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Crimson Desert Exec Sees Red Over a Clock Her Company Set

A Pearl Abyss executive says critics did not have enough time with Crimson Desert to judge it fairly. The publisher controls that time, and the complaint says more about the games industry than about the game's score.

A senior executive at Pearl Abyss has told the games press that critics never got a fair chance to judge Crimson Desert, and the party she speaks for is the one that controlled their access.

The executive is Lybee Park, CEO of Pearl Abyss Europe, the arm of the South Korean studio behind the open-world fantasy game. In an interview published October 8 by The Game Business, she said critics played a build that was not the same as the launch version, and that they had limited time with it [3]. The game's distinctive details, she said, are scattered across its world, and she questioned whether reviewers had a "fair chance to explore" them [1].

The numbers she was explaining are a Metacritic score of 77 and six million copies sold, as The Game Business reported [3]. Reviews cooler than the crowd's enthusiasm are, in her telling, the critics' misfortune. In mine, they are the publisher's doing, and a company that sets the terms of a review cannot fault the people who worked within them.

What Park actually said

She described following the main story as the usual critical approach. Crimson Desert, she said, offers hidden details and a freedom to explore beyond what players commonly expect [1][3].

I will grant her the best of it, because some of it is true. A vast open world can hold pleasures that a deadline-bound reviewer never reaches. A game that keeps changing under your feet is hard to pin down in print.

Kotaku reported a day-one patch and a substantial first-week update that changed some systems, inventory limits among them [2]. A critic who wrote about the old inventory was describing something players no longer had to live with. That is a real problem and a fair thing to say.

But notice what that complaint is. It is an argument for better review conditions, made by the company that decided the conditions. A reviewer cannot ship a patch. A reviewer cannot move a launch date, or lift an embargo, or send a code.

Whose weather is this?

Review access is not weather. It is a schedule, and the publisher writes it. It chooses when codes go out, which version they unlock and the hour at which the embargo lifts, the date before which nobody may publish.

We have some record of how that went. Kotaku reported in March that Crimson Desert's embargo was set for 24 hours before the March 19 launch, and that outlets receiving advance codes were given PC versions. Multiple sources told the outlet they were unaware of any outlet receiving a PS5 or Xbox Series X version before release [4].

When the concerns surfaced, Pearl Abyss marketing director Will Powers answered on X. "We're not hiding anything," he said, adding that the company would reveal information ahead of launch so people could still preorder [4].

Take that at face value. It still tells you the order of operations: information in time for people to preorder, and a review embargo a day before the game came out. Those who spend money before launch had their window. Those who explain the game to them had one day less than the sales pitch.

I should be exact about the limits. The interview confirms what Park said. It does not confirm that Pearl Abyss chose the review timeline to blunt criticism, and nothing in the record says it did. My argument is narrower and, I think, harder to dodge. The company set the access schedule, as publishers do, and then cited the shortness of the schedule as the reason its game scored lower than it hoped.

The hundred-hour problem

Here is the detail that sits worst with Park's account. Kotaku reported that some reviewers had played more than 100 hours, though on a version different from the one players received at launch [2].

A hundred hours is not a glance. It is roughly the length of a long novel read twice, with the plot of a second novel pasted in. Whatever else those critics lacked, it was not time with the main road.

If the hidden pleasures of the world were so scattered that a hundred hours could not turn them up, that is a finding about the game, and critics are paid to report findings.

This is the part of Park's argument the industry would rather you skipped. A review is not a promise to see everything. It describes what a game offers and where it frustrates, in the hours the critic had.

It does not owe a publisher a hedge reading "the score might improve with another hundred hours, trust us." Players decide that for themselves, and by The Game Business's count six million of them have decided to buy.

Which brings me to the number nobody in the interview seems to find strange. A score of 77 is not a pan. It is a good, solid, recommending kind of number, and it sits beside six million sales. Sales and scores measure different things. One counts purchases, the other records a judgment, and neither contradicts the other.

The gap Park wants explained does not need a villain. It needs only the understanding that people can buy a game and still hear that it has flaws.

Why we keep letting them do this

I spent twenty years filing copy against deadlines other people set, and I learned early that the person who sets the deadline does not get to complain about what fits inside it. Editors knew this. Publishers of games seem to treat it as a discovery.

The habit comes from a view of criticism as a marketing function that has misbehaved. On that view, reviews are a launch-week asset, and a cool score is a leak in the pipe. If that is the premise, then of course a short window is the critic's problem. The critic was supposed to be quick, enthusiastic and done by Thursday.

The damage goes past one game. When publishers frame access as a favour and reviews as an obstacle, the conditions of criticism become invisible. Readers see a score and a sentence of complaint, and never see the code that arrived late, the build that was already out of date or the embargo set a day before launch. Blame lands on the person holding the score, because the person holding the schedule is not in the picture.

There is a real concession to make to publishers here, and it is the one Park's best point implies. Big games are hard to review fairly on a short clock. I would not ask critics to wait forever, and I would not ask them to follow a publisher's preferred route either.

A critic who skips the main story to hunt for hidden details is no more right than one who ignores everything off the path. Both are working with the hours they have.

The fix is plain and unglamorous. Send codes earlier and to more outlets, console codes included. Say which build reviewers received and what is changing at launch.

Publish that in the open, so that a reader weighing a score can see the conditions it was written under. Then, if a patch rewrites the inventory in week one, the right answer is an updated review, not a lecture about reviewers.

What to watch

A few things remain unanswered. The dossier gives no dates for when Pearl Abyss sent review codes, no account of which differences between the review build and the launch version Park had in mind, and no word on whether console access was offered before launch. It also holds no reaction from individual critics on whether time or version changes moved their verdicts. Those answers are Pearl Abyss's to give.

If the company believes critics missed the game, it can show the evidence. It can name what they missed and say when they were given the chance to find it. Until then, ask of every publisher complaint about criticism what you would ask of any complaint about the weather in a house with a thermostat: who set the dial.

Six million people bought Crimson Desert. Not one of them was asked to wait for an embargo.

Topics: Games industry

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Sources
  1. Crimson Desert's lower review scores were because critics didn't get a 'fair chance to explore', exec says | VGC videogameschronicle.com
  2. Crimson Desert Exec Explains The Gulf Between The Mid Review Scores And The 6 Million Sales kotaku.com
  3. How did PS5 boxed games sell in September? And the problem with industry consolidation thegamebusiness.com
  4. Crimson Desert Marketing Guy Responds To PS5 Review Drama kotaku.com