SimCity and Meta-Criticism
After a long period of reflection, I had originally decided to not join in on all the schadenfreude surrounding the SimCity debacle beyond my post two weeks ago. Not out of any moral sensibilities – heavens no! – but simply out of a lack of fucks given. That, and I certainly couldn’t keep up with the torrent of other blogger updates on the developing story, when it seemed some new embarrassment was revealed daily. Kotaku even had a SimCity Disaster Watch graphic created to handle all the articles.
At one point though, I was almost tempted to purchase SimCity myself out of a longing for gonzo journalism combined with the thought of a free EA game. Then I simply browsed EA’s catalog, realizing that unless they gave away Dead Space 3 (they did, dammit), I either had all the games or the value’s promotion was $20 max.
I do, however, want to commit to internet posterity my intense loathing regarding articles like this one from Time.com. These middle-road Apologist articles and their asinine, straw man arguments infuriate me to heights even EA cannot hope to surmount. Consider the following:
EA was never, ever obliged to make SimCity a single-player game, nor do these accusations (accurate or no) from modders that the existing code is just a few steps away from being a single-player game hold much water when it comes to EA’s obligations. So what if the game could have been a single-player game.
First, who said a single goddamned thing about obligation?
Look, I can follow the twisted derailment of thought that conjures forth the implied “obligation.” Someone stating that SimCity should have had a single-player mode is assuming a sort of game design high ground, harkening towards a moral edifice that does not strictly exist. Because the game should have been a certain way, Maxis/EA has an obligation to Comment out Line #22 in the code design a single-player mode. That’s where the implied obligation comes from, right?
If so, we live in a terribly nonsensical world, one immune to criticism or judgment of any kind. Did McDonald’s give you cold french fries? Too bad, because they aren’t obligated to give you hot ones. No complaining! Did you tell the waiter you wanted a medium-rare steak and they gave you well-done? The chef isn’t obligated to bend to your whims, knave! He or she is an artiste! Movie previews aren’t obligated to represent the actual feature film, and if you don’t like it, go back in time and don’t buy a ticket!
Of course, the author clearly is being pedantic here. The point most people are bringing up is that SimCity, both conceptually and literally, doesn’t need to be always-online. There is no requirement for it to be so, despite the rather flagrant falsehoods claimed by the development team and embarrassingly contradicted by the modding community and a Maxis insider. Maxis/EA has no obligation to accede to reason, of course, but they certainly invite the valid criticism that accompany such quests for profit at consumer expense.
Which segues nicely into this nonsense:
You can ask, you can even petition, but I’d like to think we’re not at the point where we’re now telling painters, musicians, writers and artists of whatever stripe — game designers included — what they have to do.
You can’t have it both ways. You can’t shake your fist indignantly and shout “but games are art!” then hold game designers to a different standard.
This is truly an despicable appeal to diversion. “Stop complaining about game design direction, or else games won’t be art anymore!” First of all, there is nothing sacrosanct about art. Authors have editors. Directors have focus groups. Fundamentally, all art is an exchange, and every artist considers his or her audience when making a piece for presentation (even if they imagine it is an audience of just themselves). And this is besides the fact that these game companies are businesses selling a product for profit. Games can be artistic products, but these companies are selling them to consumers, not putting (selling?) them in museums.
The pernicious worm at the core of this abhorrent article is the same one I have seen in similar, depressingly frequent articles: an implicit admonition of criticism itself. “Stop complaining,” these authors say, “you are lucky the artists deign to create anything for you filthy plebs.” No, I deny your thinly-veiled nihilism. Gamers have a right to reject anti-consumerist design. Gamers have the right to call out poor gameplay. The gamers who made the SimCity franchise successful in the first place have a right to protest design they feel is taking said franchise in the wrong direction. Is EA/Maxis or any game maker obligated to do anything? Of course not. Does that make levied criticism illegitimate? Hell no.
You are always entitled to your own opinion, and people can judge for themselves whether it an opinion worthy of consideration. And it is my opinion that Time’s article of meta-criticism – and all articles in the same vein – are specious nonsense, and nihilistic besides. Nothing is beyond reproach, else it demonstrates a perfection impossible to manifest in a universe of subjective minds.
I can only hope that the next EA CEO coming in can spare the 5 minutes of his or her time to understand why the company continues topping the worst company in the world charts. A quick memo to Maxis authorizing an offline mode would pull the teeth out of this endless negative PR; a gaming policy of not monetizing every single pixel with endless online passes could even get gamers to forgive Origin (or maybe just running some goddamn sales).
Bam, done. You’re welcome, EA.
P.S. While writing this article, a friend of mine pops up on Steam chat saying that the Mass Effect 3 servers were down, meaning he couldn’t play the single-player DLC he legitimately purchased through Origin weeks ago. This is the world we live in, folks.
Posted on March 20, 2013, in Commentary and tagged Art, Criticism, Debacle, EA, Entitlement, Games As Art, Mass Effect 3, Maxis, Nihilism, Simcity. Bookmark the permalink. 2 Comments.
If we’re talking ‘obligations’, you could say that Maxis’ management have a contractual obligation to maximise shareholder returns. Their game design should therefore maximise ROI.
They saw piracy as the biggest risk to ROI and online/social gaming/RMT as the biggest opportunity.
They did not fully risk-assess their server infrastructure and understand the chagrin related to always online singleplayer games. They saw Diablo3’s revenues but not the PR nightmare that embroiled it.
Ultimately SimCity has sold well, but shareholders are going to p*ssed off that the brands (EA/Simcity) are now toxic…