
But is all that cost worthwhile to the publisher as budgets skyrocket and staff cuts are everywhere? Is the lost time worthwhile, for devs who are tasked with frantically cobbling together stable pockets of preview build, pre-rendered trailers, media rehearsal, when they might rather be making their game?
Have we ever thought about this stuff, or are we just racing blindly to enforce consumer product culture around something we stridently claim is an experiential art form, a communications medium? | Rodolfo Rosini |
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TL;DR version: hype
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| Jonathan Jennings |
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It's media presentation like this that makes me appreciate the simplicity and straightforwardness of sites like Giant Bomb with their Quick-looks . The main reason being it is simply a presentation of what's there in the game , hey have sold me on several titles because they generally tend to do a good job of showing off and talking about multiple facets of the game. Sure I disagree with their views on games sometimes but i can't say I ever feel like they are trying to do more than demonstrate what makes the game they are currently showing.
I know a press preview is a totally different thing entirely but that's also why I am so jaded towards the hype-train myself, after being burned by the likes of Fable ( which i admit is a great game in its own right but nowhere near what the initial "project ego" was expressedto be) it makes it hard for me to get excited for any demonstrations for a game in a closed setting. |
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| Jeremy Reaban |
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Let's be honest - the gaming media is more about pr than journalism. Even in the early days before the internet, magazines would do glowing previews of games just to have early access to the information and thus sell magazines.
I mean, it's just the way the money flows. Consumers give money to the game companies, which spend some of it on advertising, which is how gaming journalists earn a living. They can't really afford to be independent. Even one of the few sites that could afford to, Penny Arcade, have beholden themselves to publishers with the PAX conventions (and at the same time, force companies to waste even more time making demos of games for yet another journalistic event instead of working on the game itself) |
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| Joonas Laakso |
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When touring with my game, it killed me to sit through by the numbers QA sessions. For the most part, the journalists did not seem to give a damn about what they were covering. Very often you could guess their questions. It was difficult to keep up a positive attitude through all that.
And this is a case where the publisher was not giving me any strict guidelines on what I could and couldn't talk about. There would've been lots of room to maneuver and find something interesting, but to me, sitting at that table, receiving the journalists, it felt like nobody cared. Or even if they did care, that enthusiasm rarely carried over to engaging questions that would reveal something new about the story, eager as I was to participate in more in-depth reporting. Of course there are exceptions. Those were definite highlights, when you actually had to think about an answer because it wasn't obvious, or when you would start to actually engage in a conversation with the journalist. Bottom line: I welcomed every single hard question and instance when the journalist doubted what I was saying. All I want to do is tell a great story that happens to be about my game that's still being made. I guess what I'm saying is that the push for more engagement needs to come from the journalist side. The publisher is never going to say it, even if they're okay with it. (And admittedly, they're not always okay with it.) Right now it feels like the previews are doing a disservice to everyone (persons) involved, even if the game itself is benefitting from the (low quality) extra coverage. |
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| Jay Anne |
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Depends. Do you view the press's function as creating buyers guides or artistic critique? Because the very info that fuels readership is guarded behind an implicit responsibility to be a favorable buyers guide, why would you view it any other way?
Also, the notion that a critic should watch and critique Van Gogh as he was trying to finish his painting seems laughable to me. It is not generally journalism in the sense that there is hidden info that needs to be broadcast to protect the public or keep important societal institutions honest. It's writing about video games. It's either attempts to scoop upcoming products before their marketing plans kick in, or gossip about the industry, or some white knight trying to protect us from DLC that isn't worth it's price. |
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| Simon Ludgate |
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"Nobody wants to enter a room of breathless, hopeful people who clearly represent an entire team of hardworking people and be the jerk asking the hard questions. Why would you want to be that jerk so early in the dev process? What's the point?"
