“Some Reflections on [Gaming] Criticism”

criticism is dangerous

Through my research on Samuel R. Delany for my MFA research paper, I stumbled across his opinions on the development of a language of criticism for Science Fiction. I think it applies in interesting ways to the development of a gaming language as well.

“Frequently this correspondence point generates a term; frequently this term is appropriated from the literary field to the [Science Fiction] field . . . But what this finally produces in the SF critical field is an array of terms that discuss only similarities. The field of critical terminology, because it is appropriated, suggests that similarities are much more pervasive than they actually are.”

We’ll assume in gaming language that “correspondence point” equals blog post. Over at SLRC, Ben was commenting on the merits of developing terms for gaming criticism (or lack thereof), and though this article doesn’t directly respond to his thoughts, it does argue for a completely new language to be developed over lifting critical terms from other forms of art. By taking these terms from other places in an effort to elevate game criticism to the level of art criticism, we’re focusing on similarities instead of highlighting what makes video games unique.

I know Corvus Elrod, Iroquois Pliskin, Michael Abbott (check out the comments sections for another great article), and I’m sure many others, including academics in the expanding arena of video game programs, are already thinking about the language of video games, but it’s interesting to see how other fairly new artforms have struggled with their own terminology. [EDIT: another interesting post by Pliskin that popped up just as I published this]

Delany also talks about how genres should be defined by the strategies used for reading them instead of specific characteristics of the subject matter: “A more fruitful way to characterize the distinction between genres is to view it as a set of distinctions between reading protocols, between ways of reading, between ways of responding to sentences, between ways of making various sentences and various texts make sense.”

At first, I thought this was interesting because it seems that game genres are already based on this convention. The genres are set up based on gameplay mechanics, not subject matter, and a gamer knows they might like a game because they know the conventions of the genre (i.e. Its control scheme). Delany argues that sub-genres are the place to differentiate based on subject matter, which the gaming industry also does.

I wonder, though, whether Delany would think gaming genres are labelled wrong. Does “platformer” really distinguish how Braid should be understood as a game? It correctly labels a set of gameplay mechanics, but Delany’s “reading protocol” is based around “making various sentences and various texts make sense.” Is understanding how to play Braid enough to characterize it as a platformer? Or should its genre definition be based on how to “understand” Braid? I guess that depends on whether the genre definitions are set up to aid shoppers or to aid game critics with how to critique a game.

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