#basically bottom line never feel compelled to do more research and be more tied to realism for free than the original writers got paid to do
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partywithponies · 8 months ago
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A rule of thumb I go by as a fic writer, in order to stop myself falling down a research rabbit hole and going mad, is to ask myself "is this how this would work in canon?" before I ask myself "is this how this would work in real life?".
For example. Say I'm writing fic about a crime drama. And I'm like "would this stab wound kill actually someone?". Often times in real life the answer is no. But in the show? It absolutely would, unless it was more dramatic for them to be just fine.
And sometimes it goes the other way, a main character is hospitalised and has been unconcious for several days but I want them to get up immediately and be able start fighting baddies again straight away. Would that be possible in real life? Of course not. But would that happen in the show? Probably, yeah.
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impostoradult · 4 years ago
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Media Market Research (and why its undermining all the things you love)
Trying to understand what is dysfunctional about Hollywood is an epic task, and the answers are like the stars – arguably infinite. Hollywood is dysfunctional for literally more reasons than I could count.
But market research plays a fairly heavy role in its dysfunction (IMO) and the time has finally come for me to add my professional two cents about this issue. (This rant of mine has been building for a while, FYI. Hence why it is so...comprehensive. There is a tl;dr section towards the bottom, if you want the high level summary)
*** For the last 4+ years I’ve worked in the field of market research, almost exclusively with major media makers like Warner Bros., NBCU, AMC/BBCA, Viacom, FOX (before Disney acquired them), A+E, etc. (this past year I quit the job where I was doing this work for a variety of reasons, many of which will become clear as you keep reading, but I am still listed as a consultant on the company website):   https://www.kresnickaresearch.com/who/ (Rachel)
And just for comparison, here is a Halloween selfie I took 4 years ago and posted on my blog, so you can see I am who I say I am. 
I know a fair amount about how market research on major media franchises is conducted and how it influences production, and a lot of these choices can also be at least somewhat tied back to the massive flaws in the market research industry and its impact. *** First, at the highest level, you need to understand market research in general is not well-conducted much of the time. Even the people doing a reasonably good job at it are VERY limited in doing it well because of financial constraints (clients don’t want to spend more than they have to), time constraints (clients want everything done as fast as humanely possible) and just the inherent problems within the industry that are decades old and difficult to fix. For example, all market research ‘screens’ participants to make sure they qualify to participate (whether it is a mass survey, a focus group, a one-on-one interview, etc.). So, we screen people based on demographics like race, gender, age, household income, to get representative samples. But people are also screened based on their consumption habits. You don’t want to bring someone into a focus group about reality TV if they don’t watch reality TV. They aren’t going to have anything useful to say. 
However, a lot of the people who participate in market research have made a ‘side-gig’ out of it and they know how to finesse the process. Basically, they’ve learned how to lie to get into studies that they aren’t a good match for because most market research is paid, and they want the money. So, a lot of TV and film market research is being done on people who don’t actually (or at least don’t regularly) watch those shows or movies or whatever but have learned how to lie well enough in these screening processes to make it through. And because of the aforementioned time and money issue, clients don’t want to spend the time or money to actually find GOOD participants. They just accept that as an inevitable part of the market research process and decide not to let it bother them too much. So, a fair number of the people representing YOU as a media consumer are people who may not be watching Supernatural (for example) at all or who watch a rerun occasionally on TNT but haven’t been watching consistently or with ANY amount of investment whatsoever. You can see why that creates very skewed data. But that’s just the tip of the skewed iceberg. *** Second, media market research is conducted in line with the norms of market research more broadly, and this is a huge problem because media is a very atypical product. How people engage with media is far more complex and in depth than how they engage with a pair of jeans, a car, or a coffee maker. There are only so many things that matter to people when it comes to liking or not liking a coffee maker, for example. Is it easy/intuitive to use? How much space does it take it on my counter? How expensive is it? Does it brew the coffee well? Maybe does it match my décor/kitchen aesthetic? Can I make my preferred brand of coffee in it? The things you as a consumer are going to care about when it comes to a coffee maker are limited, fairly easy to anticipate in advance, and also easy to interpret (usually). How people mentally and emotionally approach MEDIA? Whole other universe of thing. Infinitely more complex. And yet it is studied (more or less) as if it is also a coffee maker. This is one of the many reasons I decided to leave the media market research field despite my desire to have some ability to positively influence the process. As so often seems to be the case, I fought the law and the law won. I could never make the other people I worked with in the industry understand that the questions they were asking