KILLING THE MESSENGER - December 1995
Nobody likes bad games. But without bad
reviews, how would we know they existed? And why, then, are we always so very unhappy when
someone tells us about one? Stuart Campbell dons a sturdy helmet and heads for the battle
zone.
So, were all agreed about bad games (Talking Turkey, CTW 30/10/95) - theyre bad for business. But theres one thing thats still a bit odd about them. Given that were all agreed that bad games are bad news for all of us, you might expect that when someone tells you that ones slipped through the net (and its a net with pretty damn big holes in it), youd be happy. Not happy about your game being a dog, but happy that now you knew about it, and could make use of this immeasurably valuable information to help to stop it from happening again. After all, and sorry if Im banging on about it, but we have all agreed that making better games is best for everyone concerned in trying to make a living out of the leisure computing industry. Havent we? Well, no. As the aforementioned article pointed out, ours is one of the most petulant industries around when it comes to accepting professional criticism. Sulking, withholding review copies, pulling advertising and, worst of all, not taking journos out to lunch anymore - all of these are weapons in the armoury of todays game publisher PR executive, as they get out the sandbags and dig the trenches in the war against the magazines. But hang on - whos getting hurt in this war? What are we fighting for, exactly? And hey man, why cant we all, like, be friends and love each other? Its long been a mystery to me what software publishers hope to achieve by throwing tantrums about bad reviews. Do they think that calling the editor a stupid wanker will make him give you a better review next time? ("Ooh yes, theyre right, I am a bit of a stupid wanker, better try to make up for it next month") Do they think that not advertising a game in a certain magazine will make consumers think its a better game? ("Hey, Fabco have gone a bit quiet about Licenced Platform Shoot-Em-Up Sequel 4 - but Im sure its still coming out and will now trek all the way down to my local software store to look for it just on the offchance") Or do they think that pulling their ads will make the offending publication go bust, leaving the publisher in the safe and reliable hands of, er, all the other magazines? ("What do you mean, 32%? But you liked us last month!") Beats me. Lets see if we can find out. Simon Byron is one of the growing number of industry figures with experience on both sides of the barricades, having moved from editing The One Amiga to working for Bastion Marketing. How did he feel when someone stamped their feet at him after a critical panning? "I thought then and I know now, that PR people know when a game is bad. Giving us a hard time about it regardless is annoying and it shouldnt happen, but I think people are trying to justify themselves to their bosses, to be seen to make an effort. I remember one PR person phoning up to complain that a game of theirs hadnt been featured, only to have it pointed out to them that it was in fact the main image on the magazines cover and had got a great score. They were obviously doing it because someone was watching - I think they know themselves its fruitless. I dont think Ive ever seen anyone get a re-review, and at the end of the day I dont think it makes any difference anyway." So, some early progress. All that shouting is for the Managing Directors benefit. But surely even they must know that its only counter-productive, if its anything at all. And Marcus Dyson, MD of Team 17 Multimedia Ltd and former editor of Amiga Format, must surely know that better than anyone. Marcus? "You achieve nothing by throwing wobblies at magazines. You kind of hope that people are going to take into account how youve behaved previously, and although its really not on - and we know its not on - you assume that theyre going to think that, well, youre really pissed off this time. It depends on the company, too - a few years ago, if it had been Mirrorsoft or whoever then you might have just thought Wankers, and Im not saying that we, particularly, are any better, but weve generally been pretty above-board. With whats happened recently [Team 17 are still involved in an ugly spat with Amiga Power], weve gained nothing, the magazine in question has gained nothing, and I would say its only worth doing if its the real end of the road, if theres nothing else that can be achieved through the normal avenues of communication. Actually, even then I wouldnt say its worth doing. The problem, I think, if we can turn it round, is that a lot of magazine companies are employing a lot of reviewers who just arent very good. Theyre not paying them a lot of money, theres really not a great incentive for them to work at their art, theres no professional pride." No argument there. But surely only the magazine gains from you having a tantrum about it, because they get to say "Look, were taking a stand against this big software companys crap games, and look how much theyre sulking about it." "Well, yeah, but the review in question was just such a bad review, not because it was a bad mark but because