Archive for the ‘Culture’ Category:

On Games Journalism: The Complications (Edited Reprint)

This piece was originally printed on my personal blog, while planning the move back to freelance Game Journalism. Certain sections have been extended.

So, Joe Martin, a short while back, wrote a deservedly scathing piece on Games Journalism and Money , specifically the phenomenon (Which I myself have fallen victim to at least once in the past, for reasons I’m going to go into) of unpaid reviewing, often badly justified. I’d recommend you read that piece first, because it’s an actual concern, and it’s pretty widespread. Furthermore, I’m going to go into a bit of detail as to why this hurts the industry in general.

So, the problem of pay is one that has struck journalism all over, but has affected Games Journalism on pretty much an endemic basis, pretty much since the internet hit. There are also several factors that complicate things, and it’s those I want to go into a little.

There Is No “Ideal” Pay Scale

I thought I understood this game at about five hours. Then I hit the biiiig difficulty spike for completionists at around fifteen. I still play an hour or two every now and again, but it will be a long time before I finish it.

That you should be paid for your writing, and that the review copies are tools for your job, not the pay itself, is indisputable. It is a product you are meant to review, for your job. But there are only two types of payscale out there: Flat rate, and per [X Period]. Neither of them are ideal for games reviewing. Let’s start with per hour, to illustrate the point.

Let us say I am paid £6.75 an hour (Pretty close to the minimum wage for my country) for reviewing one of two games. One of them takes four hours to complete (Allowing a complete picture of the game), another can be completed in thirty hours, but a complete picture of how the game works may take up to fifty. Bam, instant lack of incentive to choose the smaller (But possibly better) game. It doesn’t help that, unless it’s on Steam, your editor can’t actually check how many hours you’ve played unless all work is done in the office. As any freelancer can tell you, this mostly isn’t where you’re doing things from.

The same applies to a flat rate, but the other way around… I am encouraged to pick the smaller game to review, because it will give me a better return on my writing. It must also be noted that how buggy a game is can further skew this, one way or the other. Sword of the Stars 2, for example, brought my computer to a BSOD four times when I reviewed it, and if that had screwed my computer? Well, then either the editor has to fork out for replacements (Providing the company has such policies, and really, since they’re also tools of work, they technically should), or you’re out of pocket for not only the review (Which won’t be able to be technically finished), but also the replacement parts.

“What about a sliding scale?” Ah, well that disincentivises the editors and owners from larger games. They have to pay you more, for a larger product.

Personally, I’m okay with a good flat rate, and so are most folks I know. But it’s not ideal, and I doubt it ever will be. But so long as I feel compensated for the hours of work, I’m good. Of course, this segment applies mainly to places with multiple writers, and for freelancers wishing to work for said places. For writers who wish to go it alone… It’s somewhat different.

Many Editors Won’t Take Ex-Unpaid Writers


You may like my writing, you may not. I hope you do, because I enjoy writing, and I enjoy talking about games. But the very fact that I have, in the past, gambled on a startup which has pulled this unpaid (Oh, but we’ll pay you if the site starts paying out!) bullshit has, and will bar me from writing for many paid sites.

In my defence, I will say that unemployment makes you do desperate things at times, reaching for any olive branch that will even have a chance of getting you out of the dole queue. But it also needs to be said that punishing the potential writer for taking such a gamble, out of desire for entering a field that, quite frankly, isn’t amazingly friendly to newbies (Due to limited paid positions, and a relatively low turnover in writers) is Not Cricket.

Judge a writer by their writing, by their passion, their style, and their eye. Please don’t judge a writer for falling for promises, because as it stands, it’s not easy to get in to the treehouse.

Why It’s Hard To Get Into The Paid End

A selection from Gamejournalismjobs.com … Most of these adverts can and will use the language in Joe’s article. Oh, it’s always so fun to scroll through the- [shoots self]


Go google game writing jobs. I’m a member of a LinkedIn group for video game writers. I search every now and again. And 90% of what you find will effectively be these unpaid internships. Even many of the “paid” positions will either have some restrictive conditions, or will have catches. I’m looking at one right now that isn’t paid in the work sense, but offers $30 for the “best contributor of the month”. Of the month. I’m looking at another, and I don’t actually see a mention of pay beyond its existence. I may ask them what, exactly, they’re paying… But I don’t expect a very useful answer.

