7 Reviewer Tactics That Could Kill You
Reviewing Board Game Reviewers
I'm not specifically blaming board game reviewers. Everyone is guilty of, every now and then, playing a genuinely Bad or mediocre game and kindly trying to avoid the following question:
Did I like it? Cough. Well. Contort face in exaggerated "thinking" expression. Well, it's not really my type of game. Quick, nervous clarification in higher pitched voice. But I'm sure people who like this type of game will enjoy it. I mean, it's just my opinion, of course, but there's some interesting things here, right?
This is the noncommittal, friendly, "don't kill me," and please don't stop sending me free games style of game critique. Refreshing. It's good to read an article about a game that I am specifically intrigued by, and receive a few paragraphs that hesitantly circle around the issue of whether it may be, in some ways, just possibly lacking. Please, feel free to mince words and not offend anyone. This is a review and not your opinion, of course. /sarcasm
Honestly, and I hope most agree, it can be very frustrating. This type of sheepish response is fine when the game's designer is standing directly in front of you, but not so much in any other circumstance. And this idea of a completely objective and positive spin on each and every game is a serious detriment to the reader/viewer/consumer.
But, as an avid game consumer I read a review because I want to know if a game is bad, okay, worth trying, or worth buying instantly in a fit of crazed Amazon Prime binging. And nearly every review paints every game as worth trying or worth buying instantly. With the exception of the few notable "this game is definitely horrible, let's pick on it" reviews, there are extremely few gamers that are reasonable and critical and entertaining enough to give an okay game a "not worth trying" rating. If every game that exists is "fun for someone," that's fine, but I want to know if it's fun for you and why and if I would agree with you or if another game came out this year that's significantly better in the same genre. My favorite reviews are ones that feel as though the author is a friend, nudging me with their elbow, giving me the inside scoop on a new game with that confidence level and full-disclosure that comes with private conversation.
And it's not always about "beating around the bush" or fear of reprisal. Sometimes it's a case of group-think, where reviewers see a previously used format for reviews and lapse into a similar mindset. Or absorb catchphrases and common tropes.
So, I compiled a short list of my personal frustrations collected over the years while reading and writing reviews for board games. I don't write many reviews, because (surprisingly) writing reviews is time-consuming! And I appreciate all the time and effort that reviewers put into their craft.
This, my dear readers, is a list of traps and logical fallacies for reviewers to avoid; some helpful criticism that may jog your creative muscles or make you swoon with indignation. Also, it includes some plain old pet peeves and vitriol for all you friendly curmudgeons like me out there!
"Playing a game is joy enough. I would rather be playing a bad game, then none at all." ~ quote from multiple sources, mostly soft critics.
Will a legitimate reviewer enjoy a game that is not "good" from time to time? Of course they will. Stupid games like Ninja Burger and WurfelWurst and Zombie Dice and Twilight Imperium, can sometimes elicit some maniacally positive reviews despite their flaws. But, if someone were to state that any of these games were "perfect" their credibility would be lost. On the other hand, it is perfect to describe all the terrible aspects and still have an unwarranted positive opinion.
Games are not inherently fun. And you are crazy if you would rather play Monopoly or Tic-Tac-Toe for the rest of your life as opposed to nothing at all. All games attempt to be fun, but there are far more bad games then there are good games and this is why a game critic is needed. With a reviewer's help, I may be able to avoid ever playing a game I won't enjoy! And that is pure blissful contentment!
A game can be good, but just not good enough (except for my games, of course).
Intro/Rules/Final thoughts
Lazy/Lazy/Lazy. There's something to be said about the classic board game review format. It allows for a quirky introduction to the theme of the game. It then explains how the game plays. And it allows for clever rumination over the game's strong points and weak points, with a final recommendation. Such a perfect review format, right?
In contrast, read a review of a movie. Or a review of a video game. Or a review of any other form of art or media. Very rarely do they ever use this format. Previews, however, use this format all the friggin' time. With the exception of the "final thoughts," the entire concept of a board game review is actually a longer Preview. An advertisement format for all other art forms. Except in this case, even less stimulating as it is simply words describing the function of components that are being described.
Final Thoughts. That's a Review. That's the key portion. And if you've ever noticed, most board game reviews are composed of 95% preview/objective rules explanation and 5% tacked-on review at the end. Good or bad, what purpose does that serve? It's almost as if the "opinion" portion of a review is deemed as a little too edgy or tacky and must be toned down for logic's sake. Its kind of interesting, that when someone talks about their opinion of a game, either positively or negatively, someone in our hobby will cry out, "that's not a review!" As if board games are somehow so special that all reviews require a strict delineation of each rule of play.
