Even taking the games journalism ethics concerns at face value, I don't really get it. Like, these worries that the gaming press is too close to publishers seem bizarre to me.
Now, it's clearly true that when we're talking about something like political journalism, a balance needs to be struck between reporters building relationships with sources and reporters maintaining a properly adversarial stance with respect to people they're supposed to be keeping an eye on. The chief value of political journalism is in reporting things that politicians don't want reported. Politicians are pretty good at getting their own messages out. These are journalists who need to be abiding by strict ethical standards.
Political journalism isn't just reporters, though. There are a set of people we call pundits or analysts who don't really break news, except to the extent that they're chosen by someone to help leak something due to their prominence. It really doesn't seem to matter that much if they're chummy with politicians. To the extent that it allows them to pass off as their own analysis the thinking of politicians who wouldn't be willing to talk on the record, it seems like a great thing. Already we've got a class of journalists in a really important field where it seems like something really dirty has to be going on in order for there to be a real ethical concern.
So, games journalism. What is it that consumers of games journalism want out of it, and what is the harm of games journalists being really chummy with publishers or developers? I'm probably not a typical consumer of games journalism. I mostly don't make any effort to keep abreast of goings-on, except around E3. But speaking of E3, what really stood out to me (and most of the rest of this forum, I gather) is how much better coverage of Nintendo's stuff was than coverage of anything else. Of course, Nintendo was providing that coverage themselves. Treehouse was basically hours and hours of Nintendo advertisements, right? And it was easily the best coverage of E3.
I guess it seems to me that mostly what consumers of games journalism want is any information about games they're looking forward to. And so access is king. In-house, publisher-funded journalism is actually best, generalizing from a sample size of one. Consumers want video of games being played, and the journalist's opinions, honest or not, are less and less important the more gamers can just see the games (I want to say I remember a Treehouse game where the players were heaping praise on it but it looked just terrible - this was still very useful to me as someone wanting to know about games). The value of games journalism is its ability to get the makers of games to willingly reveal things before they otherwise would, by wheedling or offering publicity, etc. It is a little hard to go about doing this in an ethically compromised way.
In fairness, there are two other things people care about. There are review scores, which, come on. No one needs to use those to decide if they're going to buy a game anymore, now that you can just watch the game being played and can within hours of release read lots of unfiltered impressions from actual gamers. Review scores are also really easy to keep track of (there are websites that do nothing but that) such that if an outlet is consistently bad at assigning review scores (however you want to determine badness) it's very easy to spot that and stop paying attention to their reviews. So it seems like it's going to be hard for corruption to manifest in a really problematic way.
The other thing people say they care about, which I suspect only came up because of how all of this started with Quinn, is having some sort of unbiased aggregator of interesting (indie) games that would otherwise not be noticed. This is one area where I kind of get the complaint that it's best if the person you're going to for recommendations isn't just recommending their friends' games. But I don't really see the alternative. Nobody's playing even a significant fraction of all games. Even the aggregators are relying on social networks to bring games to their attention, no matter what. You're not getting around that with ethics rules, and even with strict separation of makers and aggregators you're just obscuring the social connections. Given that they try a game, maybe they end up slightly more likely to recommend a game if the maker is a personal friend? Eh. Just like game reviews, if you're paying attention to an aggregator who gives you bad recommendations, stop paying attention. If they're giving you good recommendations, then you should be happy that they've got the social connections which are bringing these good games to their attention. Your aggregator being friends with people who make good games seems like a huge advantage, especially going forward, since it means they're likely to have more in-depth previews of future good games, are more likely to have interviews with the people making good games, etc.
I guess I feel like a lot of people are assuming that games journalism needs to work exactly the same way as hard-hitting investigative political reporting, say, without really thinking about what it is they want out of games journalism. Honestly, I suspect relatively few people who pay attention to games journalism would even bother to click on a story that really was the result of a lot of investigative work into something a publisher didn't want revealed (this would probably be boring and financial). But that's the sort of reporting the kinds of ethical standards being talked about are meant to support.