Showing posts with label Games Journalism. Show all posts
Showing posts with label Games Journalism. Show all posts

Friday, September 16, 2011

Working in the sweatshop


Have you been following Game Journos’ exposé of shenanigans at VGChartz? It’s a tale of a site withholding payment, refusing to honor its agreements with writers, and generally exploiting its labor force. Obviously, as part of the labor class, this is a subject of great interest to me – not because VGChartz’s treatment of its writers is so unusual, but rather, I believe, because it is so common.

Let’s start with a couple of disclaimers. As a freelancer, I can’t speak to the working conditions of full-time staff, especially at sites that offer salaries and benefits. My experiences as a freelancer are surely not the same as those of every other freelancer. I’m sure there are some writers who have it better than I do, and probably many more who have it worse. I’ve been lucky to have been able to write for awesome editors, and publications with integrity. I’ve rarely been stiffed on payments. I love what I do, and I don’t intend to stop doing it.

With that said: freelance game writing has got to be one of the worst ways to make money in a developed nation. There’s no relationship between the flat fee you accept from a publisher, and the amount of time and effort involved in delivering the work. The federal minimum wage is $7.25 an hour. If you play a game for 25 hours, and spend another 2-3 hours writing the review, you’d need to be paid around $200 just to make minimum wage. If you know of a publisher who’s paying that much for a review, please put me in touch with the editors.

Sure, not all games take that long. It’s why reviewers enjoy reviewing downloadable titles and short AAA releases. You get paid the same fee whether the game you played was 6 hours or 40 hours. You don’t need an MBA to know which one is more profitable. But somebody’s got to go out there and sink a week of their life into Skyrim, watching their wages drop with each passing hour, knowing that the fanboys will tear them a new one if, god forbid, they miss even the slightest detail. It doesn't matter if you love the game. Every hour you spend earning peanuts is an hour you're not doing something that earns you enough money to live on.

I’ve also found a significant difference in rates between print publications and online publications. Online publications – the ones that are growing, where more opportunities are – pay less than print, often much less. It doesn’t take any less time or effort to review a game for a website instead of a newspaper, but it is apparently half as valuable to the publisher. Lots of people who work in the web space get pageview bonuses, which, to this outside observer, seems a lot like a scam. Not only does it lead to garbage link bait instead of quality content, but you can be sure that the math is always in favor of the person paying the bonus, and not the person getting the bonus. There’s no good way to know what the standard rates for pageview bonuses should be, and the publishers like it that way.

What does this all mean in terms of compensation? It means that game writers are letting themselves be exploited, and even folks who are paid by the article are working for sweatshop wages. It’s not an exaggeration to say that my standard rate for reviewing a game, across all publications, probably averages $3-$4 an hour – well below the federal minimum wage. And I suspect I’m one of the lucky ones.

But I love writing about games, and if I won the lottery tomorrow, I’d keep doing it. In that sense, I’d write for free. The truth is that I do write for free. Nowhere, in the past five and a half years, have I written more words than I have for this blog. My total earnings in that time, between Google AdSense and Amazon Affiliates, are about $150. I have no way of knowing for sure, but I would guess that my hourly wage for working on Insult Swordfighting is in the hundredths of a cent, if not thousandths. That’s far less than a kid making Nikes in Vietnam.

Look, I’m not pleading poverty here. Writing about games is a choice for me, a luxury, and a passion. It’s something I do when I’m not at my day job. I make a good salary; I’m better off than 99.9% of the world. But there’s an important principle at stake here, which is that people deserve to be compensated for their work. If someone is profiting disproportionately from your labor, then you have a right to be angry and you have a right to demand justice. Not that I think the owners of sites like VGChartz are lighting cigars with hundred-dollar bills, only that they seem to be one of the frontrunners in a race to the bottom.

The story of videogame writing in the year 2011 is the story of publishers who don’t care about the quality of their product, and writers who are so eager for exposure that they take shitty deals which drive down wages for everybody. Again: there are many great sites out there, staffed by talented editors who care about what they do. But the marketplace for writers is lousy, if not outright hostile. If the only viable business model is to underpay and rip off their writers, then there is no viable business model for these sites. I’m afraid that the malfeasance at VGChartz is the rule and not the exception. And I’m afraid it’s only going to get worse for writers – and, therefore, for readers.

Monday, August 29, 2011

Are game reviewers bad at games?

If you've ever talked about video games on the internet, then you have encountered people who worship at the altar of difficulty. They claim that any game worth playing is worth playing on the hardest setting, that high scores are more important than a good time, that second place is the first loser. Stuff like that.

