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Meade
Ethan Meade
Writing Project 1
You have probably heard of movie reviews, restaurant reviews, or perhaps something
more esoteric like model rocket reviews. But have you heard of online videogame reviews? It
may seem silly to write about what you thought about a game you played, but online videogame
Indeed, online video game reviews (hereafter referred to as VGRs) fit Boyd’s definition
of a genre1; they are distinguished by characteristics unique to them. These traits that define a
genre are known as genre conventions.2 Examples of VGRs conventions are an analysis of the
traits, and a final recommendation with regards to the game. It is important to note that an
individual VGR will not necessarily conform to all the genre’s conventions; the same is arguably
VGRs, like all writing, occurs within a rhetorical situation. Rhetorical situations are a
combination of a target audience, limitations on what may be written, and a motivation for
writing. This combination creates a scenario that influences a writer’s decisions (or writerly
For VGRs, a common rhetorical situation is that the author wants to advise a group of
gamers (the audience) about a new game and whether it is worth investing time and money in
1
Janet Boyd, “Murder! (Rhetorically Speaking),” Gauchospace, accessed January 27, 2020.
https://gauchospace.ucsb.edu/courses/pluginfile.php/5937056/mod_resource/content/1/Boyd%20-%20Murder
%21%20%28Rhetorically%20Speaking%29.pdf
2
Boyd, “Murder.”
3
“Rhetorical Situation,” Gauchospace, accessed January 27, 2020.
https://gauchospace.ucsb.edu/courses/pluginfile.php/5934321/mod_resource/content/1/Rhetorical
%20Situation.pdf
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(the motivation). While writing the review, the author will face limitations, like keeping their
Looking at the bigger picture, many VGR authors do not write VGRs as a hobby- they do
it as a job. How they profit from their VGRs modifies the rhetorical situation, and therefore
impacts their work. For example, some writers decide that the optimal way to attract an audience
– and funds – is to prioritize humor and entertainment rather than informativeness. These
reviewers exaggerate the negative traits of a game, often acerbically attacking its downfalls and
interspersing their assessment with sarcasm. This results in inaccurate reviews; however, they
still qualify as VGRs because of their adherence to the genre conventions. More importantly, this
It may be easier to define VGRs by comparing them to their antecedent genres: genres
that both precede VGRs and share similarities with VGRs. One such antecedent genre to VGRs
is tabletop game reviews. Tabletop game reviews were typically posted in a magazine, Dragon4
for example. They would analyze a “module” (a storyline, essentially), comment on positive or
negative aspects of their subject module and give a recommendation. These are conventions that
they share with VGRs. However, there are differences between the two genres. For instance,
there were no graphics to critique; more importantly, tabletop game reviews typically focused on
There is a good reason for this: rhetorical situation. In this case, the rhetorical situation is
that the authors are writing reviews for the review magazine. These magazines were owned by
the same company that publishes the tabletop games. Naturally, these authors prioritize
promoting the products of their employers, not necessarily to writing a completely honest
4
To clarify, Dragon magazine was owned by the same company that publishes many of the modules (TSR at first,
Wizards of the Coast later).
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review. Indeed, an honest review that discourages sales has little value to the author’s employers;
This focus on positive aspects was a defining feature of the genre partially because the
audience was too small to support independent writers; hence, most if not all reviewers worked
for the game publisher. This is where the nature of the audience asserts itself as part of the
rhetorical situation.
Another antecedent genre of VGRs is their ancestors: print game reviews. Naturally, print
game reviews share some similarities and differences with VGRs. They cannot create a link to
another article whenever referring to another game or previous review, obviously. Print game
reviews are usually more positive than their online counterparts, a trait they share with tabletop
reviews. This phenomenon exists in print game reviews for similar reasons that it does in
tabletop game reviews. Print game reviews mainly profit from advertisements within their
magazine. Video game publishers are the most likely to advertise in a video game review
magazine, because the target audiences align. It follows that the reviewer would be encouraged
to write a more positive review to avoid antagonizing these clients. In summary, the authors for
print game reviews are not paid directly by game publishers but are still motivated to avoid
A theme is apparent between the two antecedent genres and VGRs: the authors of the
antecedents are financially affiliated with the publishers and write favorable reviews for them,
while VGRs are less prone to downplaying perceived negatives. For instance, the print video
game review magazine Game Informer gave Anthem a score of 7, which is considered ‘decent’.
In their summary they praised the game’s positives before gently noting its negatives: “[Anthem]
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soars with combat but struggles with story”.5,6 Note that the language in the summary is ‘soft’
and downplays the issues found. It starts with the positives and mentions the negatives as an
afterthought. Connotatively, it chooses the strong word “soar” with respect to the positive aspect
while using the weak word “struggles” when describing its downfalls. The authors deliberately
avoided using strong language like “flounders” with respect to the negative in order to avoid
In comparison, the online video game review publisher IGN gave Anthem a slightly lower
score of 6.5. However, it was more negative in its summary, claiming that “Anthem has
energetic combat but it saves too much of [its content] for the endgame, making playing through
its mismatched story a tediously repetitive grind.”7 Note the harsher tone and connotative words,
and the focus on the negative with the positive aspect merely acknowledged.