I can remember the last time PC Gamer made a call for new freelancers. because I sent a piece in. I can’t recall getting a reply back, though. And you can guarantee a lot of writers applied. We’ve already mentioned low turnover on paid sites, but another problem is knowing which sites pay. Because you can guarantee jobsites like Indeed or LinkedIn aren’t too helpful. You can definitely guarantee many places and groups specifically for game journalism are going to be a fucking slog, because all of them, to some extent or another (With an average of “Two hours before potentially finding an actual paid job on a given day) suffer from the problem I’ve already mentioned.

As to going it alone, it’s decidedly difficult. No matter what people will tell you, you have to advertise. You have to push yourself out there to get noticed, and, if you’re going the crowdfunded route, to get paid. In a very real sense, people will resist this, not only because there’s this (false) perception it’s not a real job (More on that below), but because even the majority of folks who have a stable income will, on some level, resent the idea of paying for what manifestly appears free. They resent adverts, but, paradoxically, won’t support a writer to ensure said adverts don’t happen, and that the articles keep coming. And there is this perception that any nonstandard job that requires a Patreon or the like to stay alive is “Not real work, just begging.” Let’s discuss that for a moment.

It’s Not A “Real” Job (AKA “Fuck You, Got Mine”)


I’m writing this one from a mainly UK perspective, but it’s true nearly everywhere that, to many folks (Including our “lovely” Department of Work and Pensions), writing reviews, much less games journalism, isn’t a “real” job. Never mind that breach of contract is a real thing. Never mind that reviewing and games journalism has a code of ethics. Never mind that, if you’re doing the job, you should get paid for it. Getting advocacy for rights to the pay that you deserve is an uphill struggle, because the majority of folks who could advocate for you, who could punish potential employers for an unlawful (and unethical) internship contract, aren’t going to, because people still think of games as this limited, almost whimsical field.

“Oh, you play games for money? How quaint.”

Yeah, tell that to the QA Team who are tearing their hair out (sometimes literally), right this very minute, when they’re told “Oh, we’ll wait for the Console QA team to report this bug before we take it seriously” (An actual thing I have heard from at least one QA lead, although I will protect the sources). Tell that to the copywriters, panicking because there’s no way anyone’s going to buy this thing the company rushed, no matter how they dress it up, all over a fucking release date. And tell that to me, who lost at least one computer in the line of reviewing, who has had companies stop talking to him because he wasn’t afraid to say that their product was deeply flawed , and who has been told at times that 33 hours is nowhere near enough to have an idea of how to review Skyrim… Despite the fact that the game can be completed in less than 20 if you don’t faff about, and a number of other factors that conspire to say “Why yes, actually, you can get enough of a picture in 30 hours to review quite a lot of games.”

It All Ties Together

Image Source: An article by The Drum on “The Ad Tech Minefield”. Only somewhat fitting, but still…

Of course, this leads to a gigantic interrelated clusterfuck. We’re saturated in potential viewpoints, and that’s good, variety in viewpoints is useful for reviews! Problem is, for the newcomer to the field (Or even someone like me, who did 3 years of reviewing and games writing), it’s not easy to get paid. You’re going to get a lot of heartbreak, a lot of applications with no reply, and you’re going to be told that it isn’t a real job. It’s tempting to write somewhere for free, but the very act of doing so, no matter how much it builds your skills from practice (And hopefully mentoring) is going to close doors on you.

