Actually, the latest TR was my top game of 2013 on Giant Bomb, so I was absolutely not complaining about TR 2013?! It even opens with 'there is virtue in moving on'? GoL proves you can have a puzzle orientated game run alongside whatever is already being made. A survival horror strand would be great.
I am not going to spend my entire day writing out a design document or listing any game development experience I have. It's a tumblr post.
I will admit that I didn't recognize it as a tumblr post. My mistake. Also, the jab at games journalism 2.0 was needlessly snarky, I apologize, it was the wrong thing to do.
I think you are an excellent writer and love your embedded with developer pieces, but when it comes to talking about game design outside of the thematic, atmospheric, character, etc. elements, there seems to be this glossing over what makes the actual 'play' of games interesting. You touch on linking player driven actions (including entirely superfluous ones to set up more character building), but it is in directive of building thematic weight.
But I still believe criticism of criticism is valid. Game developers read your work, and like the standards that developers are held to for the things they say in off hand comments outside of specific work pieces, so are critics. It speaks directly to the way a person sees a project; what they value, what jumps out at them as the biggest problems, and how they frame the gestalt.
The language around games and how they are criticized is directly influenced by the high end writers like you. A game is more about what you do than why you are doing it. The actual play of it. Tomb Raider '13 is a game about shooting and jumping on structures. There was no talking about how to improve the encounter design (there's not even proper codified language to talk
about encounter design). How to improve the situational awareness. How to improve the AI of enemies both singularly and in packs to improve flow. No talk about adding air control, stripping down climbing mechanics, reducing automation, reducing or increasing animation lag, crafting a proper jumping arch, anything about the actual control structure. No talk about the macro design of abilities, whether to create retraceable areas for meaningful discovery, whether to leverage stealth mechanics for hunting, whether to implement a push/pull of resources or make them basically infinite. How to create puzzle design that doesn't completely stop play. Whether it is a good idea to completely stop play in an otherwise free flowing action game. Do you/how to integrate active puzzles which require dexterity along with mental stress.
The things that actual go into the game that is
played.
Games are still spoken about like movies: the action scenes should be shorter, the dialogue snappier, the characters more developed, the mood created appropriately, the heroes more defined, what the characters do more extensions of their personality. The cinematography. The writing. The pacing. The characterization.
Yet what you do in the game is jump on things and shoot things. You said you liked Tomb Raider, but the things you do in that game you barely spoke about at all. So I guess those parts were fine? You didn't talk about them at all. I don't think I've ever seen anyone really talk about them as in depth as they have the thematic elements.
For the record, I did not work on Tomb Raider and thought Tomb Raider '13 was an okay but not amazing game. I thought the writing was flat and the fights went on too long too. I think that some of the the thematic elements and statements made
by Eidos PR/devs were in very poor taste. I do not and have not ever terrorized game journalists on Twitter or anywhere else. I do not think that there should be less coverage of social issues in games press and I think there should be more female and minority representation in both development and in actual games.
I also think that the discussion of games as they actually play is incredibly limited and often misguided. I wish that the language of design would improve and the leading and best writers (which includes you) would strive to speak more succinctly about the actual play of games.
EDIT: Well, it turns out I'm on the wrong side of history. That's cool. Everyone loves the piece here:
http://www.neogaf.com/forum/showthread.php?t=876611