Why are we still so bad at talking about video games?
In the past 30 years, video games have become more beautiful, more intricate and more intense - but we still lack a critical language to evaluate them. Will we ever move beyond previews and reviews?
By Helen Lewis Published 20 November 2012 12:58
I can’t remember the first computer game I played. It might have been Killer Gorilla, which was written by a British 17-year-old called Adrian Stephens who had seen screenshots of Donkey Kong in a magazine and decided to make his own version in his bedroom.
Killer Gorilla was published in 1983, the year I was born, so it must have been hanging round in my brother’s collection for several years before I played it. In those days, games came on a cassette tape, which whined with static if you put it in a music player. The machine we had was an Acorn Electron – another knock-off, this time of the more expensive BBC Micro.
Looking at pictures of Killer Gorilla now, it’s hard to believe it kept me occupied for so long, furiously tapping away at the keyboard – Z for left, X for right, and “return” to jump. There was no story (save the jealous love of a primate for a princess), the graphics were basic and the sound consisted mostly of a sad “bingy bongy boo” whenever you died, which was often.
Compare that with the big-name releases in the run-up to Christmas 2012; the so-called triple-A titles that dominate games magazines and newspaper reviews. In the past few weeks, I’ve played three of the best: Bethesda’s steampunk stealth adventure Dishonored, Gearbox Software’s sarcastic space western Borderlands 2 and 343 Industries’ straight-faced military romp Halo 4. Each will have cost more than £15m to make, and several million more to market, and would have involved hundreds of people (Halo 4 had 300 just in the game development team).
These games are gorgeous, delivering both sweeping vistas and fine-grained details, and Dishonored, in particular, has a voice-acting cast to rival a Hollywood film: Susan Sarandon, Chloë Grace Moretz and Mad Men’s John Slattery. They are all critically acclaimed, with each scoring around 90 per cent on the review aggregator site Metacritic.
And yet, I can’t help feeling that something is missing. Technically, video games have matured hugely since I was mashing the Electron’s keyboard in the 1980s, but I don’t have the conversations about them that I have about books or film or music. Having missed out on Channel 4’s GamesMaster from 1992 to 1998, I can think of only one recent television programme I’ve seen devoted to them: Charlie Brooker’s one-off Gameswipe. Most newspapers have a single short review a week, if that and games are rarely mentioned on bastions of arts programming such as Radio 4 or BBC2. Discussion of games focuses heavily on whether a particular title is worth buying.
Now, you might not find that surprising – because you think games are a niche pursuit or that they’re new. But you’d be wrong on both counts. In the US, 245.6 million video games were sold in 2011, according to the Entertainment Software Association. Microsoft says users have spent 3.3 billion hours playing its Halo series online. Read that again: 3.3 billion hours. As for being newfangled, how about this: a ten-year-old who played Pong when Atari first released it will have celebrated her 50th birthday this year.
Does this matter? It does if you think the unexamined hobby is not worth having. And it does if you wonder, like me, whether the lack of a serious cultural conversation about games is holding back innovation. The background of games in programming culture meant that for many years their development was seen purely in terms of what they could do. But while, say, improved graphical rendering means that modern titles look astonishing, I find myself thinking: is it really such an achievement for a sunset to look 96 per cent as good as a real one?
In 2004, Kieron Gillen wrote a much-referenced essay called “The New Games Journalism”, in which he eviscerated most of his contemporaries for being unimaginative drones, who churned out previews and reviews, and stopped writing about a game at the exact moment their readers started playing it.
He rejected the idea that “the worth of a video game lies in the video game, and by examining it like a twitching insect fixed on a slide, we can understand it” and instead urged writers to become “travel journalists to imaginary places”. The New Games Journalism would be interesting even to people who would never visit those places.
Gillen’s article prompted much soul-searching, and many sub-Tom Wolfe pieces in which people bored on for thousands of words about seeing a pixel and suddenly understanding what love was. But eight years later, the state of games writing is even more bleak. Metacritic, which I mentioned earlier, presents an obvious problem. The industry places enormous weight on the scores it aggregates; as Keza MacDonald of the gaming website IGN noted, “eager, inexperienced writers from smaller sites have been known to give very high scores knowing that their review will appear near the top of the listings and refer traffic”.