These people are not usually game reviewers.

I've always found it interesting that game reviewers tend to be modest about their own abilities. They might claim to know a lot about games. They are confident that they can write about games better than the average player. But, when it comes to skillz, it seems to me that most critics are happy to accept their limitations. So that's the topic of my latest column for Joystick Division, "Doing it wrong: Are game reviewers bad at video games?"

I did a little bit more legwork than usual this time, in that I actually solicited opinions from several writers I respect. They all gave me thoughtful answers.* Since I could only use a little bit of what they said for the column, I thought I'd use this space to reprint their responses in full.

The two questions I asked:
  1. Do you consider yourself good at games, however you define "good"?
  2. Do you think it's important for a game reviewer to be good at games?
These were their answers.

Justin McElroy, Joystiq:
I don't think I'm particularly good at games. I find I'm just good enough to finish pretty much ever game on normal with occasional frustration. In fact, that makes for a pretty good metric: If it's more frustrating than that (or not possible) I know it's a difficult game.

I believe in Koster's theory that fun in video games is really the sensation of learning, so if you were the sort that was so inept they were unable to learn, I think it could hamper you as a critic.
Sparky Clarkson, Discount Thoughts et al.:
I hope not.

I don't consider myself to be particularly good at games, and it doesn't bother me that I am not. I happily admit that I am incredibly terrible at shmups, have nothing like the reflexes needed to become a masterful multiplayer FPS player, etc. The prevalence of online leaderboards is of great assistance in calibrating this opinion. I'm not terrible at everything; my skills are probably about average, all games considered. And, I think this level is a good place to be as a reviewer. If anything, I should like to be slightly worse at games than I am, because while my skills are middling compared to dedicated gamers, they are much above those of occasional players, which means I may systematically underestimate difficulty. A reviewer needs to be good enough to finish a game if he wants to (whether he *needs* to is an argument for another time), and bad enough to fail at least a few times. This is a peculiar part of reviewing games. Being a "good reader" in the context of a book review means having an eye for plot and the quality of prose; it does not mean getting through the book without dying and having to start a chapter over three times. Games uniquely place barriers in front of players to prevent them (hopefully only temporarily) from seeing all that the game has to offer. A good reviewer needs to know what it's like to fail at each game, and a sense for when those barriers are too high, or even too low. So, I believe it's important for a game reviewer not to be too good at games.
Brad Gallaway, GameCritics:
I do consider myself good at games, yes.

I don't think I’m in the top tier of players and I don't put in enough time on any one thing to ever call myself "the best", but I'm adept in a wide variety of genres and can hold my own regardless of what I'm reviewing. Essentially, I take the jack of all trades approach – I’m pretty good at most, expert-level at none.

I do think it is important for a reviewer to be good at games, although I don't think that expert ability is required. For example, I don't think a reviewer needs to have a pro competitive level of skill in a game like Street fighter, although they do need to be able to perform the moves and (at the very least) finish the game a few times with a few different characters.

Primarily, I think that a good ability is important so that the reviewer is able to complete whatever it is they’re reviewing, and also to have the proper perspective on design and difficulty. If the reviewer isn't good at playing, then I think it would be hard to put stock in their opinion. If they claim a game is too hard or designed poorly, is that really the case, or do they simply lack sufficient facility? If they don't understand how game systems work and aren't able to properly utilize them, then how can they give a fair estimation of what the game is? It's a bit of a clumsy comparison, but how could someone review a movie if their vision is impaired, or how could someone review a book if they had a fourth-grade reading level?

I think there’s plenty of room for a variety of reviewers, but in my opinion there has to be a base competency in order for a review to be written.
Rob Zacny, RobZacny.com et al.:
I like to think I'm good, but the record tells me otherwise. I'm a Bronze League Stracraft player, I generally get taken to school in real-time strategy games and struggle to maintain a 1:1 kill-to-death ratio in Bad Company 2. Where my skill can be tested in a competitive setting, I generally prove myself to be a middling sort or gamer.

But is that a good measure? I review games, usually a different one each week. My objective with most games I play is not mastery, however satisfying that would be, but understanding. I don't excel at most games I play, because I my skill level is limited enough that I really have to work at a game to get "good" at it. But I would still say I'm good at games because I can quickly take any new game in almost any genre, acquire a basic level of competence with it, and then figure out what systems are at work and why they do or don't create a satisfying experience for me.