I would. I would totally be that guy. The guy that calls their bluff and pokes holes in their curtains. The guy that calls their bluff. The guy that makes them realize that the idea they thought was so good might not be so good after all. The guy probing for problems when there's still a shred of hope of being able to fix them. The guy asking the hard questions that makes them stop and realize "we didn't think about that..." Yeah, I'd gladly be that guy. |
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| Michael DeFazio |
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Publishers want game journalists to be their mouthpiece for these preview events... It's all geared toward controlling the message and building hype and allowing the select (journos) to put their message in a good light. (it's "free" advertising)
When praise comes from independent journalists it makes it seem much more legitimate than from the game companies themselves "evangelizing"/"hyperboylizing" so in that regard it's actually "better" than free advertising. Otherwise they could just reveal what they have in video form and let customers judge for themselves whether it is something they should be interested in. (We are in the information age after all) Edit: By the way I do love this article and appreciate the authors self awareness... wish there was more of this honesty in the industry. |
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| Greg Orlando |
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I remember being the writer who asked the developers of the awful Evil Dead game what they learned from making it.
It was an honest question. The developers stated they learned from every product, every development cycle. And it wasn't meant to shame anyone. I think you can learn a lot from your failures. I shouldn't have asked the question. The answer I got back was pabulum from the developers. There was no insight, no desire to be brutally honest. The response I got from my fellow game writers was perhaps more disturbing: They were absolutely stunned. People came up to me after the fact, wanting to know what motivated me to ask an aggressive question, or alternately praising me for having major stones to say something like that in a sizable press gathering. The response was baffling. So much so I internally debated whether I had posed a legitimate question or sought to publicly shame game developers. And that's the insidious nature of game journalism right there. |
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| Benjamin Quintero |
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I think its pretty clear that we know about as much about Destiny as we did before the event. Some sites are saying MMO, others say definitely not. All we know for sure is that Bungie is making another futuristic mutiplayer FPS for console. They could have just tweeted that and probably gotten more positive media than what I see.
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| A W |
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Why not separate the PR from the final Critique? The movie industry seems to do this well.
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| Nick Harris |
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I don't see why Publishers need Journalists when they could just stick a YouTube video out.
If details are scant because so much is secret and no one is able to ask sensible questions because they are bound by a restrictive NDA or just don't care the 'event' seems to me to be a waste of money. Activision would have done better to prevent Joseph Staten opening his mouth, not confuse alienate and frighten people with vague notions that it is a console MMO (which immediately puts them on the back foot as they are forced to say that it has no subscriptions... to which everyone erroneously assumes it must be Pay2win like Dust 514 that the iPhone app is an optional part of the experience for those who actually have friends that it isn't as pretentious as their smug developers have made out as the technology of a shared game world existed in Test Drive Unlimited 2, MindJack and the old Gauntlet Arcade, indeed, one wonders if they wouldn't have been stuck showing so little if it weren't for the earlier leak of concept art; far better to show what gameplay you've go when you have it and let it speak for itself than blather on about how epic the decade long story arc will be as you show some watercolours), after all you don't see me teasing everyone with a bunch of concept art for my MMORTSFPSRPG 'Universe' that I has been in development for 20 years as I would far rather release it quietly and let it spread by word of mouth like Minecraft, if I could be lucky enough to have 2% of Markus Persson's community generating success. So, what role for Game Journalists? Well, they could write intelligent criticism such as: http://www.eurogamer.net/articles/2013-02-01-shooters-how-video-games-fund-arms- manufacturers http://www.gamasutra.com/blogs/HeatherHale/20120627/173138/Mass_Effect_3_For_Dum mies.php |
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| Christian Nutt |
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I absolutely did think about this stuff. Five years ago (!!) when I was at GamesRadar and looking for an exit, a big part of that was realizing that the consumer press is just a cog in the big publishers' marketing cycle. I was incredibly tired of that, after eight years at it (at the time.)
The thing is, these days, there's really no excuse. The readers are hungry for other types of content, the "paper of record" approach where you need to have a preview for every game is a format only feasible (and necessary, due to biz model) to stuck-in-the-1990s sites like IGN and GameSpot. One of the funny things about the Destiny event is that, at its conclusion, every journalist I talked to was like "what the heck was that?" Essentially, everyone was deeply aware that it was all smoke, no fire. Granted, there were probably 70 people there, and I certainly didn't speak to every one of them, but I'd be interested to go check up on what they had to say about it now that it came time to communicate to their audiences. |
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| Cordero W |
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First it was "do we need demos?" Now it's "Do we need previews?"