“As games have developed and there are more interesting things to talk about, like their narratives, their artistic statements, occasionally even their cultural significance, reviews are still often expected to be an overview of a game’s features with a numerical value on the end,” MacDonald tells me. “This is as much the audience’s problem as the outlets’. Readers expect scores and they expect ‘objective’ analyses of games, even as the games themselves have got to a point where that’s not possible any more.”
Gillen is surprisingly relaxed about the direction criticism has taken since his manifesto (and he has now “retired” from games journalism to write comics). “I’ve learned to be philosophical about this one,” he tells me. “The old has always feared and suspected the new. They’ll reject the new for failing to match the old on the old’s terms, failing to realise that its achievements are entirely separate . . . Fundamentally: eventually old people die.”
Elsewhere, however, others are continuing the fight he started. Naomi Alderman is a novelist, a games critic and a games writer, and she concurs that we need to find a way to write about games for people who don’t play them. “You need the vocabulary of an art critic to talk about the graphics, of a novel critic to talk about the storytelling, of a film critic to talk about the performances: not to mention music criticism, and gameplay criticism,” she says. “We need to find a way to talk about what’s interesting about a game –what makes the gameplay so enjoyable, what’s great about the aesthetics, how good the narrative is, and where it fits among other similar games.”
Playing Halo 4, Borderlands 2 and Dishonored side by side made me think of all the common features of first-person shooters; the tropes born of necessity, like slowly opening gates to disguise loading times, or travels by boat or aeroplane to keep you still while expository dialogue is delivered. But there’s so little criticism out there that writes about games belonging to the same genre: in fact, the only sustained critique of the “narrator” character common to many shooters – because you need someone to tell you where to go and what to do – comes from 2007’s BioShock, where that control itself becomes an integral party of the story.
Perhaps that revolution in games criticism will never happen. Ed Stern, who was a writer on the 2011 shooter Brink, says: “It’s currently easy for the book-literate to find everything fascinating about games other than the games themselves. Culturally, sociologically, technologically, in terms of gender and race and sexual and generational politics, they’re a fascinating prism. They just tend not to mean very much in themselves – because it’s spectacularly, trudgingly hard to make games mean things, not least because the big ones are made by so many different pairs of hands.” For the sake of readers – and writers – I hope he’s wrong.
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32 comments
I'll preface this by saying I'm not a gamer any more. I used to be in the Quake/Civ2 era but no longer, not cause I hate games, they just don't fit into my "lifestyle" any more... so if what I say seems wrong, that's probably your answer....
Why should you write about video games as though you were an art critic? Playing a video game is not like reading a book, watching a film or TV program or going to a gallery.
Games are not artworks (though they may have very pretty graphics now-a-days) they are games - why not look to writing about chess or poker as a model instead? what about sports writing? or food writing? To me the experience of playing a game is much more like cooking and eating some complicated meal than taking in an artwork.
But that's not true is it? Chess boards and pieces are very much art, if they weren't then there would be one standard model and nothing else. Same with any other game design. Just look at the detail and the symbolism of say Viking chess pieces or a crystal chess board - the functionality doesn't void the artistic merit; if anything, it enhances it. Furthermore, the art of video games is not based simply in the graphics but in the story, the sound, the atmosphere created, the characters. The fact that the quality of these can vary and still be succesfull or a failure shows that the artistic integrity of the game is as important as the qualities you say are the only artistic ones gaming can be judged on.
Defintiely a topic worthy of discussion; I've written a reply over at The Digital Fix if you'd care to view:
gaming.thedigitalfix.com/content/id/1406/why-are-we-still-so-bad-at-talking-about-video-gamesreply.html
Keep gaming reviews out of the mainstream. There is no need or reason why it should be. the best analyses are peer-to-peer reviews of them. In particular, I'd count LEt's Play videos on youtube. Just look at someone like Robbaz who can give great vicarious enjoyment of games while also commenting on the technical aspects of the games. These reviews capture games and gaming culture in a way that wouldn't fit in to a mainstream arts narrative (as you rightly suggested, they wouldn't be printed for general consumption). I for one, want it to remain that way. After all, gaming is the most avant, free-spirited, evolving, challenging and enlightening form of mass culture available. Movies these days are sequels and series; books are rehashes of the same surface lelve themes; and music at the mainstream level is simply mild narcotic for the wider public. Surely mainstream coverage and that type of critical language you talk about would cause a crash towards the middle. It's populism vs. creativity: give them what they need, not what they want.
