The Definition of Lasting Appeal
I’m not as passionate as some people are about video game reviews (and how flawed they may or may not be.) I think there’s clearly room for improvement in the way the average review is conducted, but I also think that the answer to the problem will come in the form of review sites that cater to specific audiences; i.e. the 30+ crowd, or the socially-conservative crowd, etc. That said, I would like to express the opinion that all review sites, in general, should be careful how they incorporate “lasting appeal” into their scoring system. The inspiration for this post comes from the IGN review of Braid. I’m absolutely not complaining about it — the review was positive and enthusiastic, and the reviewer did exactly what they were supposed to do within the particular constraints of the IGN review system. But IGN’s final score is one of the lowest given to Braid, apparently because Braid lacks “lasting appeal” — one of IGN’s five primary review criteria. IGN appears to define “lasting appeal” as a combination of sufficient game length and replayability. So how about it… does Braid really lack “lasting appeal?” |

As a general rule, I choose not to write about individual XBLA games on this blog. But this was a special week for XBLA, and I’d like to acknowledge the primary reason for that:
Last Wednesday, we launched Jonathan Blow’s Braid. As many other commentators have already noted, Braid is now the highest-rated game on XBLA. Its review score puts it in the company of Mass Effect. Rock Band, and Halo 3. It is being compared to Portal, but Portal had a much larger development budget. IMO, Braid is in a class all its own.
That said, I’m not writing this to promote Braid (it doesn’t need the help at this point.) I wanted to share some thoughts on the game itself, and on lessons that we can potentially learn from it.