It’s small wonder so many folks are trying to pay their bills through crowdfunding, and though I don’t hide things behind a paywall, make no mistake… I have bills to pay too, and if I can’t pay them, I can’t keep writing. Because we’re not a friendly field… In fact, right now, we’re a minefield. And it’s going to take a lot of work to dig out those mines. I want to work toward that, and so do many others. David Wolinsky, who has tirelessly been interviewing games industry figures to combat misinformation about the field. Lana Polansky, who covers Alt-Games and the oft-forgotten artistic side of the industry. Tanya DePass, who shows us that diverse viewpoints allow games to grow, to reach more people, and to speak to more people. Rock Paper Shotgun, one of the relative success stories, who, just like me, aren’t afraid to talk about The Publisher Silence, celebrate games for what they are, not just how much they cost. And many more. There are people out there who want the games industry to improve, for it to gain respect. There are people out there who, like you, are groaning in metaphorical agony when a game is released in a state best described as “A buggy, poorly written, corner-cutting mess” for £40.

But for the games industry itself to support them is unethical. For governments to support them takes away from education, healthcare, and other things that, were they to degrade, we’d notice. You want change? Support good games. Don’t pre-order. Look for diverse views on a product before buying, to see whether it’s really for you… And help keep those view diverse, by supporting a writer. Doesn’t have to be much, individually. Because, even in my own bailiwick of PC Gaming, there’s 14 odd million folks who play. And the more who help, the less an individual “needs” to pay to support better games writing.

On Fandom, Early Access, and Backseat Developers

There is a great confusion surrounding Early Access games these days. It’s not entirely undeserved, as the field is relatively new, and Mistakes Have Been Made. Some games have come out too early. Some came in too early. And some never really made it out. But not all the confusion is “Should I buy this thing?” or “Will I burn out on it before it’s released?”

Part of it is the role of the person paying the money. This one is a common one, and it is technically our fault, as an industry, that the problem exists. The other fault, of course, lies with entitlement, and a misunderstanding that refuses to go away: By paying for a Kickstarter, or an Early Access, or a Patreon, you are not a shareholder. You are paying for the product it produces, in the belief that it will work. I’ve done so with Formula Fusion, because I know the developers have a pedigree with Future Racing games, and I know they can produce another good one. I did not back it because I thought it would be another Wipeout game.

And yet… People are already asking “What kind of Wipeout physics they’d like to see in Formula Fusion.” Seems like an innocent question, doesn’t it? But there’s an assumption there, and a dangerous one at that.

Not Wipeout. I can understand some confusion. But it's not.

Not Wipeout. I can understand some confusion. But it’s not.

Formula Fusion is not Wipeout. It’s not in the game plan, although features inspired by previous games they’ve worked on (Which, hey, happen to be Wipeout) are part of this plan. What makes this even more insidious is that people are assuming based on an alpha build. Specifically, version 0.0.4, the first public build. Thankfully, cooler heads have pointed out these facts, and the fact that accessibility for new players is a far more important concern than the wishes of us old horses, but it’s a common trend I’m starting to get sick of.

I may sound like I’m over-reacting, but this is by no means the first time I’ve seen talk similar to this. Starbound is an excellent example. See, Starbound starts you with… Some very simple kit. It’s got a slow-ish start, taking something like 4 hours to get off the first planet, and into the wider plot. But one of the most common complaints I saw, throughout the Early Access of the game, was the Caveman Tier complaint. Why do we gots to start so slow, Chucklefish? Why do we gots to make our tools, Chucklefish? Why can’t we just be exploring, murdering stuff and building massive bases, Chucklefish? Wouldn’t it be better if, wouldn’t it be better if, wouldn’t it be better if

Burn Down Cavema- Oh, Wait, I got past it. Never mind.

Burn Down Cavema- Oh, Wait, I got past it. Never mind.

If. If. If. I can understand disappointment when a game isn’t quite to expectations, or when expectations are misled due to some poor sod on the Marketing end (Journo, copywriter, or PR rep) who’s been told something that later turns out not to be the case. Dungeons, for example, was considered by many to be a spiritual successor to Dungeon Keeper. Problem is, “Spiritual Successor” does not mean “Sequel”. Hell, often times, sequels are different beasties. Going back to Wipeout, Wipeout Fusion is a very different beast to Wipeout 3, itself different in important respects to Wipeout, the original. But this is precisely why so many journos, myself included, say things like “DON’T PREORDER!” Because expectations without critical thought can lead to talk like “Ugh, Burn Starbound Caveman Tier”, and other backseat developer talk.

