Why must we adhere to a relic of a system to this day, willful of its flaws and unreliability?
For quite some time now, the norm of reviews has included some sort of numerical rating system. These systems have sprung up on many video game related websites such as IGN and Metacritic. Although the prospect of having a numerical rating system ideally seems safe and reliable, that cannot be further from the truth. The prospect of using a numerical rating system stems from the idea that consumers wish for a quick and easy means of gauging the viability of a purchase. This mindset is understandable; money is important and one does not wish to waste it on a purchase that ends up being regretted and could have been prevented if only a system was in place. I personally would love to have seen a system in place that would have adequately represented the worth of a video game, but that is simply not the case.
One of the key factors of using a numerical rating system or any rating system in general is trust in the merit and validity of the result. For a system to be used by a consumer there must be some form of trust in the rating system accurately representing the worth of the video game. A rating system without trust is inherently worthless and a waste of time. Because of that belief, and the fact that numerical rating systems are still widely used, it should not be too far-fetched to conclude that there is sufficient faith in the system. This realization I find quite unsettling due to the rather corruptible and inherently flawed nature of such a system.
Now, it is understandable to question why I have such a rather bleak view on the systems in place. This view stems from various variables that influence and alter how the numerical rating systems are used. These variables range from basic societal reactions, the limitations of the ratings, and the possibility of abuseandcorruption. Once these variables are understood and used in conjunction with the numerical rating systems, it becomes blatant as to how unreliable and inherently flawed they can be. Afterwards, perhaps as a community, there can be a push toward a more reliable and useful system and not reliant on outdated and relic of a system.
Societal Norms and Reactions
In gauging the inherent flawed nature of the numerical rating system, we must look to how as a society, we react and indulge in rating systems. With the age of the internet, society has become accustomed to gathering information both vast in quantity and at increasing speed. The age of hearing news and having to wait before reacting has long passed. When there is something that catches our attention, there is a desire to want to do something about it immediately. This mindset leads to kneejerk reactions and can have very negative repercussions. I do not believe that as a community, let alone society, we have the restraint to react to something without overreacting.
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Often enough, it is the case that when major news comes out, not all the information has been released. One noticeable flaw in how as a society we enjoy reacting without the whole story. This can be devastating due to how as humans; we tend to act in unison. An example of this would be with debacle that was Guise of the Wolf. TotalBiscuit, known as the Cynical Brit released a reactionary video known as WTF Is... Guise of the Wolf. To put it bluntly, the video did not make the game out to be very good at all. The video was later flagged and copyright strikes were added to TotalBiscuit's Youtube Account. This did not sit well with him or the community so the masses flocked to the games Steam page. Following the unprofessional responses via Email and twitter by FUNCreators, the community began picking up their pitchforks and torches. They flocked to Metacritic and without all information being known (and this occurring in a matter of hours) which resulted in the score of the game dropping to a now 0.6. You can read the compilation of the story on Kotaku here.
Now do not get me wrong, standing up for what you believe is good but people are easily swayed by emotions and following the crowd. Consequences are almost never taken into account and the desire to put down grows to be too strong. This is the result of the inability to properly place how they feel toward the company, the game, or how to get their opinions across. The current numerical rating systems are inherently limited and how one can express their opinion on the game. The systems in place do not adequately represent the game resulting in a seemingly broken system. Take the Metacritic system as an example and how one rates a game.The previously mentioned event did an excellent job of illustrating one of the major flaws of the numerical rating system and how it can easily be broken. The reviews given are not that of gamers who tried the game and were disappointed, they were instead angry members of a community that felt the need to voice their opinion by giving the game an incredibly low score. Whether or not the game deserves the 0.6 is an entirely different discussion, but it does show how easily a single event can damage a score permanently. While others in their frustration move on, this score will forever be low and will not represent the games worth. It also shows how easily a community, especially large faithful communities can move in unison just like a flock of birds. There is something empowering about having hundreds if not thousands of people all focused on a single entity and feeling the same. It is difficult not to want to join which can prove to be incredibly bad in the long run.
Inadequacy due to Apparent Limitations
When you are to review a video game, you have a box where you can write your review and a scoring system ranging between 1 and 10. Now imagine if you were reviewing a game and you loved the story but the combat was horrible, what score would you give it? Some people may care more about the combat over that of the story so the scoring can end up completely different. How can one accurately look at a review and gauge the important aspects of the game to the consumer? This is an inherent problem when it comes to using numerical systems in general. You are somehow expected to have an objective understanding of how to rate the video game while at the same time, needing to be subjective and giving your opinion. This simply does not work; your interpretation of what a score of 7 reflects may and most likely will differ from that of another reviewer.
An example of this would be the rating system used by the popular video game critic, Angry Joe. When reviewing a video game, he often reiterates how his rating system works since he realizes what we may perceive as bad is average for him. For example a score of 4 which would be terrible to some people. According to Angry Joe’s rating, that means the game is mediocre. Even a score of 6 (which based in academia would be near fail) would be seen as exceptional. The rating is viewed differently by each person which makes having a system based on a numerical rating to be unreliable.
Now, one may argue the focus of the reviews is not the score but what follows. That would be true if emphasis on the written review was more prominent and focused. If you go to the major websites for video games, what do they all do? They have highlighted, in a very large manner, the score for the game. If you go to Metacritic, you primarily see the rating and shown cutoff versions of the reviews (so either expand it further or view more of them. And in the end, it still falls for the same limitations of having a vague scoring system with inadequate means of rating particulars (music, aesthetics, game play, story, etc.). This ultimately diminishes any faith in the accuracy and representation of the system leaving it irrelevant and pointless. In furthering the issue with how the systems are developed, we end up with the more controversial problem of potential abuse and corruption of the system.