Arkane, not Bethesda, made Dishonored. There's a difference between developing and publishing, which you full well know.
One thing that's going on right now is that there are increasingly few outlets where critics can get paid to write. You think gaming has it bad? -- talk to anyone involved in classical music or jazz, and you'll learn how bad the state of criticism can get. Earnest amateurs are trying to fill the gap left by the paid critics, but basically the overall level of all criticism has been declining for several years now; indeed, the earnest amateurs are probably doing more harm than good by lowering the overall quality of criticism and making the rest of us less willing to read any criticism.
Another thing that's going on is that many people (including the critics) are still writing as if they can't decide if gaming is an art form or a hobby. This is similar to what happened in photography in the 1970s:-- a few serious critics started writing seriously about photography as an art form, but when photography fans and hobbyists tried to follow along they remained stuck in their fan or hobbyist viewpoint, and probably did more harm than good to their beloved art form. (It is worth mentioning that this article and most of the comments sound more like fan writing to me than thoughtful criticism, making me less likely to take the whole topic seriously.)
Finally, it's worth considering whether traditional linear text is a suitable format for writing video game criticism. Video games are basically a subset of hypertext (where "text" is interpreted very broadly to include any linked content, whether textual, visual, aural, etc.). Some hypertext theorists have concluded that if you're going to write critically hypertexts, your writing should be hypertext. I'm not entirely convinced by these theorists, but I do think it is worth considering whether gaming requires an entirely new (non-linear) form of criticism.
I think the big (possibly insurmountable) obstacle that games need to overcome in order to be considered art is the idea of repetition. Even the greatest artistic games -- in my opinion, to name a few, the Deus Ex series, the Mass Effect series, the Fallout series, Red Dead Redemption, Skyrim, Shadow of the Colossus, etc etc -- are based on a repetitive formula. In order to be coherent, they really can't over-complicate gameplay. So there's a lot of filler and greater necessity to suspend one's disbelief.
Games which have departed from this norm, such as Heavy Rain and the Walking Dead, actually subordinate gameplay to the story, making it more basic and therefore arguably not 'authentic' gaming in some respects.
Hi Helen,
I have to say, I found this to be an extremely frustrating piece. At a professional level, when I write about games, I try to discuss the intersection of gameplay mechanics (what makes games games) with game presentation (visuals, audio, story, etc, that other media may have). I have a weekly column for Joystiq, a major game publication. Or take Kate Cox, who's replied to you here. She works at Kotaku, one of the most influential sites around. Eric (thegamecritique here) helps curate Critical Distance, which appears on Gamasutra, the most important industry professional site in gaming. Or take Tom Bissell, currently doing reviews at Grantland, who, when he's at his best, is better than anyone at describing what makes games work in accessible language. These aren't just "blogs" that happen to be doing good writing, they're widely read publications.
There are many, many people doing high-profile game writing that "(has) the conversations about them that I have about books or film or music. " And it feels like you've just hand-waved them--us--away because of Metacritic and IGN. This seems roughly akin to saying that there's no good discussion of film out there because of Entertainment Weekly and Rotten Tomatoes.
And I understand that part of your point is that this intelligent discussion isn't in the mainstream, but I don't really have expectations that intelligent discussion of any popular media is going to make it to the mainstream, and I'm surprised when it does (this may be in part a cultural difference between the US and UK). But here, for example, the New York Times published the two worst pieces of television criticism last year, including one where the writer praised The Killing for a resolution that didn't actually happen. While The LA Times and some other papers do have good TV criticism, the conversation is generally driven by publications like The AV Club, HitFix, and Vulture. Intelligent discourse on anything gets harder and harder to come by, the more "mainstream" you cast your net.
