On being an artist AND a critic.
If writing for Adventure Gamers has taught me one thing, it’s that it’s not all that easy to review other people’s games when you yourself are a game developer. Well, maybe it is if you’re a renowned expert in your field, but for a struggling amateur like myself, sometimes I wonder. Do I have any right to pass judgement on a game when my own work to date is probably not nearly as good?
On the other hand, I, as a game developer, put greater meaning to constructive criticism from other game developers than from those who only look at the games from a consumer’s perspective. The opinions of people who play your game are important, sure, but somehow, I’m much more willing to take practical advice from people who actually know firsthand what it takes to make a game great, rather than people with a vague theories on the subject that haven’t ever been put into practice.
Ah well. It’s quite a learning experience, that’s for sure.
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Yeah, that’s a tough question. I usually just write a review from my perspective (ie, books as an author and a reader), but that means my reviews can be pretty tough. I’m more excited by a book that I like AND I couldn’t have done myself. That’s kind of unfair because, if I think ‘I could have written that’ then I’m less likely to give it a good review, even if it’s good.
Hmm… I have yet to write a review of a game that I could have made myself (as opposed to, say, a game that I could have improved certain aspects of). But when that time comes, we shall see, I guess.
I feel a little awkward reviewing games just because I’m *not* a developer.
You know, I think any adventure game review that spans beyond someone saying, “It should have been more like Monkey Island,” is a good review.
This reminds me, Adventure Developers finally published that review of mine.
I saw that. I liked the point you made about the importance of exploration in games.