Personal Interest and Abuse
It is by no means a stretch of the imagination to consider people with a financial agenda trying to either mislead or alter the scores based on their own interest. The idea of people manipulating rating systems or influencing them is nothing new. It occurs in many different areas, even presidential races. In the end, there will be some that try to overstep the boundaries for their personal interest, often financially driven. We do not have to go too far to see the seed of doubt at work. In particular, we have websites such as IGN which many view as unreliable and biased. This is due to the belief that there are reviews that are slanted due to personal bias or some alternative interest.
This particularly is true when it comes to video game journalism and journalistic integrity (or lack of). Trust seems to be lacking when it comes to journalist and giving unbiased reviews. Perhaps one of the more famous and hallmark representation of this occurring is with Geoff Keighley and his infamous Halo interview. Here we have Geoff Keighley sitting in front of a camera with a conveniently placed a bag of Doritos and Mountain Dew next to him. This notorious interview peeved many gamers because the second that was shown, the idea of trusting his opinion as being unbiased vanished in thin air. When the idea of someone essentially being paid off becomes planted, doubt will emerge and becomes incredibly difficult to get rid of.
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Although not representative of all reviewers or journalist, it does give some credit to those that believe some cannot be trusted. Or at minimum, there is potential for abuse within the system. There have been cases where there have been some sketchy actions taken by some. In one such occurrence, there have been employees caught reviewing their own game. This brings into question the ethics of whether or not one should be reviewing their own work. An example of something like this happening is with Telltale and their Jurassic Park video game. As purported in Escapistmagazine, “… a series of four positive user reviews cropped up in quick succession, each giving the game a solid ten and lathering on the praise”.
“In true Telltale form this company decided to take on the task of adding new stories onto a beloved franchise that first came out almost 20 years ago," said one review. "I'm happy to say, I'm glad they did! The best way I can describe this game is if Steven Spielberg decided to direct Heavy Rain."
After some research, it was found that these reviews were written by employees of Telltale Games; a user interface artist and a cinematic artist. This was defended by the company as refraining from censoring their employees but does nothing to address the ethics of their actions. Luckily Telltale did respond by stating that anyone who does post will admit to being employees (which is at least a step in the right direction). Such an event is not alone for it has also occurred with a BioWare employee for Dragon Age 2 and coincidentally so too did they give it a 10/10 without any mention of being an employee.
Another prime example of underhanded actions taken by employees was with the release of the highly anticipated (and high disappointing) Star Trek video game. At its release, there were many issues with bugs and in particular, with co-op. During the rather poor spectacle of a release, there was a comment made which seemed quite odd to some. Since the online fiasco was widespread, it did seem peculiar that a user on steam by the name of Kenneth Lindenbaum stated, “Works fine for me” and mentioned, “Game uses Steam servers”. Now, when there is a major problem, pretty much well known and spreading like a virus, some might question the validity or honesty of a comment such as that. After some research, it was found that the user had already accumulated over 150 hours at launch and obtained a verity of achievements. This was a red flag and when further looked into (via LinkedIn), it was found that he was in fact the senior producer of the game.
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Now this is where I was going to add one last example of the potential abuse and corruption of the numerical rating system but something has come up and changed my original plans. I was planning on discussing Rambo the Video Game and pointing out some questionable reviews giving the game 10 and on more than one account, using the same wording (both with the exact two games and with the exact same score). I went to the Rambo the Video Game Metacritic webpage to get the quotes but to my surprise, all the sudden the reviews with 10 were missing. What is even stranger is that in place of the User Rating, is now a box stating the game will not be out for another 54 days. Mind you, this was for the Pc version which had been released on Steam on the 21st of February already. I promptly went to the Amazon website and the release dates are for March 25, 2014 which is 20 days from now, not 54.
I do find it fascinating and suspicious how the game which already had a user score now seemingly vanished and will be released on another day. It is as if instead of showing the score, someone decided it would have the game showing its release date for later in the year. As you can see with the picture, it also shows 11 positive reviews but only one review will show up if you click on it. If you click the “See all 42 User Reviews, the Positive reviews jumps from 11 to 26. Only after clicking further do you see the User Score of 2.3. Although I cannot say with certainty that trickery is afoot here but this is far from the norm.
Closing Remarks
The current systems in place, and in particular, the numerical rating systems are inherently flawed and open to abuse. We should strive for the removal of the current systems and push for a far more coherent and reliable system. For one, I do not believe ratings should be available upon release. The rating system should be delayed so to detour kneejerk reactions and give the developers some time to work out the kinks. For example, Diablo III was released with major connection issues (due to massive volume of players). Without even being able to play, hundreds flocks to Amazon and Metacritic to give terrible reviews. Yes, many were disappointed with the game but at the same time, we should avoid reaction reviews based on highly emotional state of minds.
Finally, I do believe we need to strive for more comprehensive and elaborate systems. These systems should allow the examination of variables such as game play, music, and story. Furthermore, the focus of the review ought not to be fixated on a simplistic summary of the game (such as, 2 out of 10) but rather; the focus should be on the content of the review itself. Break up the variables and have users review on those such as game play. That way, when one looks at a review, they can skip to whatever variable he or she deems most relevant to them personally.
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