smallcreature

slowly recovering from birdsite

autistic queerthing from france. kitty fighting the puppy allegations. Asks welcome!

Icon: Komugi from Wonderful Precure
Header: Whisper of the Heart



MOOMANiBE
@MOOMANiBE

i think the difference between a casual blogger and a journalist is that journalists confirm sources and check basic information by asking people who would know, before writing an article

with apologies to most of modern game journalism for saying so


MOOMANiBE
@MOOMANiBE

It's depressing honestly, i used to be the biggest advocate in the world to other devs that game journalism was doing important work and critical analysis mattered but now we're at a point where polygon is crossposting low quality tiktok explainers to their front page and it's like. idk. What I loved is gone. It left. It was destroyed.


itsnatclayton
@itsnatclayton

The thing that depresses me as someone who came out of a five year career in games press is that people want to do this work. People don't get into journalism to write Top 10 Black Friday SSD Deals posts. But before too long you realise the demands of playing to ad rev and SEO have destroyed the ability to put time into good critique and journalism, or that the long term institutional knowledge at these outlets simply doesn't exist to train new writers.


lmichet
@lmichet
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grace-machine
@grace-machine

I've written news on and off for GameSpot for three years. The rate used to be $25 for 200 words, it's now $30. This is unbearable, but it's actually pretty high for a games site. I used to edit for a Gamurs website that paid half as much per news story and once tried to raise the minimum requirement per story to 300 words without a pay increase. There are way more of those tiny SEO farms than there are GameSpots and IGNs.

All this is to say.


autumn
@autumn

Exists! It exists!

But all the subscription money is funneled to well known personality driven channels. And a lot of good criticism and coverage and sometimes journalism comes out of those places, but the demographics are markedly different (older, whiter, more men) than the writers in the trenches as permalancers that wanted to do something different with their career. It's not our fault people pay for comedy and humor on pods and streams but not 2000 word essays pulling on classics and literary criticism.

You could go subscribe to a place that does games writing "like Defector" but people just...don't! Unwinnable has been around for over a decade, and if we made more money we'd almost all be writing a monthly magazine full time. But even our own colleagues forget about us. Bullet Points puts out the weirdest and most acclaimed crit in the industry and takes in barely $500 on their Patreon. Uppercut, Aftermath, VGBees have all showed up after and haven't been able to find enough money either, and there's a dozen other newsletters and blogs that have all claimed to be the Defector of games that have faded.

I met some game design undergrads at last Fall's No Quarter and a friend and I asked them if they read any crit. They'd never even considered it! But they did watch some of the biggest white men on YouTube and listen to some podcasts (s/o Something Rotten). That's not any writer's failure.

I've seen a lot of people finally give up on games writing like the above, but as someone that started writing about games in college in 2019, the only time I have seen people actually give in to it was Uppercut's EGM Recovery fund. And they're gone too.

ETA: the comments on the original post are so depressing as someone trying to pay rent as a writer. Yes there needs to be an apparatus for this stuff but people are doing the quality work y’all are lamenting while saying you don’t even read this stuff anymore.


austin
@austin

Given my history, I obviously haver a lot of thoughts about this, but many of them have been touched on by folks above me in this thread already.

I'll add one more dour thing, though, that comes from years running a site that had the ability to (occasionally) tap into all of a media company's ability to promote our stories. On top of all the difficulties listed above re: business models, freelancers, pivots-to-video-and-beyond, etc., there also is the difficult fact that the audience for "good games reporting and crit" is simply tiny.

Years of running Waypoint and having a dedicated social & growth team look at what worked (both for us and our competitors) was sobering. Yes, some reporting would absolutely breakthrough. In general, that was content that was either: 1. Tied to a major industry scandal, 2. Leaks about major, AAA upcoming or canceled projects, or 3. (And really only for 2016-2018) Something with a really click-y, headline that played on what's called "The curiosity gap."

The bulk of good reporting does not fit into these categories. Well-reported interviews surveying parts of development culture. Deep feature reporting with original research and archival work. Embedded reporting from fascinating scenes or subcultures. Even developer-penned, first-hand material. Are there people who care about these? Sure. But it isn't as many people as you would like it to be!

And crit? If it wasn't about a brand new game inside of the two weeks prior to or after its release, or if it was about one of a small handful of evergreen games (Skyrim, Stardew Valley) good fucking luck getting anyone to care. No matter how well written, no matter how soul searching and personal, or cooly delivered and academic, or inflammatory and angry... You're hitting golfballs into the sea.

The above (both reporting and crit) were the bulk of what we ran, and mostly it didn't move the needle. We hit our goals every single year, we were profitable for my entire stay there, don't get me wrong. But we did that because we inevitably had one breakout leak or scandal story that generated 50x the views of a well written piece of crit about an SNES game or 10x the traffic of a carefully reported piece about the culture of a niche fighting game or the development history of a genre-defining adventure game.

Defector worked for a few reasons--not least of which was the momentous and theatrical executive detonation of the (large and well functioning) excellent Deadspin team. But the biggest reason is: A LOT of people want to read sports and culture coverage, broadly. Enough that there is a healthy subset of that big number that want to read the sort of work that places like Defector and the Athletic make.

The category mistake many of us have made is in assuming that "people who play games regularly" is filled with people who want to read about games. It's an understandable mistake, because that is part of these other hobbies. To be a sports fan means you probably have both a favorite athlete AND a favorite analyst. To be a film lover means to probably have both a favorite director AND a favorite critic. But a lot of people who are "into games" actually just... want to play games, and that's it.

