The video game industry has only recently grown large enough to become mainstream and thus, something to talk about with non-gamers. Sure, we all collectively like to know if its a Sandbox-FPS-RPG-MMO-Business Sim*, but there's more to game writing than a jargon laden article full of non-specifics and screenshots. I think different writing styles enrich my appreciation of a game. I thought of 6 ways to write about video games that I think will broaden the horizon of game culture and improve my ability to talk about games to everyone.
I was prompted to write this while stumbling around the internet. I discovered a fascinating article in Kotaku by Leigh Alexander describing how she failed to successfully communicate the fun and character of Fallout 3 to her parents. This prompted me to think about how I share my thoughts on computer games to family and friends. It is a hard thing to do.

I am compelled to explore by good travel writing. Good travel writers not only know how to describe people, geography and politics but they also use the journey and their article as a way of sharing themselves and their outlook on the world. Some of the most wonderful articles on computer games come from independent bloggers talking about a game they loved as if it were a country they traveled to. Not only did I find out how a player interacts with the game and how it progresses, but also about what made it click for the person describing it. That is a key component when describing a game to someone else, especially someone who doesn't play games. That person needs to understand you and your approach before they can appreciate what you are talking about.

A historian's greatest asset is his or her ability to provide context. You can describe what makes the game technologically unique and place it in the mesh of games as a whole. Anchoring a game to others enables a player to make leaps of understanding about a game they haven't played before. But it also allows you to explain to non-players why certain developments are important to gamers. We may not have our Citizen Kane of games yet, but we do have milestones in development, and each milestone has made games more accessible to non-players and players alike.

For examples of writing that use these techniques (leaving the site):
Returning to Morrowind
Deus Ex
Objectivism in Bioshock
Sources
Video Games: I've Let you Down
The Problem With Gaming's Hidden Code
That might actually be a cool game
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Movie critics discuss acting, cinematography, plot and any of the inbetweens. They are also remarkably successful at summarizing the movie's core. A description such as "It's like Brokeback Mountain meets The Matrix" can instantly give you a pretty good visualization of what a movie might be like. We can do the same for many games. By describing the plot and characters we can hook non-players on an idea of the game just like a trailer would hook us as movie goers. That works for players too, and it would enable us as consumers to demand higher quality plots and better acting. Portal is an example of a game with a simple, yet elegant plot that develops as you play. It also has amazing voice acting by Ellen Mclain as the antagonist GLaDOS

Being a gamer is often like being a baby in a topless bar. Graphical developments are sometimes so startling that we spend time thinking "oooh look at the shiny" and less time focused on the game. We need to snap out of it. Write about the visual qualities of a game as they enhance the interactivity, plot, difficulty or any other aspect of the game. We must train ourselves to believe that graphics mean nothing unless they fulfill the role of significantly enhancing the emotional impact, sense of immersion, or plot. Furthermore, write about how the visuals are reminiscent of, inspired by, or allude to (or not) some other art form. This is important, artistic homages within a game can, when appropriate, transform how one plays it. How did Crysis' visual quality really improve your immersion or interactivity, was any visual element any more than simply representational? I was more impressed with the fact that I could modify my weapon while still walking around than the fact that the foliage and water were so pretty (though it was shiny!)

For an example of some writing that I believe exemplifies a great analysis and review of a game, read this (and the following) Portal articles
I like to read original research, and I don't mind editorialized content from a game reviewer. I think we need more original research from reviewers. I really dislike are blind quotes and copy pasting from the game publisher's press statement. If a game has "emergent" gameplay then don't give me stock examples. Either show me how you engaged with the game or show me someone who took the game and turned it into a tool for their creative endeavors. Sims 3, for example, has plenty of way s to play, accumulating wealth and babies are only two of them. One player created two homeless characters, let the game run on free will, and documented their lives for his blog. The posts developed into a compelling soap opera with many followers.

An experienced writer ought to be able to tell me if I'm going to enjoy a game by describing the play-style of a game or being able to describe the mental approach a player may need to take before playing. Modern Warfare 2 Multiplayer and Team Fortress 2 have similar mechanics (multiplayer gotta-kill'em-alls) but MW2 makes me cringe, whereas Team Fortress leaves me in a good mood. I like many games for their storyline, and I frequently used to play games on "easy" so I could skip out on boring parts and get through the story. I avoided games that involved quick trigger fingers and confrontation with other players until recently. It was the eventual genre merging games like Morrowind and Fallout 3 that really brought my over to playing games like Modern Warfare, Crysis or Half Life 2. I want a write up that can understand what is happening in the player's head, not just in the game.

Sometimes I think that it is not worth my time to describe a video game to a person who does not play them . Every generation born now will play them on one device or another, so I could just wait until playing is so mainstream that my fumbling attempts to describe a game will be met with understanding, unfortunately, I would miss out on some insightful perspectives by non-players. I don't mean to say that these thoughts will be correct, but they compel me (as a player) to reflect on why I enjoy my games and that makes me like them even more!
I hope these methods will improve our gaming language and go some way towards curing the biggest problems with game reviews. I believe that the peripheral industries that exist to discuss, advertise and support the gaming industry still haven't figured out what they are doing and they are looking at the producers and players for help. We as players must be the ones to come out first to describe what we want to enjoy, explore and learn from games.
Sources & Examples (leaving the site):
Sims 3: Alice & Kev
Tetris and Confucianism