Sometimes, I’m with you, because advertising can be misleading, and the games industry has a nasty habit of “sexing up” their footage before they’ve actually sexed up the game (As Breach, a game where even the UI dropped in quality between E3 and release showed, it’s not limited to AAA heartbreakers like Aliens: Colonial Marines). But this kind of backwards looking backseat commentary isn’t productive. Mighty No. 9 is a prime example of how unproductive this entitled viewpoint can get. A community manager jokes about wanting Beck, the protagonist of Mighty No. 9 to be a lady, and suddenly, death threats are flying over the internet, because how dare anyone suggest that Mighty No. 9 stray from the Megaman vision! Assumptions. Mighty No. 9 looks and plays a bit like Megaman, and has the lead designer from Megaman. But y’know what else plays like a Megaman game? A.R.E.S. Shovel Knight. The (Sigh) Angry Video Game Nerd game. And I don’t hear angry players complaining about the differences in The Vision with any of those. I certainly haven’t heard of death threats being sent.

This is not Dungeon Keeper. It is a "Spiritual Successor". There's a difference.

This is not Dungeon Keeper. It is a “Spiritual Successor”. There’s a difference.

In the case of Formula Fusion, the Kickstarter video goes on for about half an hour as to what they want to do, and, unsurprisingly, it’s not “Another Wipeout”. Wipeout is mentioned, a lot (Which may lead the inattentive to think things), but it’s in the case of “We liked this idea which didn’t work last time (Fusion’s upgrade system)” or “We wanted to present a more dystopian world than [the Wipeout Series]”

Sometimes, your beefs with a game are based, not on whether it’s like that thing you liked, but whether it works, and I’m down with that too. I’ve got an article lined up as to design mistakes that Quantum Rush Champions makes, and not a one of them is “Ugh, it isn’t Wipeout”. Wipeout is a comparison point for difficulty, but the design decisions themselves are unique to QRC, and they are not good. I am definitely not alone in thinking them bad either. Whether something is a common complaint is something I like to check when writing an article or a review, but I also check whether it’s an opinion thing, or actually has an effect. In the case of, for example, weapon pickups having small hitboxes, that’s definitely a problem. That the viewpoint in QRC is not exactly like a Wipeout game is definitely not among my gripes with QRC.

So, hopefully, at this point, you’ve been reading and nodding, thoughtful. I’m going to summarise now, so as to make sure we’re all clear on this. You are not the developers. You are not shareholders. Your input is valued, but if you do not like the product, unless it’s to do with crashes, bugs, and things that definitely don’t do the game justice, that is on you. Please don’t backseat develop, it’s somewhat rude, and is not going to help your enjoyment of the game. Please think before assuming a game is going to be like a game before itYou’ll be less disappointed and clearer headed for it.

An Interesting Idea: ISBNs for Games.

Much of the time, conversations with fellow members of the games industry (writers, developers… Doesn’t matter) are either shop talk or just shooting the breeze. But sometimes, things get interesting. Segue achieved for this comment, by MAIA developer Simon Roth:

“While we are on the subject, we genuinely need the equivalent of an ISBN for games.”

Most of you will at least have noticed that books have a 13 digit number on the bottom, or seen ISBN on a book’s Amazon page, but not realised how powerful those thirteen digits can be. Each edition of a book has a different ISBN. Want to find the specific edition with that typo or cover or introduction you liked, or want to compare editions? The ISBN has you covered. And I could immediately see at least part of why it’s important.

There are several different versions, for example, of roguelikes, and some of them are drastically different, such as Nethack. There are many games with exactly the same name as other games out there (While this is less often true with AAA titles, there are definitely examples, such as Powerdrome, which has an older version… And a PS2 reboot), and, to make matters worse, some games almost completely fall under the radar (For example, when choosing titles for the side videos of my current Let’s Play, which are to do with Future Racing games, I completely missed quite a few titles, including… “Future Racer”. It wasn’t very good, but it was embarassing to have missed something so obvious, because so few places refer to it.)