This irritates me to no end mainly cause it's obvious what this message means. |
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| Ahmad Jadallah |
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I don't see where the problem is, events like these and previews in general helps me narrow my list to a few games, and then once they are released I check the reviews and the demo is available to make my mind out.
This way no matter how "polished" the previews are they stay more as general pointers rather than decision making means. And yes, gaming media is supposed to just roll with it for previews and then they are free to say whatever they want for the actual reviews :) |
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| Robert Tsao |
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Forgive me for sounding redundant or possibly echoing sentiments posted before mine, but I think part of the problem lies in the fact that gaming audiences are starved for content. Publishers know this, and game journalists know this as well, resulting in a symbiotic relationship where both sides are very cordial and tread very carefully with all final printed copy. On the professional side, even Game Developer's postmortems are filled to the brim with lots of carefully worded and deliberate "what went wrongs" that speak in broad, sweeping generalizations about "lack of scope" and "inevitable feature creep."
The problem with a lot of gaming sites, I think, is that they live and die based on external, PR-produced content. You have a lot of people running these sites who are fans, but not enough people who understand content strategy or producing original writing with the gaming industry and culture writ large as a framework for content. I think Kotaku, in this regard, is highly successful (this also applies to the halcyon days of 1up.com, minus the tabloid-y elements). No one disputes they're a tabloid rag at best, but no one can dispute how successful they are in what they do. They've built up an enthusiast site centered around the community because many of their articles, for all of their groundless punditry and intentional flamebaiting, really do get people talking in their comments section. They've been successful in doing what so many other enthusiast sites have failed in, which is establish their own unique voice and culture. Previews should just be a part of a larger equation as opposed to the core mechanic for driving page views and hits. |
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| Adrian Forest |
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Advertisers pay games news sites to run ads, so the sites can pay writers to write previews, that are basically ads, and that drive hits on the other ads.
That's what video game previews are for. |
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| WILLIAM TAYLOR |
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I guess for me it cracked on Final Fantasy 7 where the only coverage you saw was cutscenes and non gameplay. The game came out and I saw what it actually looked like and at that point it all made sense. The goal of all of this is to get you buy the game.
I'll blame my 8th grade mind for falling for it, but really, what else could it have been? Game developers and publishers pick and choose information to spoon feed to the games press so that they can write what they want published about the game for the sole purpose of ultimately getting people to buy the final product. What else could it possibly be? The publishers and devs hold all of the cards. They are not only the gatekeepers, but they're what lies beyond the gate as well. The games media is basically a friar paid to tell the crowds whatever the gatekeepers want. I expect kids and young teens to maybe think IGN went deep in the trenches and did investigative journalism to dig up a hidden developer made video about the 3 new Call of Duty modes that the industry doesn't want you to know about or something, but come on. No adults or people over 15 shouldn't be able to see the reality of it. Especially on previews where you can't even play the game. You play games, you play games. You. Play. Games. Your sole interaction with a game is playing it. What possible insight that isn't marketing driven could possibly come from a situation where you're writing about a game that you didn't even get to play? If a previewer gets 10 minutes of hands on play time, what could they possible conclude? At best, I think it's, "this game is great when you're only playing it for 10 minutes." Maybe someone really young would think a 10 minute hands-on preview is enough because surely, anything that's fun for ten minutes most be fun for 8-100+ hours... I mean but come on. It's just a bit puzzling to me that only now are noticing this or are finding it shocking. I thought this was always the point and that everyone of a certain age or maturity level were aware that this was the point and purpose of it all. |
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| Ara Shirinian |
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Christian you mentioned this in passing but I think its worthy of elaboration: The historical momentum of the industry has publishers treating the press as nothing more than high-value marketing tools ready for manipulation, explicitly if they can get away with it, or implicitly if they can get away with that. Or to any extent possible that they think they can get away with. Whatever works, they'll do it, and they are only not doing some of those things right now because it's too obvious that they won't get away with it.