Ultimately, it's more important that a reviewer be good at analyzing and communicating experiences. Being good at games can help a lot when that skill leads you to having a richer understanding, and you can share that with your audience. If you were to go back to GFW Radio, Shawn Elliott sounded like he was a great shooter and RTS player, and that led him to offer special insights on how games like Company of Heroes or Team Fortress 2 worked. He was operating at a higher level than most people do, and he was able to bring back unique views from that level. That's where skill can make someone better at reviews and criticism. But it's not a requirement. Basic proficiency, knowing what you're supposed to do and why, is all you really need to bring to a game.
Thanks to all these folks for responding. Enjoy the column!

*All except for Kirk Hamilton, that is, who has apparently forgotten that I made him. Also he might have been busy covering PAX or something?

Tuesday, December 21, 2010

Year in Review: Year-end superlatives

Above: A winner is you, everyone.

All this week, we'll be recapping the year that was. Today: year-end superlatives.

Welcome Trend: Critical Non-Consensus

With the annual "Year in Swooning" quiz, I'm trying to point out how carried away game sites often get when it comes to the flavor of the week. But there is some progress in this regard. This year, I felt like there actually was legitimate, respectful disagreement about some of the highest-profile games, both indie and major-label.

Consider:
I think it's a sign that gamers are feeling more self-confident that we don't have to band together all the time. This is a good thing!

PR Knuckleheads of the Year: Gabe and Tycho

Count me among those who thought the original comic was not only hilarious, but took aim at a worthy target. But the followup was a disaster. When some readers objected, Gabe and Tycho could have taken the criticisms in the spirit they were intended. A simple apology would have done nicely. At the very least, acknowledge the complaints respectfully and move on. Hell, ignoring them would have been better than what actually happened.

Instead, Gabe and Tycho doubled down with a comic that not only mischaracterized the complaints, but essentially said that the people who were offended are stupid. And then followed that up by selling Dickwolves merch.

All this was uncharacteristic for two guys who are so generous and inclusive, both with PAX and with Child's Play. These are the guys who banned booth babes from PAX, with the blessing of a majority of their readership. So I certainly don't doubt their motives. To their minds, a joke is a joke, but a bunch of their readers disagreed and I think they they did real damage to their brand by assuming a defensive posture instead of listening. To this day I don't think anything approaching an apology has come out, not for the first comic or for the followup.

For myself, I don't think they would have needed to apologize for the original strip, but they could have dealt with it in a better way than becoming the latest and most ironic exemplars of John Gabriel's Greater Internet Dickwad Theory.

Game Blog of the Year: Gamer Melodico

Barely one year into it, Kirk Hamilton and company have already made a big impact with Gamer Melodico. They did it all: good-natured jabs at obnoxious game design; satire; finding inventive ways to comment on topical subjects; round-table discussions that make you feel like you're sitting in a coffee shop with the writers.

All of it's done with a good attitude, a healthy sense of humor, and keen minds. I can't sum up the site any better than they did themselves: "Gamer Melodico is a blog about games, written by friendly people who like to play."

(And, what the hell, an honorable mention for Game Journalists Are Incompetent Fuckwits. Paddon's not on-target all the time, but, in the words of Han Solo, "I must have hit real close to the mark to get her all riled up like this, huh kid?")

Developers of the Year: Ex-LucasArts dudes

No big-budget studio jumped out at me this year. Rockstar San Diego did great work with Red Dead Redemption. Retro Studios successfully rebooted Donkey Kong Country. Quantic Dream accomplished most of its very ambitious goals with Heavy Rain. 2K Marin not only stunned me by releasing a worthy followup to BioShock, but by all accounts the "Minerva's Den" DLC was even better (unfortunately, I didn't play it).

But I have to give a shout-out here to two people that I am always rooting for, who found their voices this year with downloadable games. Ron Gilbert, via Hothead Games, brought us the hilarious DeathSpank, which was followed almost immediately by a surprise sequel. And Tim Shafer's DoubleFine Productions rebounded after the disappointing Brutal Legend to release Costume Quest, a funny and light downloadable game that's gotten plaudits from a lot of people whose opinions I value. 2010 was a good year for both of these guys, and they're two of the best we've got.

Publisher of the Year: Nintendo

Even though I still struggle a bit with a lot of the newer Nintendo games, it's hard to argue that Nintendo isn't the big-name publisher that is consistently putting out the highest-quality products. On the Wii, Super Mario Galaxy and Donkey Kong Country Returns were both worthy of their names, and Metroid: Other M was respectable. On the DS, a little game called Mario vs. Donkey Kong: Mini-Land Mayhem! was my biggest surprise of the year. Maybe sales of the Wii are flagging, but year in and year out, Nintendo never disappoints on the software side.