I just feel like you took a far too narrow view of games writing, then declared that narrow view to be the whole thing in a really negative fashion. If your goal was to say that the mainstream was lacking it, then providing examples of what was missing would have been helpful. What came across seemed to negate years of hard work and increasing acceptance of intelligent game discussion.
I have to say, I find this an extremely frustrating response! (So I guess we're even...) I feel that you're responding to a slight that I didn't give: of course there is interesting games writing going on. My question is why it's not part of mainstream cultural conversation.
On a larger point - and this isn't aimed at you, so apologies that your comment is the one that provoked me into finally vocalising this - I'm feeling a lot of "fake girl geek" hatred coming at me over this.
Repeatedly I have had people questioning my credentials, asking sniffily whether I actually read Kotaku/Polygon/Penny Arcade/Extra Punctuation. The answer of course is yes, I do. But I am also a writer on a currents affairs magazine, which is aimed at people who haven't heard of those things. Writing for that audience necessarily involves assuming a different level of knowledge and set of references.
tl;dr I wonder if the responses to this article would have been different if I were a man.
Helen,
I recognize that you believe that you were trying to say that "intelligent game writing doesn't exist in the mainstream." But I think, and I'm evidently not alone here, that what came across from the text that you published was that "intelligent game writing doesn't exist anywhere" and, given your final paragraph, "it's possible that intelligent game writing simply cannot exist."
I hope that you can try to understand why we might feel that way about what was written. And also feel free to join us in having those conversations, here and wherever else is plausible.
"tl;dr I wonder if the responses to this article would have been different if I were a man."
Maybe, but I think it's got more to do with it appearing in The New Statesman, whose readership probably does not comprise chiefly of gamers. You had the opportunity, it might be argued, to draw attention to those outlets which do a creditable job of engaging intellectually with games and gaming culture, but instead you've offered a summing up which concentrates on the negative - something for those non-gamers readers to nod sagely along to, secure in the knowledge that they aren't missing out on anything.
By the way, what about Portal when it comes to critiquing the narrator device? Or Mark of the Ninja, where it turns out ... well, that would spoil the ending.
What concerns me more about gaming culture and the discussion around is how it's veering towards being chiefly a pursuit of the wealthy. You mentioned playing three recent games towards the top of your article. Most people won't be able to afford to play these games at the moment - certainly not all of them. Any discourse that hopes to truly engage all manner of potential gamers, therefore, has to move away from the fetishisation of the new that almost all mainstream publications get caught up in. We need to talk more about old games.
Well for you folks that consider yourselves currently "non gamers", it's
just another media form you've not discovered yet. It's not always about
actual physical skill or reflexes. Though there are of course, some genres
of it reliant on co-ordination or reflexes. But it's a broader church than
perhaps many realise, it is not all first person shooting or Grand Theft
Auto.
But i do not consider it a passive thing like i do television, there is an
inherent interactivity with any type of game.
These days a lot of games work all the harder on the business of the story
itself. Many in fact challenge just as much in terms of moral questions, the
effects of those choices often driving later parts of the story. The excellent
Walking Dead series being a fantastic example. But if i am honest story
telling is still not quite up to the level we deserve, but it's getting there.
As another non-gamer, but interested in audiences and cultural hierarchies, I am thinking gaming might be analogous to TV in terms of its aesthetic status - it is only relatively recently that TV poetics were afforded mainstream critical interest, tied to the rise of programmes specifically aimed at middle-class audiences. The adage my teachers used to repeat in the 70's springs to mind: 'Theatre is life, film is art, TV is furniture '.
As with TV, broader public interest in gaming has focused on its possible (deleterious) effects or on the uses/gratifications associated with engagement. An interesting contrast though is that TV's debased status is often ascribed to the assumed domesticity and feminisation of its audiences. But the gamer in the popular imaginary is probably not female...
As a 'non-gamer' the reason why I would find it hard to talk about a video game in any real way is that it doesn't exist as a single item. That may sound a bit odd but if you think about a book, or film, or a piece of art there's generally just 'one' of them and though each person will take from it very different things, if you assumed that the book/film/art's audience can see, hear, read, then they're going to experience the same object, even if their interpretations of it are different.