were not all that useful a lot of the time and they weren’t getting to the heart of the matter. They were just following industry standards because they didn’t know any better and none of them want to admit they don’t REALLY know what they’re doing. Which leads me to point 3. *** Most of the people doing this research don’t have any expertise in media or storytelling specifically. They are typically trained as social scientists in the fields of psychology, anthropology, sociology, or math/statistics. And many of them do not have any kind of specialization or education in media/storytelling beyond the English classes they took in high school and the one Media Studies course they took as an elective in college. Most of them have a very unsophisticated understanding of narrative structure, thematics, tropes, subtext, etc. They mainly think in terms of genres at the VERY broadest level. Also, not infrequently, they don’t watch or have much knowledge of the shows they are supposed to be doing research on, beyond what they’ve read on IMDb or Wikipedia or what is generally common knowledge. Unless they by chance happen to watch the shows themselves (which often they don’t) they often know very little about the shows they are crafting these questions about. Again, partly because they think it is like the coffee maker, and you don’t need to understand it in any depth to research it. (I know this must sound insane to you as avid media consumers, but that is the general attitude among those who do market research) There is such a lack of sophistication in how people in the business side of the industry understand media and storytelling. Most of them are either MBAs or social scientists and their training has not prepared them to examine fictional works with the kind of depth that people in the Humanities (who are specifically trained to study texts) have. Somehow, despite the fact that the Humanities is all about understanding texts, that is the one discipline they make almost no use of in the business side of Hollywood. And boy howdy does it show. *** Point 4 – average consumers CANNOT ARTICULATE WHY THEY LIKE THINGS. Particularly media things. I know this sounds condescending, but it is my honest observation. It is unbelievably hard to get people to have enough self-awareness to explain why they actually like things, especially things as mentally and emotionally complex as media. What typically happens when you ask people why they like a TV show or movie, for example? They will tell you what they most NOTICE about the TV show or movie, or what is distinctive to them about it (which may or may not have anything to do with what they actually LIKE about it). They will say things like “I like the genre”, “I think it’s funny”, “The car chases are exciting”, “I want to see the detective solve the puzzle.” Sometimes you can get them to talk about what they find relatable about it, if you push them a little. But often they leave it at either the level of literal identity (young black woman), basic personality traits (she’s a social butterfly and so am I) or situations they’ve personally experienced (I relate to this story of a man losing his father to cancer because I lost a close family member to cancer). But the vast, vast, vast majority of them can’t go to the deeper level of: a) Why X representation of a young black woman feels accurate/authentic/relatable and Y representation doesn’t b) Why it matters to me that X,Y,Z aspects of my personality, identity, experience get reflected in media whereas I don’t really care about seeing A,B,C aspects of my personality, identity, or experience reflected in media c) How and why they are relating to characters when they can’t see the literal connection between their identity/experience and the character’s identity/experience. (For example, many people have argued that women often relate to Dean Winchester because a lot of his struggles and past negative experiences are more stereotypical of women – being forced to raise a younger sibling on behalf of an actual parent, being seen and treated as beautiful/sexually desirable but vacuous/unintelligent, his body being treated as an instrument for a more powerful group to quite literally possess, etc. Part of the reason Supernatural has always been such a mystery/problem for the CW and Warner Bros is they could never crack the code at this level. Never.) Part of the reason they can’t crack these codes is average people CANNOT give you that kind of feedback in a survey or a focus group, or even an in-depth interview (much of the time). They just don’t have the self-awareness or the vocabulary to get it at that level. Let alone asking them to articulate why Game of Thrones is compelling to them in an era where wealth disparity is creating a ruling class that is fundamentally incompetent at maintaining a just/functional society, which is especially concerning at this particular moment, given the existential threat we face due to climate change. And the truth is, that IS part of what people – even average people – are responding to in Game of Thrones. But what they’ll tell you when you do market research on it is: they like the dragons, they like the violence, they relate to Tyrion Lannister being a smart mouth, maybe they’ll say they like the moral ambiguity of many of the conflicts (if they are more sophisticated than average). But the ‘Dean Winchester is heavily female coded despite his veneer of ultra-masculinity’ or the ‘Game of Thrones is a prescient metaphor for the current political dynamics and fissures of modern western society’ is the level you ACTUALLY need to get to. And most market research can’t get you that because the people ASKING the questions don’t know what to ask to get to this level, and most of the respondents couldn’t give you the answers even IF you were asking them the right questions (which usually you are not) And I’m not saying average people are dumb because they can’t do this. But it requires practice, it requires giving the matter a great deal of in-depth thought, and most people just don’t care