I rarely sell my games. Console games I can part with more easily. My lack of attachment is loosely related to sitting further away from the screen, and not spending my free time modding them, talking about them or slowly licking them like the remnants of tiramisu.
PC games, though, I hold onto. Even the bad ones; perhaps its a vaguely collectivist desire to stand for all wanna-be culture gamers who think that a library of games is the same as a library of books, DVDs, or stuffed chaffinch.
I have been very poor recently, the combination of massive food bills caused by comfort eating during exam period, as well as game purchases to alleviate my boredom, and so have turned to my stacks for quick Ebay relief. I really do own some stinkers. Mercenaries 2, some shitty Tomb Raiders (the middle ones, as I believe they are known) as well as a few flight simulators, FPSes and JRPGs that I bought with that enthusiasm, that
bounce that is only found in a gamer lolloping home with a new game, only to play for a few hours before that horrific sinking feeling kicks in, the one that feels like a turd that you should have ejected before taking a long haul flight creeps up your duodendum.
And it wasn't because of ignorance. I considered myself a balanced consumer. I don't tend to rush out and make purchases willy-nilly, based on nothing more than how much I fancy the main character or how many guns inexplicably sprout out of the final boss' forehead. I read around. Though many people hate Metacritic for its dilution of product into easy reviews, I find the professional reviews very useful. I try and know something about what I am paying my wages/bank loan for. But sometimes, sometimes there is a product that you can't resist. You have read about it for months, the excitement is palpable in your mouth, fifteen seperate publications are screaming its praises, saying how great it will be. You buy it, and it sucks. It totally sucks. And then a month later, as the review/publication dates catch up, the publications tell you how crap it is, with no mention of their earlier praise, or perhaps only a faint, huffy admission of being disappointed. Well, the money is spent, now. But that isn't the real problem. The problem is being promised so much, and having all that being nothing more than fairy gold.
Of course, much of this blame falls at the door of the developers. Promising features that are never implemented, playing up mechanics that are repetitive or boring on play. The above screenshot illustrates a recent example,
Too Human. The gaming press lauded it as the reinvention of the RPG on the 360, a deep and original franchise. I was enthusiastic, even though it sounded like a fucking ridiculous premise. And the reviews came, everyone was disappointed, all the things promised didn't work as planned, but that didn't stop lots of people buying it first, on the recommendation of the press.
It's stupid to call people sheep; with such a massive daily influx of purchasable leisure products, some form of organisation is necessary to stop us making ridiculous decisions. Listening to gaming mags isn't pointless, or cliched, in itself; these guys
tend to know what they are talking about. But I feel like, sometimes, a few months before a game is released, their visits to game developers to demo the game must go one of two ways;
1) The game developers live in some corporate Castle Greyskull, gigantic dread-guards ready to eviscerate anyone who speaks ill of 'The Product'.
2) They are all tired, worked to the bone, nearly crying and shitting themselves with hope and love for their bastard, retarded 'darling', that is displayed, braying like a goat, to the increasingly awkward reporters.
Come on, guys. Every so often, you will point out flaws in the development, but mostly there is only praise for unreleased games. We do not live in a world where you have to be nice to everyone. Don't be dicks, obviously, but point out shortcomings, show flaws, and celebrate pros to create a balanced whole. You can't be so short-sighted that a incredibly positive preview a month before release can turn into a damning review, the tone of which is usually, entirely undeservedly, "we could have told you so."
Of course a damning preview can be damaging to a game that has a few flaws but is essentially going to work well. But this is not what I am advocating. I am advocating balanced previews, that do not worry about hurting people's feelings or pre-empting failure, to present mature viewpoints that don't just consist of "we are very excited." We can see how pretty it is. We are excited too. But disappointment is rife within the industry, and it is something we need to accept, and not assume (and tell everyone) that every new game is going to be great. It probably isn't. Very few are. Start acting like it. Of course, the media operates a certain way. But, hey, this a blog, I can pretend my view will change the world, can't I?
Can't I?
A lot of other times, the preview copy of the game you get is just simply unfinished, or in such an unpolished state that if you criticized it you would basically look like an asshole, or writing something up would just be a giant list of what hasn't been completed yet. It's a tricky line to walk. I agree with you that there needs to be more honesty, but at the same time a lot of us feel uncomfortable criticizing an unfinished game. Generally, the best you can do is be 'cautiously optimistic', but I agree with you that that's not necessarily always helpful.