it just slagged the game off for being about a particular thing, that, well, we just lost it." This seems to be getting a lot closer to the truth - simple emotional concerns taking over, the wounded animal lashing out at its attempted rescuer. But this isnt a little cottage industry any more, its big business, and big business demands a much more rational approach. I suggested this to James Morris of Mindscape, a company Ive never heard of reacting powerfully to reviews one way or the other. "Theres almost a belief, and its a very misplaced belief, that you have some sort of influence over the score, which you dont. If a games been two years in development, people are going to be upset, theres a lot at stake, and the right noises have to be seen to be made." Thats what Simon Byron said a minute ago. "But its all about how you handle it. Theres nothing you can do once its gone into the magazine, you can only try positively and constructively to stop it happening in the future. Youre only going to damage the personal relationships that you might have, and thats not professional." Hmm. Cathy Campos of Bullfrog - what do you think you can possibly gain by throwing screaming fits at reviewers when they dont like one of your games? "If everyone else is saying a game is good, and then someone else says its total crap, thats a bit more than personal opinion, in my opinion. But this is just my opinion, I mean, were just talking opinions here, arent we?" Well, yes, but thats not really what were getting at. You can legitimately be angry about reviews, but I still dont see whats achieved by making personal assault on writers and magazines, storing up bad feelings between you and them which can only be self-destructive. "There was a lot of bad feeling here from the guys who did the program [were talking now about Magic Carpet 2, recently slated in PC Gamer]. Dont forget, PR is about keeping the people you work for happy, and it was very strongly felt that action should be taken. The developers felt very very aggrieved and that something had to be done." Another recurring theme. But, and I keep coming back to this, that still doesnt explain what you actually get out of it at the end of the day, when letters have been sent, unpleasantries have been exchanged, and everybody wants to kick everybody elses face in. Arent we all, basically, in this together? "First of all, what you gain is a little bit of personal satisfaction. If somebody insults you in real life and you insult them back, well, you could say that thats destructive and thats fuelling the whole problem. But you dont half feel better for doing it. I mean, come on, were all human beings! Magic Carpet 2 was the first time in my life as a PR person I ever sent a letter like that. " No it isnt. I remember getting a distinctly similar one after the first ever issue of Amiga Power, for example. "Okay, but I dont do it every time." Still, were getting to the meat of the issue. The interpersonal relationships between journos and PR types bear what some might see as an entirely disproportionate influence on what appears in print. I asked Jonathan Davies, editor of PC Gamer and author of many an uncompromising piece, and yet a man deeply reluctant to get involved in any kind of confrontation, how he reconciled the demands of the job with the people he must work with to do it. "Its mighty tempting to go with the flow and hope that, when Mr Reader rushes home £50 lighter and loads up the much-praised Tiresome Doom Rip-Off LXVII to find that, in fact, its awful, he thinks its just him thats being stupid. That might work for a bit but, in the long term, the companies who turn out genuinely good games will succeed, and likewise the magazines who back them up by telling the truth - Im sure one of the reasons that Future has developed into such a terrifying mega-global behemoth is that its magazines arent afraid to be honest. It cant be much fun seeing a years work pulled apart in a page of copy, and the natural reaction is to go on the defensive. But to waste time going through the review with a fine tooth-comb, seizing upon any minor detail as evidence that the reviewer clearly hasnt played the game properly and is therefore completely wrong about everything, is pointless and self-destructive. The thing to do is make sure the next games better." And on we go, round and round in pretty circles. What have we learned? Frustratingly, nothing very much, except that nobody really thinks its very smart to kick up a fuss about duff reviews, but that everybody does it anyway to justify themselves to their employers and to vent personal emotions. And while thats all very understandable and everything, this is a professional industry, not the Samaritans. Hurt feelings, whoevers they are, should be dealt with in private. If were ever going to be able to claim were a grown-up business and a genuine cultural force, were all going to have to stop acting like children in a playground, and start learning to live with legitimate professional criticism. That is, after all, a reviewers job, and no-ones suggesting that we shouldnt have any reviewers any more. Or have I missed something again? |
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