enough about it to do that while taking a market research survey. (I know this is going to feel counter-intuitive to people on Tumblr. But you have to remember, you are NOT average media consumers. You are highly atypical media consumers who have far more self-awareness and a much more sophisticated engagement with media than the average person watching TV. If you didn’t, you probably wouldn’t be here talking about it in the first place) Point 4.1 – People also lie/misrepresent their own experiences to market researchers because they want to maintain certain self-narratives. You have no idea how many people would get disqualified from our surveys for saying they watched less than 5 hours of TV a week. And sure, that might actually be true for a few of them. But if you watch TV with any regularity at all (which most people in modern America do) you probably watch more than 5 hours a week. The problem is, people think it makes them sound lazy to say they watch 15-20 hours a week, even though that’s about 2-3 hours a day (which actually isn’t THAT high). People lie and misrepresent their behaviors, thoughts and feelings because it can be socially uncomfortable to admit you do what you actually do or feel how you actually feel, even in the context of an anonymous survey, let alone a focus group or a one-on-one interview. People want to make themselves look good to THEMSELVES and to the researchers asking them questions. But that makes the market research data on media (and lots of other things) very questionable. For example, one finding we saw more than once in the surveys I was involved in conducting was people would radically downplay how much the romance elements of a story mattered to them, even large portions of female respondents. When we would ask people in surveys what parts of the story they were most invested in, romances ALWAYS came out among the lowest ranked elements. And yet, any passing familiarity with fandom would tell you that finding is just WRONG. It’s wrong. People are just flat out lying about how much that matters to them because of the negative connotations we have around being invested in romance. And never mind the issue of erotic/sexual content. (I don’t mean sexual identity here, I mean sexy content). The only people who will occasionally cop to wanting the erotic fan service is young men (and even they are hesitant to do so in market research) and women frequently REFUSE to admit that stuff in market research, or they radically downplay how much it matters to them and in what ways. There is still so much stigma towards women expressing sexuality in that way. Not to mention, you have to fight tooth and nail to even include question about erotic/sexual content because oftentimes the clients don’t even want to go there at all, partly because it is awkward for everyone involved to sit around crafting market research questions to interrogate what makes people hot and bothered. That’s socially awkward for the researchers doing the research and the businesspeople who have to sit in rooms and listen to presentations about why more women find Spock sexier than Kirk. (Which was a real thing that happened with the original Star Trek, and the network couldn’t figure out why) Aside from people not have enough deeper level self-awareness to get at what they really like about media content, they also will lie or misrepresent certain things to you because they are trying to maintain certain self-narratives and are socially performing that version of themselves to researchers. *** Point 5 – Qualitative data is way more useful for understanding people’s relationships to media. However, quantitative data is way more valued and relied upon both due to larger market research industry standards and because quantitative data is just seen as harder/more factual than qualitative data. A lot of media market research involves gathering both qualitative and quantitative data and reporting jointly on both. (Sometimes you only do one or the other, depending on your objectives, but doing both is considered ���standard’ and higher quality). However, quantitative data is heavily prioritized in reporting and when there is a conflict between what they see in qualitative versus quantitative data, the quant data is usually relied upon to be the more accurate of the two. This is understandable to an extent, because quantitative surveys usually involve responses from a couple thousand participants, whereas qualitative data involves typically a few dozen participants at most, depending on whether you did focus groups, individual interviews, or ‘diaries’/ethnography. The larger sample is considered more reliable and more reflective of ‘the audience’ as a whole. However, quantitative surveys usually have the flattest, least nuanced data, and they can only ever reflect what questions and choices people in the survey were given. In something like focus groups or individual interviews or ethnographies, you still structure what you ask people, but they can go “off script.” They can say things you never anticipated (as a researcher) and can explain themselves and their answers with more depth. In a survey, participants can only “say” what they survey lets them say based on the questions and question responses that are pre-baked for them. And as I’ve already explained, a lot of times these quantitative surveys are written by people with no expertise in media, fiction, or textual analysis, and so they often are asking very basic, not very useful questions. In sum, the data that is the most relied upon is the least informative, least nuanced data. It is also the MOST likely to reflect the responses of people who don’t actually qualify for the research but have become good at scamming the system to make extra money. With qualitative research, they are usually a little more careful screening people (poorly qualified participants still make it through, but not as often as with mass surveys, where I suspect a good 35% of participants, at least, probably do not actually qualify for the research and are just working the system). 