It would be of great use to do this, not just for gamers, who can pass around a… Let’s call it an ISGN (Because that’s the easiest acronym) instead of trying to find a reference to a game that’s only mentioned in rare places. It would be useful to archivists, and game academics, who could then have an easier time referring to the specific game when using academic notation such as the Harvard Method. It has a lot of uses… And it’s already a thing that isn’t restricted to books, with music and magazines also having their own identifiers.

…But obviously, it’s not a thing that can spring up overnight. So all I’m going to do here is leave this article, just proposing the idea (And giving fair credit to the person who originated it), and let game devs who read this to talk it over. I’ll be happy to put discussion on the subject in article form, via the usual contacts, and if enough of the games industry likes the idea, keep people posted on the progress.

But for now, it’s just an interesting and useful idea.

Games Wales 2015 – Yes, Wales Has A Games Industry

Cardiff is a city where old and new meet in sometimes unexpected ways. A good place for Games Wales.

Cardiff is a city where old and new meet in sometimes unexpected ways. A good place for Games Wales.

To many of you, dear readers, Wales will be known for sheep jokes, being where lots of Doctor Who is filmed, and little else. This even applies to many of our readers from just across the way in England, or, as we like to call it, The Land of Our Oppressors. I joke, of course. Except about the sheep jokes thing. As such, it may surprise you to know that we have a games industry, and that it’s growing. I had the privilege of attending one of our gaming events today: Games Wales 2015 (And the BAFTA Cymru Video Game Awards. More on that in a bit.) This is the article you must have been sort of expecting, considering the name of the place.

Games Wales is, as you might expect for a smallish country made mostly of crinkles in space-time, seemingly quite small. There is, however, a very important “but” approaching. An extremely important “but”. And that is that it was perhaps the most balanced games show I have seen in some time. Many games shows are all about the games. There’ll be some hardware guys, the stalls selling games (second hand, imported, or new), with the universities (decently accredited or otherwise) and indie developers sort of hanging round… But edutainment or children’s games are not always represented, and in fact, there is a sort of sentiment that kid’s games, of any kind, are a death spiral for someone’s game dev career. Games Wales was somewhat different.

A relatively small space, but packed with more variety than the average expo or con.

A relatively small space, but packed with more variety than the average expo or con.

There were three universities, all of which are actually universities, with actual degrees that actually produce bits of paper you can wave without being laughed at. Representatives of the Unity engine, S4C (Wales’ very own television channel), the BAFTA folks… Even government and legal representation was present.

I’d just like that to sink in for a second, because it’s part of why I’m confident that the games industry in Wales at least has a chance to thrive. The Welsh government has, over the past few years, been made aware that yes, media is a thing we do well, and games are part of that, so there is at least some support out there. Games Wales didn’t discriminate on the games end either. In one corner, two brand new devs, with their first products. The games they present are simple, but quite decently show that yes, this is how game designers start: Small. Next to that, the stall of the creators of an upcoming monster fighting game called Creature Battle Lab… And across the way from them, the Unity Technologies representative stood happily between the developers of a piano teaching game for young children, and the stall of the aforementioned Welsh Government’s Department for Business, Enterprise, Technology and Science. It was, if you’ll forgive me stating the obvious, slightly awe inspiring how much planning had gone into what would be 32 stalls in Cardiff’s City Hall.

Welsh developer Alida Watters shows off her musical edutainment app, Chroma Crabs.

Welsh developer Alida Watters shows off her musical edutainment app, Chroma Crabs.

Attendance was, much like the event, small, but growing, and, by the time I’d left (About ten minutes after the BAFTA Cymru 2015 Games Winners were declared), my leaving was as much due to feeling a bit crowded and unable to feel comfortable hogging a demo or a studio lead as it was my poor aching feet. As to the BAFTA Cymru Awards themselves, this year had some strong competitors (Including Wales Interactive, who have already shown some strong game-dev-fu with Infinity Runner, which was nominated this year, and Soul Axiom, an interesting sci-fi adventure game, currently in Early Access.) The winners, however, definitely deserved their seats. A Mechanical Story (In which the players progress by building contraptions to solve puzzles) took the general award, while the other four awards went to Boj Digs (Thud Media, Gameplay Design Commendation), Madron (Glasscube/S4C, Artistic Achievement), the 360 VR project (Atticus Digital, Technical Achievement Commendation), and, also from Thud Media, winning the Sound and Music category, was Toot’s Harbour.

