You know I've always wanted to go to Sweden - my family from both sides emigrated in the late 1800s/early 1900s.
But why go when I can take in the view from Stockholm from the comfort of GAF?
That's exactly my point.
You know I've always wanted to go to Sweden - my family from both sides emigrated in the late 1800s/early 1900s.
But why go when I can take in the view from Stockholm from the comfort of GAF?
I don't think you understand. See it points at people who defend bad practices and bad players. That would be you - because you're not arguing that the gaming press isn't doing what it's accused of, but rather that it SHOULD be doing what it's accused of doing - which is obfuscating and misleading.That's exactly my point.
I will burn for this, but controlling the access will forever be a problem. It is not on "journalists" side, but on publisher side. You can't make a pie without apples.
Or starving that crowd out of existence with content across the board that's antithetical to their desires. Which falls back onto the media itself.Except, I'd go a stage further: Control of access *wouldn't* matter if the mass market of readers of game journalism didn't set so much store from it. If sites that gave reviews two weeks after release were as profitable as those that had one a week before launch.
Access is powerful because we - and that's the collective we, not the direct we - regard it as such. The solution to this problem is kinda reliant on changing the mentality of the audience for games journalism, and that's... nontrivial.
It's not on journalists side, it's not on publisher side - it's on our side. But to change it would require changing the practices of a crowd.
1. Support developers who aren't don't primarily make games for the money. Support developers who aren't in "the industry" at all, and just make games as art or expression.
2. Support alternative means of publishing games.
3. Support journalists and media critics who cover the two things mentioned above, and who lay a critical eye on the for-profit games industry.
Your presentation is 100% spot on. Some of these guys have no class and look like they came straight out of bed.I'm going to add some other things since some good fellow GAFfers already mentioned some nice ideas.
- Presentation:
Just like any other press you should be able to dress properly, talk properly and act properly when doing an interview with a developer/anyone in the industry. Clean haircut instead of the oily look, clean clothes with a casual yet respectable look and a good vocabulary avoiding cursing or faking emotions.
- Separate Real life from Work:
This applies to the social media such as Twitter. People follow you the gaming press sir/lady because he want to be able to keep up with the new in the gaming world. The follower on twitter does not want to know what you ate on breakfast, how cool your name looks on the cup of Starbucks or which is your favorite football team.
- Improve your writing skills and be more to-the-point:
Lately we have seen a lot of articles that start like this: "5 Reasons to be excited about X" "Why you should consider X" "How gaming changed X" "The 10 most something, something" it lacks creativity and it shows that it's just some article to fill the pages or headlines with the "How, why, Top 10, Top 5" and so on.
- Represent & respect your viewers:
If you are in this press it means that before wanting to make a quick profit you probably also like game and you may like to play some of them too. Faked interviews have become bland and pointless. The answers that most people what to know never come in said interviews, it always comes down to "So tell me about this new feature" and "So when can we expect this game to be released and on what platforms" The hard questions are avoided to also avoid some damage I believe but making a video interview that is bland is just that... it's bland and adds nothing. Then there's the people who watched them, the viewers who's age may vary from a lot, they demand to be respected and by doing a good, professional job you are already respecting your audience because without them you wouldn't be in the gaming press in the first place.
- Be done with your Persona:
You work in the gaming press. You might consider yourself a Journalist, act like one. Have a real name, not angry, grumpy, annoyed, something something. Let people now who you are and let them remind who you are by your quality not by a silly name to express some sort of feeling you have towards this industry.
EDIT: I might have miss something, correct me if I'm wrong in case you read all that, thank you.
I've got a similar background to the one you detail in your thread - although my magazines of choice at the time were Your Sinclair and Super Play - and I agree with it in principle, but I think the fundamental issue with that is that I don't think people with our viewpoint are a large enough group to be profitable, and that's where the danger lies.
While Giant Bomb isn't quite for me, I think they've got the right idea. I think something like Giant Bomb's financial model with Eurogame's writing style and irreverence would be right up my street.
Actually, as a little bit of a side note, there is a completely independent body I'd love to see dive into the fray: The BBC. They've dabbled in it briefly with Gameswipe but on paper they ought to be able to be independent. Alas, I think that's too much to hope for.
Why should they do this? What other entertainment media are held to this ridiculous standard? Entertainment Weekly runs ads from the very same networks and studios that they review movies/TV for. Know what you dont see? An uproar that they're biased. The last thing the gaming press need to do is listen to gamers about how they should run their business.
I will burn for this, but controlling the access will forever be a problem. It is not on "journalists" side, but on publisher side. You can't make a pie without apples.
Back in the rampant PS2/GC/Xbox piracy rates, situation was crazy different. Every normal console could become "debug" and early leaks of preview codes where allowing anyone interested to check any game and decide what he want to play. It also gave small mags and small sites an oportunity to get early access thus preventing access side control.