Video games, however, are experienced depending on how skilled you are at the thing. In fact, they rely on you getting more and more skilled in order to be able to do more things in it that would be enjoyable (in the challenge=enjoyable sense). To use a very basic analogy: If you never get past level 1 in Mario you might be right in thinking it's a fairly inane game, but if you make it all the way to the end you will have a wider variety of experiences that make you think it was a well-written computer game. How good you are at it means you will experience an entirely different game. So there isn't 'one' of it - and this is problematic if you are trying to have a conversation with a broad audience who, frankly, if they turned the game on probably wouldn't get past the inane.
Another analogy would be why is that we never really hear people talking about the time they spend playing soccer with their mates? Power leagues are big business, thousands of people take part in them, but when was the last time people in a generalist magazine got into the detail of quality 5-a-side pitches? If videogames had leagues that people could watch (a bit like in Gamesmaster), if there were some way of watching computer games as a spectator sport, then there would be a single shared thing to talk about. This is one of the reasons why people spend a lot more time talking about Premier League soccer than their own soccer outings. In fact, it's for this same reason that I think people liked GamesMaster more than they would have done of a 30-minute computer show - you were watching two people go at something, and be good at it, and you could share that experience with other people in the room even if personally you would have sucked at the game. That's why X-Factor is uniting whereas a show that got you thinking about the consequences of vocal layering techniques in audio production probably wouldn't be.
'if there were some way of watching computer games as a spectator sport, then there would be a single shared thing to talk about'...type let's play into youtube...I think you'll be surprised. Many of the people who play have thousands of people watching their gaming exploits daily. My favourites are Robbaz, BedBanana, PsiSyndicate and NorthernLion.
That's interesting. Dara O Briain did a bit in GamesWipe about the fact that a book doesn't check that you've understood the first chapter before allowing you on to the second.
Also: I play on easy. I am not ashamed.
Nice to see the fantastic Mr Gillen mentioned, I miss his writing for PC Gamer.
We're edging ever closer to a society, where games could be embraced by the
mainstream. But we need something to tip it over that edge. That's still not
happened but someday it likely will.
But things still chip away at it all the time, I find myself always surprised meeting
other WOW players who don't play other games too. That to me as a veteran gamer
seems limited, it's a little mental blindspot of mine if I'm honest though. Actually
when i think a little, i remember this is good. These folks are taking their first steps
into a wider world of gaming, i almost envy them the thrill of discovering all manner
of new (to them) genres.
As for the business of writing about them, it's primarily knowing where to look that
matters. There are some great sites scattered about, still some great print magazines
dealing with it too. But as for games reviews in actual newspapers, that sort of depends on the game and the reviewer. There's also the fact that they cannot perhaps
play as fast and loose as a specialist site or publication. When I read something Keith Stuart has reviewed, I often wonder what else he might have said if space allowed.
Oh and as a PC type i recommend PC Gamer, both in print and online. Also the lovely RockPaperShotgun. Usually their reviews are to the point while keeping plenty of humour. Though i might add, both sometimes contain quite strong opinions about certain games and gaming franchises.
"But things still chip away at it all the time, I find myself always surprised meeting other WOW players who don't play other games too."
They probably don't have time to, since the model of MMORPGs seems to be to demand you play five hours a day just to keep your character in a fit enough state to play the next splurge of content.
Second the recommendation of RockPaperShotgun.
PS. For anyone not familiar with the New Statesman, btw, it's probably worth pointing out I wrote this piece for the print edition, and a primarily non-gaming audience.
Gotta say, I think its still early days. Video gaming has lots of different hues to its spectrum, which are also proliferating outward in terms of design for narrower and narrower demographic subsets (casual gamers who game on the move between 5pm and 6.30pm!). My own preferences vary some way from the default, to the point where THE game non-pareil hasnt emerged from the head of the designer-massmind - although Bioshock was a pleasure and a delight, and am awaiting Bioshock Infinite with anticipation. I reckon we'll see more games/adventures/FPS's with player-interactive appearances and player-derived vocal delivery.