The bet we made with Waypoint was that, for the first time in the history of video games, there existed an audience of 'news and culture reader' who was literate in video games enough that they would read stories that filtered to them via VICE's many channels. And we would be able to use that audience to supplement the already existing games audience.

What we learned was:

    1. That new audience existed but was much less interested in reading about (say) the culture of play in Guantanamo Bay or the relationship between gun manufacturers and game publishers than they were about New Nintendo Games or harassment and abuse stories.
    1. The internal games audience wasn't much different, except that the overall size of "games readership" was way smaller than "sports readership" and so you needed to try to throw an even wider net to get real numbers.

Add that to everything above, and to the ongoing shifts in social media, and to the short social memory of this subculture, and (another big unmentioned thing here) to the black box quality of the AAA games industry... and it's hard to see how we can get to a world of stable, well-staffed Defector-style outlets.

Which doesn't make the work that the outlets listed above in this thread (Bullet Points, Unwinnable, Aftermath, et al) unimportant. If anything, it makes them more important, because they're the few places carrying the torch forward, ideally reaching young writers who will be ready for the next "wave" of media expansion better than the last one. Which we can only hope happens at all.


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in reply to @MOOMANiBE's post:

It's interesting - they had some guys who really actually knew how to do video, and I think they had a pre-existing video content strategy before "pivot to video" became the hot site-obliterating buzzword. I think that pre-existing experience with it allowed them to avoid getting suckered in too bad; I recall Justin & Griffin experimenting with the "Just Like Art" Monster Factories on Facebook, which I think allowed them to compare the views they were getting there to their regular YouTube stuff and conclude that there wasn't much "there" there.

I think Polygon's real video-based petard that they got hoisted by was that once Justin and Griffin and BDG left to have their own (much more lucrative) independent careers, Polygon was left with this McElroy/BDG-shaped video content hole that nobody left was really equipped to fill. And they couldn't NOT keep producing videos, so, like, they kind of just had whoever was there push out of bunch of painfully underperforming stuff featuring people who really weren't great on-camera or on-mic but who had to make videos because Polygon needs videos!

I mean, they still have Patrick Gill there and he's done some incredibly funny and unhinged stuff at Polygon (Video Game Theater Theatre, Please Retweet, his interviews with Ben Schwartz), but whatever reason, now he's making generic video essay / explainer-type videos that don't play to his strengths at all instead of the weird hilarious shit he used to do. I went back and watched some of his old stuff and it still had me cackling but I couldn't make it through 5 minutes of any of his most recent videos at Polygon.

Arguably you could trace the problem all the way back to the rise of podcasts, when having a clearly marketable personality for visitors to relate to became a much higher priority for sites. I don't know that I would, though - that wouldn't really explain the growth period in the mid-late 2010s - and personally, I'd say the much surer sign of game writing's decline was when everyone started accepting game guides as a genre of publication writing. And on that note: god, I've always hated the space capitalist realism carved out for itself in game writing.

even during my time regularly doing shift work for RPS (2018-2020) there was a real sense that it was losing its voice; that even as the old guard had mostly moved on, all the younger, queerer writers it was hiring couldn't find a sustainable future there. ReedPop barely knew what to do with the site, and I have almost no hope IGN does either.

(Especially now that even Alice O has left, maybe the last remaining flagbearer for "the RPS voice")

The moment i realised it's more "entertainment" than "journalism" was when my fave reviewers were repeatedly mixing up terms "copyright", "trademark" and "patent" during podcasts (when topic of patented game mechanics came up).
It doesn't require going to law school to understand the difference. And i thought it'd be a bit more common knowledge among people who make a living by talking about games and the environment they're made in (IP ownership, patents etc.)

man I’m still not over Polygon running a whole article initially claiming that Toby Fox purposefully used a motif from his ancient intentionally-incendiary preteen mpreg musical in his Pokémon Sword/Shield Battle Tower theme, based entirely on twitter hearsay. I had to literally get the article amended with a strongly worded message because it was just severely untrue, and they published this mere MINUTES after I’d just finished a huge public rant about WHY IT WAS UNTRUE, which now remains cited at the bottom of the article (though they’ve since amended it further to remove even the traces of them having ever made the claim that it was Definitely True, leaving only citation of my claim that he was never fully banned from the MSPA forums for making it….)

anyway. ugh.

August 2014 is when the whole enthusiast writing industry around gaming just up and died for me, and I decided "yeah, I'm done". I don't think I've intentionally read anything on a gaming site since, and stopped writing about games in 2015 after 11 years of doing nothing but that.

in reply to @austin's post:

This is an entertainment industry from which little detail is shared and about which even less is asked.

The product is the focus. To the extent that people supplement their gaming with other work, it's usually youtube videos about the GAME, about the product, about what's in it or what was cut from it (lore videos) or things people can do in it (speedrunning, modding, personality-driven LPs, walkthroughs).

There's little out there about how the game was made. But some of that is down to that process not crossing over well with the audience of people who play games. People who watch movies want to know about celebrities who act in those movies, and their directors, their work experiences. People who play games largely know nothing about game production and don't want to know. What are they going to know? The latest info on Unreal Engine? What John Carmack is up to? They want to play Genshin Impact and watch the number go up.