Most commonly, when market research gets reported to business decision-makers, it highlights the quantitative data, and uses the qualitative data to simply ‘color in’ the quantitative data. Give it a face, so to speak. Qualitative data is usually supplemental to quant data and used more to make the reports ‘fun’ and ‘warm’ because graphs and charts and stats by themselves are boring to look at in a meeting. (I’m not making this up, I can’t tell you how many times I was told to make adjustments on how things were reported on because they didn’t want to bore people in the meeting). (Sub-point – it is also worth noting that you can’t report on anything that doesn’t fit easily on a power point slide and isn’t easily digestible to any random person who might pick it up and read it. The amount of times I was told to simplify points and dumb things down so it could be made ‘digestible’ for a business audience, I can’t even tell you. It was soul crushing and another reason I stopped doing this job full time. I had to make things VERY dumb for these business audiences, which often meant losing a lot of the point I was actually trying to make) Point 5.1 – Because of the way that representative sampling works, quantitative data can be very misleading, particularly in understanding audience/fandom sentiments about media. As I’m sure most of you know, sampling is typically designed to be representative of the population, broadly speaking. So, unless a media company is specifically out to understand LGBTQ consumers or Hispanic/Latinx consumers, it will typically sample using census data as a template and represent populations that way. Roughly 50/50 male/female. Roughly even numbers in different age brackets, roughly representative samplings of the racial make-up of the country, etc. (FYI, they do often include a non-binary option in the gender category these days, but it usually ends up being like 5 people out of 2000, which is not enough of a sample to get statistical significance for them as a distinct group)   There is a good reason to do this, even when a show or movie has a disproportionately female audience, or young audience. Because they need enough sample in all of the “breaks” (gender, race, age, household income, etc.) to be able to make statistically sound statements about each subgroup. If you only have 35 African American people in your sample of 1000, you can’t make any statistically sound statements about that African American cohort. The sample is just too small. So, they force minimums/quotas in a lot of the samples, to ensure they can make statistically sound statements about all the subgroups they care about. They use ratings data to understand what their audience make up actually is. (Which also has major failings, but I’ll leave that alone for the minute) With market research, they are not usually looking to proportionately represent their audience, or their fandom; they are looking to have data they can break in the ways they want to break it and still have statistically significant subgroups represented. But that means that when you report on the data as a whole sample – which you often do – it can be very skewed towards groups who don’t make up as large a portion of the show’s actual audience, or even if they do, they don’t tend to be the most invested, loyal, active fans. Men get weighted equally to women, even when women make up 65% of the audience, and 80% of the active fandom. Granted, they DO break the data by gender, and race, and age, etc. and if there are major differences in how women versus men respond, or younger people versus older people, they want to know that...sometimes. But here’s where things get complex. So, if you are doing a sample of Supernatural viewers. And you do the standard (US census-based) sampling on a group of 2000 respondents (a pretty normal sample size in market research). ~1000 are going to be female. But with something they call “interlocking quotas” the female sample is going to be representative of the other groupings to a degree. So, the female sample will have roughly equal numbers of all the age brackets (13-17, 18-24, 25-34, etc.). And it will have roughly 10% non-heterosexual respondents, and so on. They do this to ensure that these breaks aren’t too conflated with each other. (For example, if your female sample is mostly younger and your male sample is mostly older, how do you know whether it is the gender or the age that is creating differences in their responses? You don’t. So, you have to make sure that all the individual breaks (gender, race, age) have a good mix of the other breaks within them, so groups aren’t getting conflated) But what that means is, Supernatural, whose core fandom is (at a conservative guess) 65% younger, queer, women, gets represented in a lot of statistical market research sampling as maybe 50-100 people, in a 2000-person survey. 