Also: I think you have the same case for your PC as a friend of mine, only his LEDs are blue (unless the picture messed with the hue in yours, which is understandable).
@Jon Ross I completely agree with you. Reading it back perhaps I am generalising, but I do think it is true that most publications err on the side of "ecstatically hopeful" rather than "cautiously optimistic". Many games, on release, are:
a) uninspired in their art, story, etc. etc.
or
b) have a fundamental gameplay flaw.
These are often things that are clear from the start. I often read previews and think, "well, that story sounds cack".
It's a shame, and I understand the tricky nature of the job, but more honesty is crucial; not being an a-hole is key, and it is difficult, but it needs to be done.
Can you tell we're nerds yet?
Relevant:
@bulletmagnet
On the whole preview copies usually have at least some polish to them, but really the 'polishing' stage of video game development is the last part before it goes gold. All the core mechanics and story aspects are put in, and then the game gets ironed out to make sure it works.
I think that kind of brings up an interesting discussion question. Should there even be video game previews at all? Almost no other industry does it, and I think you could reasonably argue that they only exist as a marketing tool to build hype. Would you guys prefer knowing almost nothing about a game until the release, or do you like the previews and hands-on stuff, even if it's based off an incomplete game and generally skews positive?
I would be okay with no previews at all if it helps to prevent too much misguided optimism. Let there be interviews, and spotlights on different elements of gameplay that the developers can talk about.
If previews only praise and neglect the obvious flaws, then I can do without them. As is, I tend to do alot of self censorship in regards to titles that look interesting to me.
I actually really love previews, and I think that it should be left up to talented writers, who are able to recognize meaningful nuances to write them. If there's glitches, or something wrong with the build, I do think you should note that, but ideally, you'll be right there next to a developer/handler (IE: E3) to ask them "what's the deal with this?" Experienced previewers/industry writers should be able to discern "game breaking glitch" with "early-build jitters".
It gives us extra information for those on the fence about the game (IE features and functionality), and also helps the hype train in a positive manner for those who "can't wait" for the game.
When video game previews die, I'll be one sad camper. With them, I'm able to discern which games to get excited about/save my money for.
I don't think it's too terribly uncommon for an author to have an excerpt of something they're working on printed in a literary magazine (I've seen it happen), but I get your point.
Also, my preview copy of Sacred 2 would almost always crash after about an hour of playtime. Lame.
I think it's a whole different story when you get to sit down with the developer and talk with them, but that doesn't happen very often unfortunately :(
@Justin
Yeah, maybe that wasn't the best example, but I guess the equivalent of that is when we get a really polished demo to preview, although that doesn't seem to happen that often. My experience has been that the preview build is usually an early beta of the full game.
In regards to Sacred, I got the review copy - it wasn't just your preview :P
Best bug I had in that game was when my minions glitched out, grew to basically fill the screen, and got stuck. I had 2 giant skeletons stumbling around not able to do anything.
Truth to tell though, I'm not too keen on outright negative or doomsaying previews, because they usually would involve making some comparison of a game that, fairly, requires a broader experience to come to a reasonable verdict. The best preview for me is descriptive of the experience but checks that experience against what we don't know.
I think this also speaks to the issue of game presentation and "envelope" Madworld was a great experienes at its core, but the envelope of local multiplayer and the size of the playing field make it something that has less value overall. Then look at a Halo 3, which comes in at a solid above average for gameplay experience, but comes wrapped in tons of extended functionality that gives the game value even today, nearly a full two years later. The preview for either could come out the same, but actual release products couldn't be more different.
I use an instant buy, borrow or wait and pick up cheap policy. I don't always agree with any review, but I usually can tell a duffer from a winner game.
I guess that's why I've always enjoyed Zero Punctuation. Yes I realize that Ben Croshaw is full of himself...it's his whole shtick. But when he spent $100 dollars on like 8 hours of gameplay in Mirror's Edge, he called BS.
On the other side of the equation, he acknowledged Saints Row 2 for the merits it had, instead of beating to death what it "ripped off" or its inherent flaws. Yes it's repetitive and the humor gets stale after a while, but it was a LOT of fun getting to that point.
I guess what I'm saying is that the mainstream gaming media seems to think that it's okay to produce "good ideas" at a $60 price tag. Whereas a complete and fun experience is occasionally lynched because it doesn't really bring any innovation to the table.