What are you talking about? Game criticism is in the middle of a renascence right now. You reference Kieron Gillian's seminal piece, but that was 8 years ago. Things have evolved quite a bit and in dozen different directions. Some followed New Games Journalism others turned to close reading analysis, still others write about design-experience theory and plenty of other styles we don't have names for yet. But you wont know any of that if you go to Metacritic.
You have to look at the features section of the revitalized Kotaku or the newly established Polygon. You have to look to the critical essays of collaborative sites like Nightmare Mode, Medium Difficulty, BitCreature, PopMatter's Moving Pixels blog or Gamasutra's featured section. And that's nothing to say of Critical-Distance whose purpose is to curate from the web the best criticism it can find. It does a round up of the best critical writing on video games every week.
I can name over a hundred personal blogs of people who write far more intellectually and deeper than any of the big sites, do it on their own time and far better most of the time.
Australian PHD, Brendan Keogh candidate is about to release a book performing a close critical reading of this year's Spec Ops: The Line in a few days. A book. It is over 50 thousand words focused on closely analyzing at the thematic and artistic content of a single game.
I feel that your real question is 'why isn't the excellent, elegant, intelligent writing rising to the top where I can easily find it?' A Goolge search for "game criticism" returned a lot of what I mentioned on the first page of results and would easily help you find the rest.
Could you post some of those blogs for me? Legit interested.
Don't know if I can just list a bunch of link without being labeled spam, so I'm going to link critical-distance.com and from there you can find pretty much everywhere else from the weekly round ups of quality critical writing. Also, my own blog's blogroll should has over 40 blogs. Needs to be updated a bit though. thegamecritique.com
Essentially what I was going to say (well, my comment was just the word "non", the word "fuckload", and then a big list of websites) - there is now a very wide and ever-growing range of criticism which is in constant and productive interface both with academic game studies and the demotic enthusiast/fan press.
of course it is true that these perspectives don't make it often onto television or into the national media - I would identify the national media's treatment of videogames as at its worst simply snobbishly ignorant and at best wishy-washily convinced that there's "something worth saying" but rarely knowing what that is. Without meaning to blow the trumpet of the community I'm part of, the question is perhaps more why so little of this stuff has filtered down. I suspect this is an economic and cultural question as well as a question of the quality of individual writers.
So we agree? Because this is what I said!
Having missed out on Channel 4’s GamesMasterfrom 1992 to 1998, I can think of only one recent television programme I’ve seen devoted to them: Charlie Brooker’s one-off Gameswipe. Most newspapers have a single short review a week, if that and games are rarely mentioned on bastions of arts programming such as Radio 4 or BBC2. Discussion of games focuses heavily on whether a particular title is worth buying.
We clearly agree on the depth of mainstream coverage! But because there is no mention in your article of any of the interesting games writing (whether critical or academic) which DOES exist - even in the nominal sense of "those bloggers over there" - it creates the impression that there hasn't even been a template for how to write better videogame criticism since Gillen's 2004 manifesto. This, of course, is not true. I don't mean to get at you, and I certainly don't mean to imply that you SHOULD have heard of any of this stuff - that would be ludicrous. I don't even mean to say that what has jokingly been termed 'the ludodecahedron' has the right blueprint and the old media dinosaurs just need to move over, man. It's just a little bit surprising to read that 'nobody' is doing what you spend a lot of your spare time passionately attempting - even if, in the end, you have to admit that nobody who is anybody is.
@ John Brindle
That's true, but it's close to complaining "your article isn't about EVERYTHING". :)
But yes, perhaps a line saying that the specialist press/blogging community has developed significantly would have been useful.
As I hope was clear in the piece (although maybe it wasn't), I was talking primarily about the mainstream discussion of games, and finding ways to talk about games to people who don't play them.
The blogs you cite are undoubtedly high quality, but does the average broadsheet reader know about them? Why isn't there a regular slot for games on the Review Show, given they make more than films? Why are we stuck in this idea that they're a specialist interest in a way that other cultural forms aren't? Why, when I propose a documentary on games to radio/TV producers, are they worried there isn't an audience for it?