I’ll hopefully be interviewing developers, lawyers, and government reps alike about the Welsh games industry, and perceptions of the state of the industry at large. I look forward to sharing these interviews with you, as we sometimes forget, in this international and internetted community of developers, players, and businessfolks, to see things on a national, or even a local level.

You can keep up with welsh games events and welsh game developers through GamesWales.

When Is It Okay To Harass Over Framerate? (HINT: NEVER)

Games today are tricky business, and it’s no lie to say customers are dissatisfied with corners cut in the process. Shoddy launch releases, DLC of dubious value (or worse, good DLC that might as well have been part of the game itself, because it was pre-sliced into “Game” and “DLC” for pre-order cash), and… Framerate locking, the practice of making a PC game have the same frame rate (which can affect physics, control responsiveness, and fluidity of animations) as the consoles because… Well, the reasons vary, but not very many of them are good. But one Steam curator has tried to point these games out as they come, TotalBiscuit’s The Framerate Police

There’s just two problems with this. Firstly, he hadn’t considered all the possibilities… And secondly, he hadn’t considered that there is a segment of gamers out there willing to harass and aggro over things at the drop of a hat.

Framerate Police came to my attention when the creators of Guild of Dungeoneering (A game I should be reviewing soon.) posted a tweet basically saying “Alright, you can stop sending death threats, I’ve mentioned that the game runs at 30 FPS!”

The ridiculousness of the situation almost immediately hit me, because Guild of Dungeoneering is a turn based game with some animations. Y’know, the kind of thing that doesn’t need 60 FPS and 1080i visuals. In fact, it looks quite charming on its own.

And yet, some idiots decided it was perfectly okay to send threats, harassment, all kinds of aggro their way, because… REASONS. It becomes even more idiotic when you look at some of the other games curated, and how the reviews actually work. Here’s some examples of both at the same time.

FPSLock

Okay, so what’s wrong with this picture? Well, let’s start with Heroes III HD. Yes, okay, it’s a modern “remaster”… But again, turn based, so no physics, no reaction times, no actual need for 60 fps. Pandemonium is even worse, because it’s from the fucking 90s. So, in fact, is Legacy of Kain: Soul Reaver. These games originally ran at 30 FPS, folks. ORIGINALLY. They were PS2 games, and ran at 30. F. P. S. So, in fact, did many of our original greats. Secondly, do you see any “PLEASE HARASS THESE PEOPLE”? No? No. All it is is a list of which games are 30 FPS, completely disregarding whether they were originally 30 FPS (or less!), and nothing more.

So let me make one thing very clear: Seeing as, at no point that I’m aware of, TB has asked any of you to do this, you’ve done it of your own volition. You have harassed because you genuinely think that a game in the Year of Our Lord 2015 cannot, under any circumstancesnot need 60 FPS on PC. Yes, when a modern game does it out of laziness, it’s shitty. Guess what? Still not a reason to harass. You harass over a game, and you are Being A Shithead. Lemme spell this out for you in a way you’ll understand:

THERE IS NO GOOD REASON FOR SENDING SOMEONE DEATH THREATS. THERE IS ESPECIALLY NO GOOD REASON IF THE GAME, LIKE THE MAJORITY OF GAMES ON THIS LIST (WHICH ARE FROM THE 90s, OR TURN BASED, OR PUZZLE GAMES) DOES NOT NEED 60 FUCKING FRAMES PER SECOND.

“But 60 FPS is objectively better in ever-” No. It is not. There will always be situations where you do not need 60 FPS. I agree that frame locking a game can be a pain in the ass. I agree it’s an alright idea to tell people which modern games are frame locked. I do, however, think this was done without thinking it through solidly. “Framerate Police”? Kinda implies the people frame-locking are always bad folks of some description, TB, old chap. And no context beyond genre? This, if anything, shows the importance of context. Of knowing, not just “Guh, 60 FPS gud…” , but when it’s good… And when it’s just a pointless frippery.