Review scores: a philosophical investigation

Normally, in the introduction to an article, I would provide a “hook”, explaining my interest in the topic, and why you should be too. But my usual approach felt wrong here, since I cannot justify my own interest, and arguably if you’re reading this rather than scrolling past the title, you should be less interested than you currently are.

So, review scores. WTF are they? I don’t have the answers, but I sure have some questions. Why is 0/10 bad, 10/10 good, and 5/10… also bad? What goals do people have in assigning a score, and do they align with the goals of people reading the same score? What does it mean to take the average of many review scores? And why do we expect review scores to be normally distributed?

Mathematical structure

Review scores are intuitively understood as a measure of the quality of a work (such as a video game, movie, book, or LP)–or perhaps a measure of our enjoyment of the work? Already we have this question: is it quality, or is it enjoyment, or are those two concepts the same? But we must leave that question hanging, because there are more existentially pressing questions to come. Review scores do more than just express quality/enjoyment, they assign a number. And numbers are quite the loaded concept.

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Bugsnax’s twofold queerness

cn: no spoilers in the OP, but spoilers permitted in comments

Over break, I tried playing Bugsnax, a video game about catching snack-themed bug monsters. I expected a light and colorful game, but I got something more story-oriented, and way more queer. And that’s not just me reading into it–basically anyone who plays through the game will know that there are not one but two same-sex couples in its cast of 13. Fewer players realize this, but there is also a nonbinary character.

 

bugsnax cover art

Source: Young Horses

My attitude towards queerness in video games is as a nice-to-have. I don’t really expect it, and I expect little out of it. Bugsnax having many queer characters is a pleasant surprise. But I read webcomics whose casts are 100% queer, so for me the novelty is only in the medium, and not in the queerness itself.

What really pleased me about Bugsnax is that it is an excellent example of what I’m calling twofold queer representation. It has queer characters… and queer-coded themes. The queer themes are never explicitly labeled as queer, and have no direct connection to the queerness of the characters. Nonetheless, the significant presence of queer characters cues the player to look for queer interpretations of the rest of the story–and find them.

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Practice and sight-reading in video games

Earlier this year, I played Celeste and Hollow Knight, two critically acclaimed platformers released in 2018 and 2017 respectively. Games critics basically talk about these games all the time, so I knew what they were and I knew they were quote-unquote “good” games. But they’re outside my wheelhouse, in that they are not puzzle or story games. So I only played them recently, and only because my husband bought them for himself.

In both games, I noticed a difference in how my husband and I played. Initially, my husband would play, and then I got interested. I would skip ahead of my husband in leaps and bounds. But eventually, towards the end, my husband got better than me. He would start consistently beating challenges that I could only beat after many tries, and would reach further through the post-game content. What gives?

box art for celeste and hollow knight

Image credit: Wikimedia Commons (1) (2)

Both of these games present very difficult technical challenges, where you have to input a precise series of moves or react quickly to what you see on screen. They both promote the feeling of mastery once the challenges are complete. They are both very good at what they’re trying to do. Celeste in particular was a favorite for both of us, because instant respawns greatly reduce the friction to achieve that feeling of mastery. But my husband definitely enjoyed them more than I did, and I think it has to do with our different learning curves and learning styles. It may also explain why I don’t care for games that emphasize technical mastery, and go more for those puzzle and story games.

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How my free time disappeared

This article was written for the Carnival of Aces, which this month had the theme of “quarantine”.

Back in February, I got a new job. I like my job, but my main complaint was the long commute–over an hour and a half in each direction. My husband had an even longer commute, so we were in the process of looking for a new apartment in a better location.

In March, my company told everyone to work from home. My husband’s company did the same. Suddenly we had all this extra free time, multiple hours every day that we would have spent commuting. But all that extra free time–and more–got immediately slurped up.

Although it could be said we’re all in this together, I’ve noticed some stark contrasts in the way that COVID-19 has impacted our personal lives. There are those who lost their jobs or were sent home from school, and there are those who kept their jobs and now have to take care of their kids at the same time.

In the ace community, you might expect that since few people have kids, people gain free time rather than losing it. But as someone who keeps track of ace community activity (for linkspam purposes), I’ve observed a precipitous decline in activity in March and April, followed by a slow recovery in May. Other people have noticed it too. I’d like to offer my own experience as a case study of why this might have happened.

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Hoarding is my ultimate boss in Animal Crossing

In early April Animal Crossing: New Horizons celebrated Bunny Day, a secular analogue to Easter. During this event, pastel-colored eggs could be found everywhere, and could be used to craft colored-egg-themed furniture and clothing. This was not entirely well-received by fans, because the eggs would replace other ordinary crafting items, and because the furniture is ugly.

For my part, I crafted every single Bunny Day item, and stuffed them all in a room.

Room filled with pastel-egg themed furniture

And then as soon as the event was over, I sold every single Bunny Day item, and whatever eggs I had remaining. As someone who grew up with a hoarder, I found it cathartic to take all that exclusive special-edition ugly junk, and throw it in the garbage.

Then, I redecorated the room to look like a landfill. [Read more…]

Heaven’s Vault, Disco Elysium

My blog has hit a bit of a slump–the coronavirus has taken the wind out of everything that isn’t itself. But if I were to examine the more direct causes for the slump, I’d have to look at video games. Yes, I’m playing video games instead of blogging. Well why don’t I blog about video games?

In the past month, I played two narrative video games: Heaven’s Vault and Disco Elysium.  These are my brief reviews.

Heaven’s Vault is a game about an archaeologist trying to understand the collapse of an ancient civilization. It takes place in a low-tech sci-fi environment where people sail between the “moons” of a nebula, but only really through the use of ancient tech. This game features four main gameplay loops: sailing between moons, exploring sites, dialogue trees, and translating ancient text.

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Election meta

cn: more board gaming than election politics, really

Usually around election time I write up a post about what I’m voting for on the ballot. Most things on the ballot are local, and not relevant to most of my readers, but I think it’s important to highlight and normalize the research process for smaller elections. The presidential election is important and all, but in all likelihood you’ve already made that decision so surely you can spare some time to research the smaller elections?

Unfortunately my last ballot didn’t really have any interesting local votes, so I guess we’re stuck talking presidents. Well shoot.

You know what, I want to talk about board games instead.

In games with three or more players, players are often presented with a choice to attack one of their opponents. This opens up a fair amount of strategic space, which board gamers sometimes sometimes refer to as “politics”. Common political strategies include:

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