Let's look at the content and from for Reviews in nearly all other forms of media:
Reviews generally have an introduction that relates the author to the subject. Then they move on to the back-story behind either the author's connection to the art's creator or bits about the art's development or scope within the creator's catalogue. (In other words, a little journalistic work with a few clicks around the internet.) The main theme of the work is then discussed along with comparisons to contemporaries and brief explanations of the main points the creator is trying to make with the work. Interspersed within this are compliments and complaints about the decisions made by the creator. The author of the review is continuously offering facts tainted with their personal opinion and nods to similar works throughout. The conclusion is where most reviews can differ. Some choose a narrative approach and give final conclusive thoughts while others choose to let the reader decide for themselves if the opinions already expressed indicate a possible purchase/viewing/perusal and final thoughts are not present.
The key is injecting opinion and expertise and facts INTO the review. The format here is similar, but less static. Avoid being completely objective and impartial until the final few sentences or seconds (of a video). Sure, it seems easier to say SURPRISE it's the opinion part you were all waiting for! But, trust me, if everyone were reviewing actively as they explained key portions of the rules, that would seem like the easiest way to do it. It's definitely the most exciting.
Don't fear breaking away from this format as well if the impulse hits or a thematic opportunity strikes. Start with the conclusion. Strike-out an entire paragraph of text. Include a hand-drawn graph. Describe an amazing or terrible gameplay scenario that arose in startling detail. Just make sure that opinion is injected alongside expertise alongside gameplay elements and the review will be successful.
This is why we skip 90% of video reviews. This is why we scroll down to the bottom sentences of written reviews or look for the final score. All that expository, clinical, technical writing makes even the most chilled and intelligent beings scroll downward. This is why Ender's comprehensive reviews are great, but not really comprehensive.
Don't make people type "TL;DR" and move on. Engage the audience with expertise, style, and possibly some humor throughout. Don't worry about phoning in whether or not you liked the game. It's a much better read and I, personally, will thank you for it.
The Casual Disease and Spin
I have a copy of Pictionary on my shelf. Eventually, I will destroy it.
I bought Pictionary about four years ago during the post-christmas sales, picking it up for a few dollars. My purchase was fueled by nostalgia, my own affinity for silly drawing games like "Eat Poop You Cat," and the painfully cheap price tag. I still consider Pictionary to be "fun," but Draw Something and Telestrations are both exceedingly better games mechanically and in the past four years, I have played the Pictionary zero times. Pictionary has become obsolete.
A possible review of Pictionary:
"Pictionary is a classic game of timed drawing challenges. We may have not been able to complete an entire game before everyone lost focus, but the simple rules made it a breeze to learn and teach. While, in my opinion, it is not the best party game with drawing as the focus, I recommend it to those looking for a casual trip down memory lane."
Look how nicely I spun my opinion. It sounds like a kitschy, retro experience.
A real review of Pictionary:
"Pictionary is a classic game, and therefore has all the outdated, nostalgic problems of all mass market games. There's a pointless board to travel along, a colored die to roll, turn-by-turn downtime, and teams are required. The game is still "fun," but If you've downloaded "Draw Something" (for free) on your phone, or if you have a piece of paper, there is absolutely no reason to spend actual money on this."
Casual games shouldn't get an automatic pass. Most of them suck. Considering the fact that it takes so much less time to "balance" a casual game, the idea that most publishers can't even take the time to do minimal play-testing with experienced gamers is atrocious.
I own very few "casual" games. I keep around the casual games that I like and I refuse to play the casual, generally party-style games that are lame (unless it would be socially awkward to refuse). Just like children's games, casual games can be fun and entertaining in a reasonable and modern way. If they aren't, say so. Casual gamers be damned.
The "Not for Me, But..." Excuse
I'm fine if a game's existence can be justified as "not for me." In fact, I use this excuse a lot in order to evade talking directly about my opinion. Sometimes, I say this phrase when a game is legitimately unique and I realize that my own feelings on it are purely a personal preference. Most times, the game makes me want to shove sand under my eye-lids, but I'm sheepishly expressing my dislike to spare feelings. Avoid this.
There should be a line drawn where formality ends and opinion takes over. Compare the experience to other similar experiences that you have enjoyed. Throw in a Shakespeare quote or something to soften the blow and make it appear to be regally "not your cup of tea." But explain why it's not for you. Explain the parts that are understandably contrasting to your usual gameplay style and why you were willing to give this one a chance in the first place.