Because there isn't. Or rather there isn't one big enough to justify it. There are several reasons for this. A major one being discussed on twitter right now is that people under 30 don't really watch TV let alone listen to radio. Another factor is that a lot of the audience for video game writing that go to the sites that are on Metacritic don't look or care for this type of writing. In fact, a lot of them actively fight it and trying verbally destroy it at every opportunity. They want the protections of art without any of the actual work.
The first comment on this post is a type of insidious detriment from the audience the medium faces. By disavowing certain titles it sets up a isolated, narrow hegemony of what can be a game thus limiting the medium as a whole to possibilities.
Another is that some of the greatest works being published now are indie titles that many gamers haven't heard of let alone non-gamers. Sure many gamers know about FTL, Mark of the Ninja, Journey, The Unfinished Swan, The Sea Will Claim Everything, Dys4ia, Fez (all from this year), but the vast majority have never heard of them. And even if they did try them, many would play them and move on. They haven't the faculties to judge and appreciate games critically. They are literate in video games only to a certain level.
So you have an active hatred for intelligent writing or an insidious undermining of it. An audience that is digital and transitory as well as generally ignorant and artistically illiterate when it comes to the interactive nature of games.
Because the mainstream culture has yet to totally catch up. That's not necessarily an issue with the critical view of games from its adopters. Let's be serious here, as much as gaming has exploded in recent years, it's still a much more niche medium than movies, television, other artistic venues that have had much more time to establish a following.
As a result, the people creating and dissecting games needed time to grow up. Now that we have, it will slowly but surely find its way to other aspects of our every day culture. I guess the issue here is that he article contends that the lack of development is the fault of the writers, when that has long since not been the case.
By the time the "average broadsheet reader" finally starts deconstructing video games, it will find that the rest of us have set up a veritable smorgasbord of insightful content.
These are the perceptive and useful questions, and I believe they speak as much to a profound generational shift in the means of communication as they do to interest in gaming.
The vast majority of the dedicated, quick-thinking game critics I can name are under 35. Very few of them even subscribe to cable TV (I am a US-based writer; the UK situation may be different) and none of them listen to the radio as a regular matter of habit. Podcasts, Netflix, and the internet, though, they're all over. With few exceptions, none of them would particularly want to be on television, and so it's unsurprising that TV is disinterested in them in turn.
As well, targeted, deep-diving criticism has always faced a narrower audience than high-level reviews. If I'm looking for information on film from my television, about the best I can do is finding out the Twilight box office receipts from this weekend. When I want actual analysis, I turn to the internet -- whether it's known stars like Roger Ebert (who in 2012 is himself now best known as a blogger, rather than as a TV personality), or whether it's a really smart essay by someone nobody's yet heard of, that's making the rounds on Facebook and Twitter.
The "average broadsheet reader" probably doesn't care as much about the cinematography, framing, and foundational 21st century understanding in "Skyfall" as I do, which is why multiple sources of news and criticism flourish.
As for pretending gaming's a niche interest, though -- well, we're still stuck, there. Mainstream culture and gaming culture have finally become two streams of the same river this year (as a pile of evidence, too lengthy to enumerate in a comment, can show), but they still insist on treating each other as separate entities. And I think gaming culture is the one doing more damage to itself overall. It'll grow out of it but the growing can be rather... arduous.
The other question is: when all of us live and breathe internet, why do TV and radio still have a perception of legitimacy that pixels do not? ;)
Honestly, I think this whole NGJ 'thing' came from the journalists themselves, trying to strive for some kind of self-validation, that they're not just people reviewing games, but they can be intellectual with it!
I don't see book or movie reviewers having such an existential crisis regarding their worth in the grand scheme of things, in the same way that some games reviewers appear to have. There has always been scope for interesting articles regarding various genres, or even longform post-mortem reviews of particular games.
And sure, it's a big industry, but doesn't appear to get the same respect as other mediums, but that's very likely because it hasn't progressed in any meaningful way - the 'interesting' games on the consoles are the exception, not the rule. These games don't sell in vast quantities, so noone really cares, and the really interesting stuff (IMHO anyway) such as, say, the HL2 mod, 'The Stanley Parable' aren't even games anyway - TSP in particular is notable for basically being a big old pisstake at the expense of a whole genre.
tl;dr: gaming gets exactly the amount of respect it deserves.