50-100 people can barely move the needle on anything in a 2000-person survey. Furthermore, usually in the analysis of data like this, you don’t go beyond looking at 2 breaks simultaneously. So you may look at young female respondents as a group, or high income male respondents, or older white respondents, but you rarely do more than 2 breaks combined. And the reason for that is, by the time you get down to 3 breaks or more (young, Hispanic, women) you usually don’t have enough sample to make statistically significant claims. (It also just takes longer to do those analyses and as I explained in the beginning, they are always rushing this stuff). To do several breaks at a time you’d have to get MUCH larger samples, and that’s too expensive for them. And again, I want to stress, this type of sampling isn’t intended to sinisterly erase anyone. Kind of the opposite. It is intended to make sure most groups have enough representation in the data that you can make sound claims about them on the subgroup level. The problem is that it can create a very skewed sense of their overall audience sentiment when they take the data at ‘face value’ so to speak, and don’t weight segments based on viewership proportion, or fandom engagement, etc. Point 5.2 – Which leads me to my next point, which is that fandom activity that doesn’t have a dollar amount attached to it doesn’t make you a ‘valuable’ segment in their minds. One of the breaks they ALWAYS ask for in data like this is high income people, and people who spend a lot of MONEY on their media consumption. And they do prioritize those people’s responses and data quite a bit.   And guess what – young women aren’t usually high-income earners, and although some of them are high spenders on media, high spending on media and media related merch skews toward higher income people just because they HAVE more disposable income. Older white men are usually the highest income earners (absolutely no surprise) and they are more likely in a lot of cases to report spending a lot on the media they care about. Having expendable income makes you more important in the eyes of people doing market research than if you’ve spent every day for the last 10 years blogging excessively about Supernatural. They don’t (really) care about how much you care. They care about how much money you can generate for them. And given that young audiences don’t watch TV live anymore, and they give all their (minimal) expendable income to Netflix and Hulu, you with your Supernatural blog and your 101 essays about Destiel is all but meaningless to many of them (from a business standpoint) Now, some of them kind of understand that online fandom matters to the degree that fandom spreads. Fandom creates fandom. But if the fandom you are helping to create is other young, queer women with minimal income who only watch Supernatural via Netflix, well, that’s of very limited value to them as well. I don’t want to suggest they don’t care about you at ALL. Nor do I want to suggest that the “they” we are talking about is even a cohesive “they.” Different people in the industry have different approaches to thinking about fandom, consumer engagement and strategy, market research and how it ought to be understood/used, and so on. They aren’t a monolith. BUT, they are, at the end of the day, a business trying to make money. And they are never going to place the value of your blogging ahead of the concrete income you can generate for them. (Also, highly related to my point about people lying, men are more likely to SAY they have higher incomes than they do, because it’s an ego thing for them. And women are more likely to downplay how much money they spend on ‘frivolous’ things like fandom because of the social judgement involved. Some of the money gender disparity you see in media market research is real, but some of it is being generated by the gender norms people are falsely enacting in market research��� men being breadwinners, women wanting to avoid the stereotype of being frivolous with money) *** In sum/tl;dr: Point 1 – Market research in general is not well conducted because of a variety of constraints including time, money, and the historical norms of how the industry operates (e.g., there being a large subsection of almost professionalized respondents who know how to game the system for the financial incentives) Point 2 – Media is a highly atypical kind of product being studied more or less as if it were equivalent to a coffeemaker or a pair of jeans. Point 3 – Most of the people studying media consumption in the market research field have no expertise or background in media, film, narrative, storytelling, etc. They are primarily people who were trained as social scientists and statisticians, and they aren’t well equipped to research media properties and people’s deeper emotional attachment and meaning-making processes related to media properties. Point 4(etc.) – Average consumers typically don’t have enough self-awareness or the vocabulary to explain the deep, underlying reasons they like pieces of media. Furthermore, when participating in market research, people lie and misrepresent their thoughts, behaviors, and emotional responses for a variety of reasons including social awkwardness and preserving certain self-narratives like “I’m above caring about dumb, low-brow things like romance.” Point 5 (etc.) – Quantitative data is treated as way more meaningful, valuable, and ‘accurate’ than qualitative data, and this is a particular problem with media market research because of how varied and complex people’s reactions to media can be. Also, the nature of statistical sampling, and how it is done, can massively misrepresent audience sentiments toward media and fail to apprehend deeper fandom sentiments and dynamics. There is also a strong bias towards the responses of high income/high spending segments, which tend to be older and male and white. Side but important point – Research