Game Console of the Year: Xbox 360

We've long since reached the point at which everybody has made up their minds on this generation of game consoles. Five years into it, the Wii's star has started to fall a bit, the PlayStation 3 has never gotten on track, and the Xbox 360 has almost defaulted to the head of the pack, massive hardware failure rates notwithstanding.

So why choose the Xbox 360 as the game console of the year? For one thing, the only hardware this year that even approached the level of buzzworthy was Kinect. The jury's still out, but it's got a lot of potential. It was the Xbox that once again had the lion's share of big exclusives, both in retail and download. And, price hike or not, Xbox Live continues to be the best online gaming option around. That's why I bought my second Xbox 360 this year.

That, and my first one red-ringed after almost five years. It was like the death of the last living World War 1 veteran.

Tomorrow: Honorable mentions.

Friday, December 10, 2010

Let's get ethical

Hi there! I would like your opinion on something.

For several years now, I've had an Amazon Associates account, which lets me earn a small commission off of purchases I refer to Amazon. I rarely use it. For the past several months, all I've done with it is keep a persistent ad in this blog's righthand column to the book 1001 Video Games You Must Play Before You Die, which is awesome and which you should totally buy. No problem there.

One of the quirks of the Associates program is that if I refer somebody to the site, I earn money on any purchase they make during that session, even if it's not the specific item that I linked. Recently, somebody bought a pricey television set via my affiliate link, which single-handedly resulted in my first payout in the three years I've had the account. That was exciting.

This week, you may have noticed that I posted Amazon links to both of the games I reviewed. The logic is simple: I put a lot of time and effort into writing about games, and I'd like to be compensated for it as much as I can. I think this is reasonable.

My concern is that if I stand to profit off of the sales of a video game, then I appear to have an incentive to praise the game, in hopes that I will convince you to buy it. It doesn't even matter if this is true or not. As they say in journalism, the appearance of a conflict is just as bad as the conflict itself. This has been my chief criticism of Game Informer over the years. As a subsidiary of Gamestop, they clearly have an incentive for you to buy more games. Whether or not that accounts for their surfeit of 9+ scores, I don't know, but it sure makes sense to me.

If I don't have the credibility with readers to know that I'm being honest, then I have nothing. No amount of money is worth losing that. On the other hand, I think it's reasonable to treat this blog as a commercial enterprise, same as anywhere else. It's not uncommon to see, for example, links to buy tickets alongside a movie review. Nobody thinks Roger Ebert is fluffing a movie so you'll click his Fandango link.

What do you think? Do these Amazon links constitute a conflict, or an appearance of one? Is there a better way to include affiliate links that maintains a wall between advertising and editorial?

And can I interest you in a Sony BRAVIA XBR Series KDL-52XBR9 52-Inch 1080p 240 Hz LCD HDTV, Black?

Thursday, April 30, 2009

Game stenography

In last Friday's links roundup, cpe said something about Kotaku that I thought was right on the money:
...the best stuff they do gets buried in seconds under the torrent of never-ending, never-important press releases and rumors pulled off NeoGAF. I do wish there was a more granular way to subscribe to Kotaku's RSS feed, at least -- I absolutely do not care about new Red Faction screenshots, but there they are in Google Reader nonetheless.

In Google Reader, I subscribe to a number of video game feeds. Most are smaller, niche blogs that provide original insight and analysis about games new and old. But the majority of posts that pop up in my games folder come from just a handful of big sites, like Kotaku, Joystiq, Game|Life, and Giant Bomb. All these sites do their share of worthwhile, original work, but they're much more likely to all, within moments of one another, start pimping screenshots for some new game.

I don't mean to suggest that I think every site should serve me and only me. cpe and I may agree that new Red Faction screens aren't interesting, but for many people they're probably fascinating. And it's good that anybody looking for screenshots of upcoming games knows where to go. The problem here is who's directing the conversation.

These sites aren't publishing new screenshots and commenting hilariously on bulleted lists of gameplay features because of any editorial decisions on their part. They're doing it because the game publishers have given them the assets and told them when to post them. That's it.

They're not checking to see if the visuals are un-retouched, in-game graphics, or if they're bullshots. They're not putting in the legwork to give their readers new and important information. They are, literally, taking what the publisher gives them, then turning around and giving it to you, without insight or analysis. Instead of acting as gatekeepers, they're the town criers.

To reiterate, I'm not saying that these things shouldn't be made available. And I wouldn't be at all surprised to learn that these kinds of posts generate more traffic than think pieces and originals. But it's discouraging to realize that game publishers are steering the entire conversation, and both readers and writers are happy to let them take the wheel.