Another example of this trend is how the two publications handled Fallout 76. Game
Informer (GI) rated it a 6, concluding that it “is easy game to lose yourself in, as meaningful
discoveries are everywhere. But those moments are often destroyed by glitches, crashes, and
technical issues”.8 This review is notably harsher than GI’s stance on Anthem, focusing more on
the negatives both through connotation and by-word count. However, IGN’s review is even
harsher, stating that “the rich wasteland map of Fallout 76 is wasted on a mess of bugs,
conflicting ideas, and monotony”.9 This summary barely acknowledges the positive aspects of
the game; most of the words are spent describing the game’s problems.
5
Andrew Reiner, “Anthem,” Game Informer, last modified February 26, 2019,
https://www.gameinformer.com/review/anthem/grinding-gears.
6
It is worth noting that the given source is an electronic copy of the actual print magazine.
7
James Duggan, “Anthem Review,” IGN, last modified December 9, 2019,
https://www.ign.com/articles/2019/02/21/anthem-review.
8
Andrew Reiner, “Fallout 76,” Game Informer, last modified November 21, 2018,
https://www.gameinformer.com/review/fallout-76/over-encumbered.
9
Brandin Tyrrel, “Fallout 76 Review,” IGN, last modified November 26, 2018,
https://www.ign.com/articles/2018/11/22/fallout-76-review.
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When one examines the average score for each of these games, it becomes apparent that
IGN is closer to the ‘accepted’ (average) score than GI. For instance, the average review score
for Anthem was 5.910 in comparison to IGN’s rating of 6.5 and GI’s rating of 7. The average
rating for Fallout 76 was 5.211 in comparison to IGN’s rating of 512 and GI’s rating of 6.
The advent of the internet allowed VGRs to break this trend by lowering the barrier to
distribution. The distribution cost for print media is high- you need to print and transport
magazines. The same is untrue for internet articles- it costs very little to maintain a website and
create new articles on it. This plummet in overhead lead to an influx of content and content
creators, some of which were not aligned to any publisher. Subsequently, this generated a
broader spectrum of rhetorical situations, as authors were no longer financially mandated to stay
in a publisher’s good graces. Naturally, some of these authors created reviews contrary with the
rhetorical transition between the antecedent genres and VGRs is a result of the internet allowing
Of course, the growth of the internet was not the only factor responsible for this change
between VGRs and its antecedent genres. The growth of videogames themselves was a factor;
they became more common over time. Tabletop game reviews and most print video game
reviews were written while their subject media were small; tabletop games were relatively niche,
and videogames took time to become widespread. Because of this, the audience interested in
these two media was proportionally smaller, and the two review genres were incapable of
supporting as many writers fulltime. The ‘space’ that was available within these genres was
10
“Anthem,” Metacritic, accessed March 16, 2020, https://www.metacritic.com/game/pc/anthem/critic-reviews.
11
“Fallout 76,” Metacritic, accessed March 16, 2020, https://www.metacritic.com/game/pc/fallout-76/critic-
reviews.
12
Reiner, “Fallout 76.”
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occupied by the writers who had an interest in downplaying the negatives of what they reviewed,
hence the trend of positivity in tabletop game reviews and print video game reviews.
In conclusion, online video game reviews are indeed a valid genre due to their
distinguishing genre conventions. Its antecedent genres, tabletop game reviews and print video
game reviews, share many of these inherent traits. Online video game reviews are different from
its antecedents mainly in that their lower barrier to entry allows for a greater variety of tones and
attitudes regarding the reviewed material. Ultimately, they are each their own unique genre.
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Bibliography
https://www.metacritic.com/game/pc/anthem/critic-reviews.
Boyd, Janet. “Murder! (Rhetorically Speaking).” Gauchospace, accessed January 27, 2020.
https://gauchospace.ucsb.edu/courses/pluginfile.php/5937056/mod_resource/content/1/B
oyd%20-%20Murder%21%20%28Rhetorically%20Speaking%29.pdf
https://www.ign.com/articles/2019/02/21/anthem-review.
https://www.metacritic.com/game/pc/fallout-76/critic-reviews.
Reiner, Andrew. “Anthem.” Game Informer, last modified February 26, 2019.
https://www.gameinformer.com/review/anthem/grinding-gears.
Reiner, Andrew. “Fallout 76.” Game Informer, last modified November 21, 2018.
https://www.gameinformer.com/review/fallout-76/over-encumbered.“Rhetorical Situation.”
https://gauchospace.ucsb.edu/courses/pluginfile.php/5934321/mod_resource/content/1/R
hetorical%20Situation.pdf
Tyrrel, Brandin. “Fallout 76 Review.” IGN, last modified November 26, 2018.
https://www.ign.com/articles/2018/11/22/fallout-76-review.