


It's all linked from my site
matthewseiji.com/

Here's another topic that went by on another site that I have words on but didn't really care to format in a nice way, so here's a rambly thing about it. Should you, a person who makes x, publicly criticize other people's xs that you think are bad? In my case this could be games, music, or writing, though it applies to creative work in general.

The reasons to not do so often go like:

"People worked hard on it," which is pretty flimsy; people work hard on terrible things quite often. It is possible to respect hard work and not respect the result. It is also possible to not respect working hard! Working hard on something in no way guarantees how people will react to it, and I don't think it should. Still, it remains very common for people to imply that, because they worked hard on something, others are obligated to like it or respect it.

"It's bad for your career," since creative industries are fairly small and you may end up working with people in the future who worked on things you hated. I have made this mistake! But safeguarding your career is a pretty dissatisfying reason to hold back on your creative viewpoint.

These reasons aside, there is another reason I, personally, have largely stopped sharing my opinions about other works.

There was a time when I enjoyed takedowns of bad work (for the purposes of this piece I am talking about work that is just bad, not actively propagandistic or otherwise harmful). When I was young I thought of myself as someone who might write a polemic so thorough that entire teams of people making AAA games would hang their heads in shame at their mediocrity and lack of imagination. But something changed over time, and now I usually let bad work go by without comment. This is not to say that I don't still have strong opinions about what's good and what's bad, sometimes in line with what seems to be critical consensus (hard to tell what that really is these days) and sometimes totally contrarian.

I'm still actively involved in creating this work, so of course I have views like these. The thing that's different now is that I realized my opinions change over time. There are works I've totally hated when I first experienced them, but years later I've reevaluated and come to appreciate. There are other works I thought were terrific when I first experienced them, but have never thought about since because they don't linger in memory at all. With those possible trajectories in mind, it's irresponsible of me to encode my very first reaction to a work in some kind of influential way.

Your first reaction to something can be pretty suspect! This is pretty well borne out in the history of criticism in any media. Incredible work goes unnoticed and languishes for years before someone champions it. By the time that happens, it's often too late for the creator to reap any benefit. Other times, a new work is completely overpraised by a credulous critical consensus that is so cringey and embarrassing that a few years later everyone pretends they had never even heard of it.

I can't be bothered to find the actual source for this, but someone once asked John Carpenter if he felt vindicated that The Thing is seen as a classic now when it was critically panned when it first came out, and he said, not at all, the time to praise that film is long past. He lost out on real opportunities because of the initial critical reaction to that film. It being seen as a triumph decades later isn't going to reverse that.

So, assuming I have any audience at all, I would be unhappy with myself if I allowed my completely fallible, imperfect, first reactions to someone's work foreclose a promising career, or to lend artistic legitimacy to a fatuous poser. That's the real reason I keep my initial reactions to myself these days. Sheepish reevaluations and mea culpas that go "actually this thing was pretty good, huh," even in the rare case they're written, aren't enough to reverse the effect your initial strong opinion has. It's like a work meeting where someone ventures what's actually a really good idea and a knee-jerk, cutting comment from the boss quashes it forever. I don't want to be that person.

I do still try to promote work and artists that I like and feel aren't getting enough attention, though.


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in reply to @matthewseiji's post:

Another way of framing this is: "who has anything to gain from me expressing my dislike for this thing?"

To date, I've found very few compelling reasons to offer a negative opinion without being asked first. And when something "is bad" as my first reaction, I try to be more detailed than that about what specifically I don't find as compelling about it.

It's hard to get much of an idea from good vs bad because so much of the context is lost from reducing the work to a single point along the good/bad spectrum, or maybe even further into just a binary option. Saying that you didn't like [y part of x thing] requires specificity, and makes your opinions clearer, as well as making them explicitly your opinions.

i sympathize with this argument, though its implications trouble me. all my beliefs change. should i not state my opinion on anything because it might change in the future? any statement of a closely held belief now could have unforseen negative consequences in the future when my beliefs have changed after all.

in the end, i don't write criticism because i think i'll change anyone's minds, or god forbid becuase i think anyone who actually makes decisions will see it and make better video games or whatever. i do it for the same reason i make art about any of my other life experiences. an experience with art is a kind of life experience, and criticism is the art you make out of that experience. it would, i think, be disingenuous to imply that all my experiences are positive (though it is also obviously disingenuous to intentionally seek out experiences you know you're going to hate, which i never do.)

Late to the party but as somebody who also used to write a lot of negative stuff about games I didn't like, I've also found myself much more reticent to write "bad reviews" as I've gotten older. Your reasoning makes sense to me, and professionally, as somebody who now has influence over a whole lot of video games, it feels like something I probably shouldn't do publicly. I sometimes make exceptions when it's about a title so old that the team that made it is unlikely to be still operating, or if I can make it something that they would probably also laugh about.

But it's also taken me a really long time to figure out that nearly all my writing about video games is a mechanism for me to work through an idea or thought that I can't otherwise articulate. The writing is just a way to force myself to think it through. And that still feels valuable, particularly in trying to understand why I don't like something very much. I write a lot less than I used to, but when I do, it comes off as technical ("why does this work?" "why doesn't this work?") which feels more valuable for me personally to think the idea through, but is probably a lot less fun for the reader.

I dunno. I don't think it's very fun or constructive to straight-up slag something, especially because so many slags are themselves lazy. But on the other hand, a well articulated roast is probably more fun to read than some academic dissertation.

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