Critics, Reviewers, and Journalists
Critics make the world of art go round. From fine art to video games, literature to television, stage theatre to film, the artistic world is at the mercy of those with a journalistic high ground. Creators of art rely on critics - academic analysts and reviewers alike - to provide feedback, insight, and publicity for their works.
Itâs a symbiotic relationship. Critics thrive on the work of artists, which they consume and analyse. Artists depend on critics to reflect on their work, interpret it, deconstruct it, rip it apart and judge it for the world to see. Whether dripping with negativity or wrought with praise, a criticâs careful analysis of a piece of work can be just as important as the piece of work itself. Thus, as artists, it is important to maintain a good relationship with those in a position to define our work in the eye of the public.
Reviewers, the media, and the industry of journalistic critique is one of your most important keys to success as a member of the creative world. Reviewers will experience your piece of work - be it a game, an animation, a film, a song, anything - in the way it was intended to be experienced, and give a judgement on its artistic merit so that their audience (which is also your audience) can decide if it is worth their time and money to invest in your product, whatever it may be. These people are known as âopinion leadersâ, whose thoughts on certain works can help guide public perception of the thing you have created, and play a huge part in determining whether your piece will be a memorable hit, or if it will be destined for the bargain bin at a supermarket. It is important to understand and respect the power your reviewers hold, and be sure to maintain a professional relationship so that they can be aware of your products and give timely reviews before their release. This means sending review copies of your products out to reviewers so they can experience it without needing to pay for it, and publish a story about it so that their audience might become your audience. This means keeping in touch with reviewers, making sure they know how to contact you and in the case of game development, perhaps even give them previews of early builds and access to exclusive news about your game. This is an honest way to drive media attention to your product, which results in improved audience anticipation. Provided the end product turns out at the level of quality promised in the press, your work should become successful as a result.
However, it is also important to understand that negative feedback happens. Sometimes, your product launches and despite all your best efforts, it is panned by critics. This is bound to happen in everyoneâs career at least once. Something in the production misses the mark and you donât quite capture your vision the way you had intended. In this case, it would be unwise to lash out at critics and claim that they âdonât understand the gameâ or âmisinterpreted the filmâ, or try to claim that âthis music isnât for you anywayâ. This kind of damage control is dangerous and can quickly result in the public ridiculing you not just as an artist, but as a person. When facing negative criticism, the best way to react would be to simply learn from the experience, take the feedback on board and try to improve on it next time. Audiences and reviewers alike relish in the artist whom actually takes feedback on board and improves their work; âItâs as if the developers heard every criticism we had for the first game, went back to the drawing table and improved the experience from the ground up in every way possible.â The moment a reviewer gets the chance to say something like that is the moment the audience flocks to your product, desperate to drink in all those improvements.
Finally, there are the critiques. These pieces will deconstruct your work in ways you thought impossible, breaking it apart and interpreting it in whole new ways you never dreamed of. Usually, if your work is critiqued and analysed on this kind of level, it is an utmost form of flattery. It means your work has become so culturally significant, such an important part of the period in which it was released, or such an interesting work in general, that someone decided it was worth their time to pick and prod at it and truly understand what makes it just so good. In other cases, it may be to discover what makes it so bad, and thatâs okay, too. You should pay attention to critiques, but never try to correct them, as a personâs interpretation is their own, and even as a creator, you usually have no right to try to adjust those views. Offer insight when it is needed, and answer questions as honestly as possible when asked, but never expect someoneâs interpretation of your work to completely line up with your own. This is one of the trickiest parts of accepting the public perception of your work, and where a lot of artists truly fumble. If you can work to appreciate everyoneâs views on what you make, you will only evolve as an artist.
Criticism is a tricky business for both the critic and the artist. Itâs something we will all have to deal with, both on the positive and negative sides, and some of us will have a harder time with it than others. But the best we can do is take all feedback for what it is, take it onboard, and approach our subsequent work appropriately. Critics will criticise, and artists will art.