Notice how Matt Drake sets us all up for why he's never going to like VivaJava, but makes it sound like a review still worth reading.
If it really isn't for you, but you expect that others will go bonkers over it, then use a different set of words and explain the type of gamer you are and why it contrasts with your usual play style. To me, the "not for me, but..." excuse to "soften the blow" is akin to adding, "just saying'" to the end of an insult.
"I really wanted to like this game, but.."
I really wanted to read a meaningful review, but... I guess I'll have to look elsewhere.
Seriously, all reviewers world-wide need to strike this line from their reviews. If you truly want to state that you were excited for this game, but were disappointed by it, please, just spare us this tacky and begrudgingly negative spin line. Use your words to convey actual sentiment; don't just say "when in Rome..." and expect the reader to understand your meaning.
"I opened the box and nearly pooped my pants! However, after playing it, I realized that the turd was actually inside the box all along." See? A perfectly tactful way of twisting a phrase.
But, really. Words are tools. Use a set of words to describe your elation to receive said game. Then, instead of voicing dismay and painting the electronic page with frowny emoticons, describe in slowly deteriorating positive prose how the game eventually left you wanting and how it may leave others wanting as well.
Also, please stop saying, "I thought I was going to hate this game, but..." I'm not going re-write this entire section, so just take everything I just said and flip it to the reverse side. This phrase is just as common, and just as cringeworthy.
This is a compliment. It's great to love the art. In fact, in a positive review, this is perfectly acceptable as it really does help some make a buying decision.
If, however, you are writing a rare negative review, DON'T ONLY COMPLIMENT THE ART AND COMPONENTS (you dick). This one is more of a personal pet-peeve as a review reader and game creator. It generally pops up because the reviewer has nothing nice to say about the game and wants to appear somewhat objective or again "soften the blow." Okay, the art is great. Now, you still have to say something constructively nice about the actual game.
Give me something substantial that is appealing about a game. Then, tear into it. Which leads us to...
The Obviously Biased "Review"
I hate this game. I love this game. Because of either of these qualifications, I cannot see any positives or any faults in a game system. It is perfect. It is terrible.
That's wonderful. This game is perfect. These types of reviews just trigger my angsty, sarcastic reflex so hard. I dismiss them completely as utter trash, and read the negative ones anyway because I can't resist a train wreck. Why not, like the countless other denizens of amazon, youtube, and BGG, just rate a game with zombies a 10 or 5 stars quietly, and move on instead?
Here's my personal review of Fleet where the first line of the review is "So. I really like Fleet.": http://boardgamegeek.com/thread/890982/fleet-best-f-word
Say something good. Say something bad. Don't just say one or the other in a big, wet, lettery orgasm of approval or hatred. Nothing makes you come across as a teenage fanboy/girl more than a one-sided diatribe.
If you really have nothing good or nothing bad to say, say it quickly.
A Few Others That Aren't Worth Expounding Upon
"You don't have to play a bad game." Really, you don't.
"You don't need to review games to make friends." (In other words: getting "free" games from publishers isn't worth it. There are so many games out there.)
"Lists are stupid." Okay, they aren't "stupid" but they litter the internet and are clickbait articles. But people read them! So if you really can't be creative enough to make a legitimate review/critique of a game, make a quick list of positives and negatives.
The solution to your worries is actually a simple concept. If you play a bad game, or more importantly a relatively mediocre game in comparison to other recent or existing releases, you are allowed to say that you don't like it. And as a critic, you should objectively and subjectively deconstruct a game's strong and weak points for the education and hopefully entertainment of your readers/listeners in defense of your opinion. It's a marvelous tool, this written language thing.
At this point, I don't know how often I will write reviews. If I write a negative review or offer criticism, I can expect some form of backlash either from the game designer or publisher and this seriously hinders my ability to continue to thrive within this hobby board game designer world. I don't want that. But, I hope most reviewers don't want to become game designers though.
I also realize that some reviewers (video, usually) are just as interested in being a source for "how-to-play" the game as they are in actually providing an opinion. That's fine. But, it's also much more precise to completely separate these aspects into two different videos.
I offer this stream of advice from my aptly named blog "Designer Ego," because it gives me a voice and I'd like to see our hobby grow. Not as an indictment of all those who work tirelessly to provide these reviews for very little recompense.
Should I buy? Should I even play? I want to know and I want to know why. And it wouldn't hurt if I was engaged along the way as well.
Also, feel free to offer me some suggestions as far as new or interesting reviewers that present a differing format for their reviews. I'm always interested. Not just as a reader, but because I don't mind sending out review copies as well, even from my personal stash.