reports are written to be as entertaining and digestible as possible, which sounds nice in theory, but in practice it often means you lose much of the substance you are trying to communicate for the sake of not boring people or making them feel stupid/out of their depth. (Because god forbid you make some high-level corporate suit feel stupid) *** What can be done about this? Well, the most primary thing I would recommend is for you to participate in market research, particularly if you are American (there’s a lot of American bias in researching these properties, even when they have large international fanbases). However, some international market research is done and I recommend looking into local resources for participation, where ever you are. If you are American, there are now several market research apps you can download to your smart phone and participate in paid market research through (typically paid via PayPal). Things like dscout and Surveys On the Go. And I know there are more. You should also look into becoming panelists for focus groups, particularly if you live near a large metropolitan area (another bias in market research). Just Google it and you should be able to figure it out fairly easily. Again, it is PAID, and your perspective will carry a lot more weight when it is communicated via a focus group or a dscout project, versus when it is shouted on Twitter. However, that’s merely a Band-Aid on the bigger issue, which I consider to be the fact that businesspeople think the Humanities is garbage, even when they make their living off it. There is virtually no respect for the expertise of fictional textual analysis, or how it could help Hollywood make better content. And I don’t know what the fix is for that. I spent 4 years of my life trying to get these people to understand what the Humanities has to offer them, and I got shouted down and dismissed so many times I stopped banging my head against that wall. I gave up. They don’t listen, mostly because conceding to the value of deep-reading textual analysis as a way to make better content would threaten the whole system of how they do business. And I mean that literally. So many people’s jobs, from the market researchers to the corporate strategists to the marketing departments to the writers/creatives to the C-level executives, would have to radically shift both their thinking and their modes of business operation and the inertia of ‘that’s the way it’s always been done’ is JUST SO POWERFUL. I have no earthly idea how to stop that train, let alone shift it to an entirely different track. BTW, if you want the deeper level of analysis of why I can’t stop rewatching Moneyball now that it’s been added to Netflix, the above paragraph should give you a good hint
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ronnytherandom · 4 years ago
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I forgot to watch content all week so i wrote about games ive been playing
9/2/2021: The Truman Show
You should fear your fears but embrace them and use them to guide you into the unknown, to explore and experience what life has to offer. Fear stands between you and the fullest experience of life so you must pass through it to better yourself. Heed not the walls built about you and the chains made to hold you. Though the architects insist it will preserve your life, containment is anathema to life. Do not take in faith the benevolence of powers that be; instead trust those who would support and liberate you, guide you through fear and into life.
As best I can lay it out, I think this is the philosophy of the Truman show but there is so much more to read into it also. There is critique of systems of commodification and celebrity (i.e. capitalism) reducing human beings to a consumable good as well as encouragement to find and pursue your goals despite adversity and even sensibility which is also tied to the illusion of economic responsibility. You can’t put a camera inside a human head, you can never “know” them without being an active and intrinsic part of their life, but also there is need for reciprocation. If one half exists with ulterior motive then the entire relationship is rotten; sincere humanity is what creates real connections. Without such your world is fake. A world built around one person is a world where no one can truly live. All these actors have given up basically their entire lives for the sake of watching Truman have his life built around him by outside forces, have allowed themselves to be commodified and dehumanised for the good of one man, Christoph. The man at the top has delusions of grandeur and thinks only of his own bottom line, he cares not for his subjects but simply wants them to do as he tells them because it benefits him to commodify their lives and interactions. Even then he cannot stand to lose control and in seeking to demonstrate Truman’s “realness” he structures his life so thoroughly that eventually there’s no reality left, only a script and adverts. But the people watching still empathise with Truman because everyone in the working class understands what it is to be trapped because real life is our own Truman show and one day we must all pass through fear, step out of the dome and create a real life for ourselves outside of the system of commodification which consumes everyone’s life and removes all realness and sincerity and emotional catharsis from it.
