W. Eric Martin: Reviews Under Review
Over the past two years, several Boardgame News readers have asked about my game reviews, so I thought I’d take a column to spell everything out, both for readers and for designers and publishers who might send games for review.
My primary goal when reviewing a game is simple: Give BGN readers enough information so that they can decide for themselves whether they’ll want to play the game. I know that my tastes don’t match anyone else’s. Each of us will approach the table with different goals for what we want out of the playing experience. Even if you and I enjoy the first ten games we play, we’ll spit blood at each other over game number eleven. On the other end of the spectrum, no matter how different your background from mine, I’m confident that we can find games that we’ll both want to play.
Given that game design is an art, I have no desire to convince you that my tastes and preferences are superior to yours. They aren’t; they’re just different. Instead I try to acknowledge those tastes and preferences within a review so that you can process the information and experience that I provide into something usable. Take, for example, my negative review of Wizard’s Gambit in May 2008. The game did nothing for me; actually it annoyed me, both through the restrictively forced game play and the poor graphics, and I said as much in my review – yet two people contacted me the day that my review was published and asked to purchase the review copy from me. For them, all the negative elements that I had found were positives, or rather they at least recognized elements of the game that they might enjoy and were curious enough to want to play it. Mission accomplished!
Nothing Personal
When reviewing a game, I focus on the mechanisms that make up the game play and how those mechanisms play out for different people and for different numbers of players. For me, the mechanisms are the game. Without the mechanisms, that is, without rules for how players can interact with one another and with the game components, there is no game. The components and graphic design might receive some attention, but they’re of secondary importance unless they interfere with your ability to play the game or they add some compelling quality that makes a game more appealing.
I’ll admit that most game themes do nothing for me as my brain just doesn’t work that way. I’ve never identified with the characters in books, movies or games, being more interested in the ideas and situations presented than in the fates of make-believe characters. (Favorite author: Borges; favorite movie: Brazil.) As I noted in a BoardGameGeek thread about Masters of Venice, a game I reviewed solely from a mechanisms point-of-view, I’m neither a merchant nor a patrician nor a patron; I’m a dude trying to win a game. Aside from being a memory aid, the setting of any game is a disposable backdrop. I can appreciate novel themes, but that’s because it’s more fun to write and talk about something new rather than something I’ve covered previously, not because I have more interest in being a bug-wrangler or nursing home attendant than a merchant or spaceship pilot. I know this approach will disappoint some people, but better to be honest about my worldview than pretend to have an opinion about a game’s theme one way or another.
While keeping the focus on a game’s mechanisms, I stay away from a topic that I feel has no place in a review: My opinion of the designer or publisher as a person. Given that I run a website about game news and travel to various conventions, I’ve met and emailed with hundreds of personalities in the gaming industry and have chatted with many of them on a personal level. All of that information and background is irrelevant when it comes to whether or not a game succeeds as a game.
Perhaps I’m naïve, but I believe that every game designer is honestly trying to present players with a creative work that will engage them. Their name is on the box and their reputation on the line, so they want to present a product of which they’ll be proud. Thus, for a game that doesn’t live up to its promise, I’ll state that the game fails for reasons A, B and C, not that the designer fails. I can still respect a designer as a person for taking chances in a creative endeavor, while simultaneously not caring for his or her creations, and that’s the attitude that I want to project in my reviews. To repeat what I said above, not everyone shares the same tastes and it’s foolish to level insults at another person because we disagree on what makes a successful game.
Tastes also come into play in another subject, that being whether a game is worth the price being charged. One person’s $30 find is another person’s $30 ripoff, and given my support of brick-and-mortar game stores and a publisher’s ability to set prices on its products, I rarely make any comments along these lines, instead preferring to lay out the positives and negatives about a game and letting you reach your own decision. Besides, price is rarely a good indicator of a game’s value. Money is spent on a game only once, while the game itself lasts for years – assuming it’s any good, that is.
All of my reviews express my honest opinion of the games covered and are not sugar-coated because I receive a free game, or know the designer, or accept advertising from that publisher. As I noted in February 2009, I’ve stopped soliciting ads from publishers and would prefer to replace all the advertising with member support to remove any hint of impropriety. By keeping the focus of my reviews on the games rather than their creators I trust that designers will accept my comments in the spirit they’re given. Finally, given the stacks of comped review copies that await my attention, some dating back to late 2006 when I first started editing BGN, I’d have no problem with companies not sending me games for review. While I appreciate the opportunity to discover new and exciting creations, I take the responsibility of providing fair and well-rounded reviews seriously and that requires time that could be spent playing other games, games that I already know and love.
