I’ve been spending a bit of time watching videos on games criticism, most of which haven’t been particularly stand out, but I do notice that a major difference in quality of analysis depends on how well a person can figure out what issues they’re pointing at and to what level these are solved or solvable problems. So, some categories for thinking about game issues, both useful for analysis or design.
Baseline Function
The first question is whether the game is possible to play at all. For videogames, this is obvious, since the game crashing, freezing, control problems, deleting saves, etc. is out and out unplayable. For tabletop games, the question is about whether the rules are communicated well enough that people can play.
In Tabletop RPGs, this particularly is a hard one to mess up, since so many people are used to just fixing issues on the spot or simply inserting play expectations from other games. My stance that you shouldn’t HAVE to do design work for a game you paid for has been one of the most contested ideas, but it’s one I stick to.
This category is pretty rare to find as a major concern, though a lot of gamerdom likes to take any issue and say “This game is completely unplayable”, which, of course, means you have to try to pick out exactly what they’re talking about.
Actual Design
Assuming the game functions (which is, the lowest of bars to meet), then you can actually get into what kind of game you have created, where the fun parts are, what choices or skills you have to develop to play it well, and where it challenges you and what feelings the game can induce.
For a good understanding here, you have to be able to identify – what kind of fun the game is aiming at, how it does that and whether that’s working for it or not, and to separate whether it’s your preferred kind of fun or not. Again, unfortunately, we see a lot of people say “not MY type of fun = broken”.
Content Length
Content length is probably one of the best things to get a grasp on in all forms of media, games included. What makes a great (movie, book, tv series, videogame, rpg campaign, etc. etc)? It knows when to stop. Every kind of thing has a limit to about how much good you’re going to get out of it, and beyond that, you just dilute what is good with time wasting badness.
For example, there’s been plenty of comedy movies made where you take some joke or schtick that is probably great for a 5 minute skit, where it would be hilarious, but it’s painful to watch as a full movie. Or a TV series hits the point when it’s not good anymore, because they’ve mined out the good stories (or, at least, the stories their team is capable of envisioning.). Videogames and tabletop RPGs both suffer the problem of often working backwards – “X part is fun, therefore if we add another 50 hours onto it, it will be 50 hours of more fun, right?”, which isn’t true. Other types of games are usually much better at realizing different types of fun can only put out so much, and to cut it around that.
Game analysis about content length is usually… not great. That pitfall of “Well just give me 50 more hours of what you gave me in the first 10” is something a lot of gamers get into, as well. The reality is that anything that is really fun, leaves you wanting more because it stops before it stops being fun.
Artistic
There’s definitely something to be said for games as visual, auditory, or crafted materials done right. We love a great sound track, a good sense of visual style, illustration or character design, animation, a great set of cards, a crafted token, etc.
Review on these grounds typically tends to be more informed, if only because all these artistic aspects we already have existing critical language and tools of analysis for.
Media Violence
First – I don’t mean “oh no, this game depicts violence” but rather, when the game is a propaganda piece of emotional violence – racist, sexist, homophobic, etc.
It’s not hard to see the problem if the whole game has an overt premise along these lines, but what often becomes the point of contention with the usual gamer population is when a game is about a normal game thing (“Save the Kingdom” “Fight the aliens”) and throws in these things on the side, mostly because the creators have internalized the bigotry so deeply they don’t even SEE what they did as wrong.
Nothing kills fun as fast as getting randomly hit with “You people should know your place” equivalent when you were, you know, playing a game about racing or something.
Communicated Expectations
Understanding what you’re getting into with a game is more important than many other types of media – because the commitment level is higher. You may have to learn new rules or mechanics, develop skill to play the game. It may be hard to tell how long you will be playing the game overall, though the more time you’re expected to put in, the more you need to communicate what kind of game it is.
This is also why short games can be more experimental. If you have some weird one-trick pony game that gives a unique experience, but isn’t that “fun to play”, and it’s only 5 minutes long, that’s not so bad. If you have a game that is 80 hours of play, I want to know what to expect ahead of time before devoting time to it, much less 80 hours.
You also need to understand the longer the game is, play itself creates the expectations – switching it halfway through, or at the end, might actually anger players. (Much of the backlash to the Mass Effect games was that a core game loop – make a story decision, get a cutscene or NPC acknowledgement about those choices, was removed for the end of the trilogy.).
Some of the communicated expectations happen in the lead up to the game being released, as well as the advertising and imagery around the game. You can find a lot of criticisms about games where these things mismatch – whatever genre you tell people to expect out of a game, that’s what they’ll be looking for. And some of it might be having to deal with existing preconceptions – if your game seems “close” to something that exists, you’ll need to highlight what it does different so people don’t get caught up expecting it to do what it’s not about.