I unreservedly love this film.
14/2/2021: Assorted Game Reviews
Horizon Zero Dawn (Unfinished due to technical issues, 45 hours inc. parts of Frozen Wilds): This game is really cool and really fun. I think it is defined by its incredible setting which somehow creates a fresh feeling post-apocalyptic environment. Said environment creates intriguing alt-future lore and some very interesting environments to explore. I love the machine designs (especially tallnecks!) and was very sad to hear one of their contributing artists passed away recently but I’m glad their work lives on in this visually stunning game. I’m a sucker for Ubisoft-style open world games simply because it tickles a certain kind of itch and somehow this non-Ubisoft game has outdone Ubisoft on their own formula, which is hilarious, but also good for me as running around this world exploring and clearing map markers is engaging fun. Not least because of the combat. I have a minor criticism here that the combat feels slightly awkward on mouse and keyboard, the arrows never seem to go where I’m aiming, but aside from that the experience of fighting is a grand one. Enemies never lose their threat and I love the weak spot system the game employs which makes every tool useful in niche circumstance and rewards curiosity. It specifically manages this in a way that I feel the Witcher series could learn from if it ever returns; by making head on assault less viable and encouraging tactical hunting. I do feel this system makes hunting robots so fun that by contrast hunting humans becomes a chore however, though I noted this improves in the dlc with the addition of humans with elemental weaknesses limited in number as they are. I cannot speak for the story in entirety but what I encountered was pretty good, though I feel as if it was only just really getting going at the point where I could not continue. I find Aloy to be a compelling and well portrayed protagonist and though I can guess about her origin and the ultimate end of the alt-future apocalypse I still want to see how it plays out on screen, so will return to this as soon as I’ve fixed it.
Rimworld (122 hours. Familiar with but do not own Royalty Expansion):
Rimworld is one of those super special games that I don’t think I have a single problem with. Fair warning it can be brutal and is heavily dependent on RNG but this allows it to create truly unique and interesting scenarios on a constant basis. In the wider perspective it could be described as formulaic, with regular cycles of managing the settlement between raids and random events, but the devils in the details. Colonist traits, health and skills dictate how you play and sometimes you’ll be forced to adapt as some colonists simply refuse to perform some tasks. The depth of health particularly amuses me, in that each little part of someone’s body is modelled in a way. If you’re in a firefight you may take a single bullet which grazes your finger and you’re fine. Alternately it could pierce your human leather cowboy hat, your skull and kill you instantly and the game will tell you exactly what happened. The risk/reward element is addictive enough, and that’s without accounting for just how cool it is to see your colony slowly expand. Establishing more and more options for crafting is fun and shows off the full range of different items in the game which is fucking extensive. Between clothing, weapons, armour, sculpture and drugs to name only a few you have the opportunity to create many varied production lines either for your colonists or to trade for money and there is a lot of fun to be had here as well as it is quite satisfying to see psychoid you have grown personally become the cocaine your colonists snort to help them stay awake on limited sleep. From an archaeologist’s perspective it is especially cool to look back over your base and see the hints of how and why structures were built and remember the history of your limitations and development through structure. I think the lore of the universe is really cool too, a very 40k-esque kind of place except with far less order, somehow. But the universe does an excellent job of feeling alive and moving constantly on both a planetary and interstellar level. You can fully believe that while you build wooden shacks to shield yourself from terrifyingly low temperatures there are simultaneously rich pieces of shit living it up on the glitterworld that’s one system over. The music does an excellent job of creating the wild west frontier atmosphere the game cultivates to great effect. Ultimately, for just being a grid with a series of different numbers attached, this game does a fantastic job of creating a compelling, brutal and very real colony management experience. I dont think I can properly put into words the grandness and scope of this one. I didnt even mention the modding scene, which is expansive and tailors to basically any need you could have. The Rim is a terrifying place but theres so much fun to be had.
