‘Indie Delusion’ Follow-Up; or Anyone Can Crank Widgets
In hindsight and in further thought, this is about more than pageviews.
Because once pageviews are irrelevant, our inclination will be to stick to what we know we like: so, more Modern Warfare (or Battlefield), more Portal, more Zelda.
Long-term, though, this impulse would not only be unsustainable for the industry (in my opinion) but boring. The games press will soon have an opportunity to cover games their readers haven’t heard/wouldn’t normally hear about, on a regular basis, with no immediate worries of lost traffic. To use that new freedom to simply lavish more coverage on the same, established franchises—games that players almost can’t avoid hearing about—would be to squander that freedom.
Which means we, as gamers, need to be willing to go out and try things that don’t immediately captivate us with (a) surface qualities—highly polished visuals, voice acting, and scripted stories—or (b) hook us with interactive qualities—perfectly implemented mechanics and constant, unwavering, player-pleasing “fun” gameplay.
Rarely after breaking down videogames into these components and finding them each, individually or in conjunction, to our liking, do we ask (or communicate effectively in reviews) if the sum of those parts has any real meaning, or if, in actuality, it is us being played.
Instead we, in essence, describe—usually in verbose, jargon-laden detail—cranks and widgets, and how much fun cranking those widgets is or isn’t.
Which is, I believe, a supreme waste of time and energy for both the press and gamers.
Because I can find or glean fun/entertainment from almost any game, or book, or movie, or song. I’m having fun writing this blog post but… so what? It’s interactivity that sets videogames, as an expressive medium, apart; not fun.
To tweak one of the most insightful points I’ve read re: game criticism:
I don’t want to hear about whether or not the widget was fun to crank, I want to know what it meant to you.