It's up to the press to have enough soul and wisdom and courage to put that kind of corporate relentlessness in its place. It's too bad that all three are in short supply. Outside of some notable exceptions, the press are the cog in their marketing wheel only because they have accepted that role. This doesn't mean that the press should smash at the machine at every turn. It does mean that there was a really important reason why free press traditionally had a set of core values, and it drives home the meaning of those values. When we compromise those things, we lose the meaning of press itself. |
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| Kevin Reese |
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Great piece! I love the articles here at Gamasutra.
I think this could be a summary of this topic: I don't think it's so much the 'PR event' itself that people don't like, just the ones that have so little to actually show. When this happens, the already thin-line between game journalists as critical informers, and game journalists as tertiary adjunct gaming industry PR people, becomes blurry: and this makes both the journo's (and their readerships) uncomfortable. |
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| Wylie Garvin |
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Perhaps some gamers don't really understand just how un-finished an un-finished game usually is. Of course the previews are very hands-off and developer controlled, because they can't risk showing content or mechanics that haven't been fully debugged and tuned and polished yet, because the gaming audience along with jackals in the press will rip them to shreds. 6 months away from release, a AAA game is usually still in a woefully incomplete state. Sound effects, voice dialogue, art assets, and sometimes even some core gameplay mechanics will not be polished yet, or will be missing completely. Crashes and error messages will be common. Things are in a constant state of flux, because tons of little changes are being made all throughout the game, every day. Making a stable, complete, polished build that you can do demos with, can take a lot of time and effort and can easily distract the team for 2 weeks or longer.
Compare to movies: when you see some talk show where they have a 3-minute clip of an upcoming movie, they always show a finished, properly-edited scene, not some bunch of dailies that haven't been edited and color-corrected and everything. To stir up some buzz without showing final footage, they can interview actors off-screen between shots. I think the game producer or PR person feeding quotes to journalists is sort of the equivalent of that. Yes, hands-on demos are great, but sometimes its hard enough to get the game itself made on time, if you wanted to polish everything well enough to allow a hands-on demo of a AAA game early enough to actually call it a "preview", that implies adding several months to the schedule, its just not realistic. For myself, I'd rather accept hand-wavey previews so that developers can put all of their time and effort into the final product. |
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| Marijn Lems |
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Great and vitally important article, Leigh; here's an attempt to find answers to some of your questions.
"Nobody wants to enter a room of breathless, hopeful people who clearly represent an entire team of hardworking people and be the jerk asking the hard questions. Why would you want to be that jerk so early in the dev process? What's the point?" I work as a theatre programme director and producer, and am often invited to see previews of new performances. The approach I usually take in these circumstances is to just give constructive criticism. Couch your questions in formulations such as "I know this is early in the creation process, but what I'm concerned about, is..." or "Great work so far, but have you thought of..."? The point of asking these sorts of questions is not to be a jerk, but to give the creators a critical outsider's view, and your readers a realistic assessment of the upcoming game's strengths and weaknesses. You're betraying readers and developers alike if you save all your misgivings for the review; perhaps the creators could have incorporated some of your expert observations into the final game. "All we can do is be positive. We don't have any other logical choice but to be positive. Even if something turns us off, what about the people it's intended for, who will probably like it, who will want to know? As media we enter the situation with very little control. There is no other logical sentiment, besides cautious optimism." "And what about the doubtlessly-massive (?!) swath of people who had an honest interest in Crysis 3's premise, its writers?" Both of these would be valid points if we were ever in any danger of losing the "cautiously optimistic" form of preview altogether. But that's never going to happen: there'll always be hacks who literally convey anything a PR person says, so people who like uncritical hype will still be spoilt for choice. The problem is that that is ALL there is, so whenever a Cara Ellison or a Grant Howitt shows up, they automatically make the journalistic landscape richer. Besides, why are you pretending that critical coverage can't effectively communicate basic game information as well? I never ever thought I'd say this, but hooray for Jim Sterling. It is obvious that we could use a little less "respect" on the journalistic side of the videogame industry, seeing as the publishers treat you guys like crap. "Who do we serve?" Your readers, and the development of games as a whole. "What's the role of subjectivity?" Vitally important, as long as it complements a clear account of the known facts. "What do we owe the developer?" An honest appraisal of their work. |
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| Eric Pobirs |
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The preview is PR, pure and simple. If you have to think about that at any length you might want to consider a new line of work with more challenge.
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