Factorio (86 hours, mostly 1.1): Having completed a game of Factorio I can tell you reliably that this is one of the best games ever made, thoroughly addictive and fun. If you like numbers, logistics, TRAINS, its gonna be your thing. Not to mention its probably the only documented case of a game with no bugs (so far as official forums are concerned). Strictly speaking this games combat is not the most engrossing thing but good lord do you feel it when you acquire a flamethrower. The way each aspect of the game (production, research, logistics, combat, upgrades for everything therein) feeds into the next is a really well constructed balancing act such that you must experience the full game in order to complete it and I always appreciate this kind of design. I think its one of the best tenets of factory game design especially as its something present in Satisfactory too. Beyond all of this generalised good the game is also excellent in its intricacies, the architecture necessary to build a maximum efficiency base, the level of planning and organisation that can be employed is mind-blowing. Not to mention the mod community, factorion is already an extensive experience and some mad bastards have seen fit to complicate it further, hats off to them. This really is a great moment in gaming.
 Destiny 2 (198 hours, all expansions, played some post Forsaken release, mostly Season of Arrivals onwards, spent roughly £20 on microtransactions):
This is a very interesting and enjoyable experience, but I must say it can be a bit controversial at times. What its does particularly well is moment to moment gameplay and design in all aspects. The game is stunning; between environments, cosmetics, shaders ships and ghosts there’s a vast range of incredible things to see, all rooted in the “pseudo-magi-science” aesthetic it’s got going on. The class design is excellent and you really do feel like you embody this rampaging madman / agile gunman / space wizard archetype, whichever you choose to play. The abilities, especially supers, are very satisfying. Everything has heft and power behind it which can be felt in all aspects of design; sound and animation is top notch. Movement is cool, you can feel how fast you move both on foot and in vehicles and the navigation has a little fun subtlety depending on your class jump, even if you can bounce unpredictably occasionally. But for the love of god why is the wall kick in there? It has only ever served to push me from a ledge into a bottomless pit. You're looking to remove antiquated content? Start there. Some guns are not so good to shoot but there’s such a great range of guns that are fun its like complaining about one drop in an ocean; and enemies are fun to shoot at, each faction distinct in meaningful ways and presenting an effective challenge. Speaking of oceans, that’s one way to describe the lore. I haven’t dived too deep but it keeps going down forever and everything I’ve read is intriguing. As a former Elder Scrolls lore nut this is something I could definitely sink my teeth into, though its much more of a pulpy sci-fi vibe than a pure nonsense vibe. I do think the game has a bit of a loot problem, primarily in regards to the conflict between high stats and looking good. This should never be a conflict, and yes you can apply ornaments to any purple gear but that’s not enough when I spend the entire time grinding power levels and thus must change armour and weapons on a constant basis to progress. This game needs a true transmog system and if not that, rethink how gear power level works. Perhaps rather than earning new instances of gear you always possess a version of it and the loot you acquire in missions just upgrades your instance to your current overall power level? This would serve to do away with the current upgrade system which I think is a needless additional grind. Perhaps it could be retained in using enhancement cores to empower gear as present but necessitating a whole upgrade module to keep your favourite weapon on hand is kind of painful honestly. There is also at present the issue of sunsetting gear, mildly controversial to say the least. If it’s necessary to streamline the game and make it function moving forward so be it but surely loot pools should be adjusted so you can actually get useful loot from older locations? And why sunset personal instances of gear which can be acquired at the regular power level anyway? I had to throw away my favourite bow and hunt down a new version of the exact same weapon for… what reason? I do think destination navigation leaves a little to be desired also. I get that having a physical hub world is meaningful but Destiny does not have a very extroverted community; I can count the times someone noticed me in the tower on one hand. And its not even like there’s fun activities to be found in the same sense as say Deep Rock Galactic, which really does take advantage of its hub. Perhaps for players who simply want to go about their business all of the vendors could be set into a menu system where just clicking an icon takes you to their menu from anywhere in the system rather than, per se, having to go through an entire loading screen (Which takes you to orbit and back) to reach a location which serves simply as the front for four menus. These are established player problems. As a dedicated PvE player I can say that this game is immensely fun in combat and growing in power does feel really good. It’s something I recommend getting into, there’s just some very large creases that need ironing which the Bungie should really take the time to address rather than pushing out new in game content every three months.
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