Bye the Numbers
The most frequent question I’m asked regarding game reviews is why I don’t append a numerical value to each written review, and I don’t do so for the very reason that people want such a value: The number turns into a shorthand for the entire review. There’s no nuance in a number, so all of the qualifiers and details and arguments that I make in a review would be boiled down to a single digit, and that digit would be argued against or misinterpreted rather than what I took the time to spell out in detail.
Larry Levy has endured a beating along this line for a couple of years, thanks to his Gathering round-ups, such as this April 2009 report that rates fifteen games a 7. Most commenters ignored the substance of Levy’s game critiques, instead focusing on that number and responding with incredulity, as if it’s impossible for a person to play fifteen games that he feels are okay, if nothing special. Hundreds of games are released each year, and if you try games from established designers and publishers, then most of the games will be okay at a minimum.
I do rate games numerically on BoardGameGeek, in addition to posting short critiques and full reviews. Why do so there but not on BGN? The Geek functions best through the accumulation of hundreds of data points, so I do my part by contributing data. The reviews on Boardgame News, on the other hand, are meant to stand alone as the personal opinion of the author.
That said, I admire the rating system used by The San Francisco Chronicle with its jumping guy, clapping guy, attentive guy, sleeping guy, and empty chair – woe be the films that receive the empty chair! – and have thought of adopting something like that of my own for the sheer ridiculousness of it. My system, however, would use laughing and crying baby heads, with the number of heads varying based on the quality of the game being reviewed. Who’s up for hydra-headed babies?
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Laughing and crying baby heads? Hmmm...does this have something to do with the current state of the Martin household? Posted by Jeff Allers on Jun 6, 2009 at 09:32 AM | #
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So much to talk about here: 1. What I admire most about Eric’s reviews are that they are honest, pull no punches and are fair-minded. I’ll read a BGN review by Eric before almost anyone else. The last review on Letter Roll was great and affirms that Eric’s reviews are ones I can trust. 2. I do disagree with Eric’s assertion that readers ignored the substance of Levy’s game critiques. There was focus on the number for what it represented. I believe our readers DO realize that if a person play fifteen games, it is easily within the realm of possibility that most will only be okay. Most people equate that to a number rating less than 7. The substance of Larry’s critique backed up his number ratings and asserted that the vast majority of the games were *good*. That is different than *okay*. And the other issue was how do you differentiate a low 7, mid 7 and high 7? I do agree with Eric that a different rating system than a 10 point scale is a sound idea. 3. Game Reviews: Here’s the management side coming out in me… Just a suggestion Eric. As *editor* of BGN, you have a full writing staff at your disposal… with varying tastes in games. Why not leverage that so you are not writing all of the reviews? Volunteer basis, of course. But at least then you wouldn’t have a backlog of reviews from 2006 that probably deserve a fair hearing. Posted by Ryan B. on Jun 6, 2009 at 01:14 PM | #
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Thanks for the comment, Ryan. The paradox of rating systems is that a more differentiated scale introduces accuracy at the expense of understanding. I’ve read Roger Ebert’s explanation for the thumb’s up/thumb’s down rating system – a system that couldn’t be simpler – and think that’s an interesting approach as it conveys basic information to the reader ("play" or “don’t play"), while still requiring him to read the review in order to learn anything more meaningful about the game in question. You would then avoid meaningless quibbling between “good,” “okay,” and other such terms which are used in the BGG rating system. I have farmed party games to outside reviewers in the past, but doing so sometimes introduces management issues as I must then follow up on the reviewers multiple times to check on their progress, which defeats the purpose of outsourcing such reviews. Dale has done a good job of taking on any sports games presented to me, and I appreciate him going where I never could! In general, I never promise a review within a certain period of time and make that clear to publishers before they send me anything. The only thing I do promise is to review the game honestly when I do get around to it. Eric Posted by W. Eric Martin on Jun 6, 2009 at 04:52 PM | #
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I definitely agree with what you are saying about rating systems. Well-put. Posted by Ryan B. on Jun 6, 2009 at 08:59 PM | #
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Forget the baby heads and other numerical systems. Your reasons for not using them are compelling. Your approach requires a serious reader to actually read your comments. Although I am a “theme” person, I enjoy your reviews specifically for the mechanics, what works and doesn’t work, the player interaction (or lack of), and other elements. I can decide for myself whether I like the theme or want to avoid it, but I need the other information to decide whether I should seriously consider purchasing a game. And, I am a member of the “New-to-Me” cult, so I am interested in reviews of games published in previous years, as much as the new releases. Keep up the good work, and don’t compromise your system for the sake of novelty or humor. Posted by Gerald McDaniel on Jun 6, 2009 at 09:54 PM | #
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Hailing from the same newspaper-reading area, I share your fondness for the little chair dweller. I think, though, that I would probably read fewer reviews if his baby-headed likeness were to make appearances. Absent any gauge, I find my natural curiosity drives me to determine what you, whose opinion I trust, think of a game. Your work--as well as Larry’s and the others’--is eagerly anticipated here, regardless. Posted by Jared Scarborough on Jun 6, 2009 at 10:41 PM | #
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I do appreciate Eric’s honesty in reviewing the games the way he sees them and experiences them. I have enjoyed our relationship over the years writing for BGN and sending preview information, and I completely trust Eric to say what he really thinks when reviewing one of my games, regardless. That’s what a real friend would do, right? Harsh criticism might sting a little, but then again, it might motivate a designer more for the next effort (cue Rocky theme music). Eric, it might be good, however, for you to explain more how you choose your games to be reviewed, considering you have such a backlog. You seem to focus more on games from small publishers that are not yet as well-known, or on games that have not received much buzz. In fact, there haven’t been very many good reviews from your end in awhile. Is there a particulat niche you are trying to fill with your game selection? Posted by Jeff Allers on Jun 7, 2009 at 09:40 AM | #
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The backlog results from two things: One, receiving lots of unsolicited games, and two, playing mediocre games once or twice, then setting them aside without playing them enough times to review, thereby forgetting everything that I learned from my initial plays, which then requires me to bring them to the table again when no one else is interested in playing such titles due to their first experiences or game group buzz! The recent spate of reviews of less-than-memorable games results from a concerted effort to fulfill my obligations as a reviewer and reclaim space in my game room rather than letting titles sit for months and years. Unlike wine, games don’t necessarily get better when they age, so my best approach is to keep pushing a title to the table until I can write about it. After doing so, that’s one less title to get to at some point in the future, and I can move on to something else. I do tend to focus on games from smaller publishers or first-time designers when considering which games to review. (I also am constricted by needing different numbers of players to play a game with me multiple times in order to have a better perspective on the game.) Many other BGN columnists will write about the latest alea game, the latest Rio Grande release, and so forth, so why not shine a light on smaller publishers? The results aren’t uniformly (or even mostly) good, but you do discover little known games like Day & Night that would otherwise be overlooked and it feels good to share such finds with others. My larger goal, as always, is to have more people playing games that they enjoy, whether or not I enjoy those games as well, as I think that playing games is a good thing, both socially and intellectually, and I’d prefer that game-playing be a more widespread activity among the populace at large. After all, the more gamers in the world, the greater the chance of me finding opponents willing to play! Eric Posted by W. Eric Martin on Jun 7, 2009 at 10:26 AM | #
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I think that a game review is like any other product reviews. If you want it to be usefull you also have to point out what you think are the bad things, so people can see the whole picture. As stated by Eric, some people will not care about those negative issues and will still like the product.
One question still interests me: How do you decide which game to review? Posted by Gilad Yarnitzky on Jun 8, 2009 at 12:47 AM | #
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Eric, I enjoy your reviews. The only thing I would like to see is a single-sentence summary of the review in the header information. I think this would be very useful. Posted by Kevin Wood on Jun 8, 2009 at 09:37 AM | #
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Gilad, I realized only now that I didn’t answer your question. Many factors combine to determine which games I’ll review: how many times have I played the game with what types of players and how many different players; how confident do I feel in what I have to say; do I have something to say in the first place. As for which games I play in preparation for writing a review, that’s a whole ‘nother story as it depends on how many people I have at the table, what types of games they like, how interested I am in playing the game, how well I know the rules and how comfortable I am teaching them, and what I want to play at that moment. I don’t try to bias in favor of games, but I do try to keep from biasing against them. For example, I know that certain people I game with hate bluffing games, so their taste would likely sour the experience of playing a bluff-heavy games for others. Some folks have trouble with rules that lots of exceptions, games with a pattern-recognition element, and so on. I want to give a game a fair shake, so I’ll choose some other game if such a person is at the table. I have plenty of games from which to choose, after all… Eric Posted by W. Eric Martin on Jul 26, 2009 at 02:29 PM | #
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