Kieron Gillen's workblog

 
             

   
 
 

3/23/2005

 
The New Games Journalism: Year One.
Or How Not To Herd Cats.

I’m sorry.

Really, I had no idea.

A year ago today, I arrived home from a Bath bar, having spent the entire evening running through well-worn theories with some colleagues, hammer out a few thousand words and release them onto the web thinking that all it’d do is cause a little mocking from my peers in the Garricks for a week and possibly garner the displeasure some of the suits. In fact, it caused a little mocking from my peers in the Garricks for about a year, a splash of displeasure from the suits and accidentally created and named a faux-movement.

Sorry.

It’s all got entirely out of control. To choose an example of how perceptions and opinions have altered as it mutated in the public eye, Stuart Campbell went from saying the manifesto was the single best thing I’ve ever written the day after, to memorably describing it as “an excuse for a bunch of over-educated geeks with no communication skills to wank themselves and each other off for hours and hours and hours and hours without ever actually getting to the point”. /Despite/ the fact that Stuart actually likes a fair chunk of the writing.

I was aware I was playing with fire. I didn’t think things could catch fire as much as they have, but I tried my best to create firebreaks to contain the blaze.

The piece was peppered with caveats and exceptions. It’s probably one of the least definitive of any relatively widely discussed manifesto. Hell, it never even /describes/ itself as a manifesto, and makes apologies in case it turns into one. It explicitly states that it’s just one interesting approach to games writing which you should consider playing with, and not meant as a replacement for any previously existing form. It states that while pretentious writing and poetry is certainly one approach, it’s probably not the best and then proceeds to use the perfectly-accessible normal-language Bow Nigger as its exemplar. It says that it’s something lots of people are thinking about and doing anyway, so trying to reduce the sense that I’m saying I'm some kind of genius for making this shit up.

But it didn’t stop people immediately calling it the NGJ Manifesto, saying that it demanded an end to all reviews in favour of indeterminable open-diary emo-speak and in one particularly amusing case, somehow reading it as me claiming to be the New Tom Wolfe.

Still. I wrote the piece, and should have made it clearer to reduce such misunderstandings. Not starting with a rambling talk about the pub, what records I was listening to and a lengthy analysis of the British Games press would have probably helped, but that would have involved me not writing it in the early hours, on a whim and then lobbing it online. I get the feeling if Marx didn’t collapse in from the pub then wake up in the morning to somehow find he’d written the Communist Manifesto before turning in. If he did that stirring stuff about a spectre sweeping Europe would have been replaced by about how much he liked the Barmaid.

Similarly, if I knew it would be as widely propagated as it was, I’d have taken more time and got a production editor to proof it. For some people, it’s easy to dismiss something discussing writing if it’s got any grammatical or spelling errors, let alone the array of incompetence you’ll see on my average blog post. I shouldn’t have given them the chance.

So sorry for that.

While I’m pleased – or at least amused – with much of what’s happened, there’s a selection of regrets about which I’d like a final word before hopefully never posting about the theory ever again. I’m especially sad that there ended up being more New Games Journalism Journalism than New Games Journalism. Yes, magazines like PC GAMER have been doing something that fits under the NGJ flag of convenience every issue and there’s been plenty of stuff online, the discussion of the concept has sort of taken over. While I don’t object to writing about writing, the point of doing so should be to /do/ something with your earned insight.

Which is one reason why the “Stop Writing About Writing” position fails. Writing doesn’t appear out of the ether. It’s a product of concious thought and application of techniques, and you have to analyse how something works before actually doing it. Any writer worth anything has had “writing about writing” conversations inside their head. All making them public does is share whatever insights or mistakes you’ve made. Similarly, while readers can throw the “Only sort of writing that matters is Good Writing” position with justification – after all, why should they care how something is made? - if a writer tries to do similar it rings hollow. It’s a true statement, but a totally banal one. Good writing isn’t a genre or an approach, and to /create/ good writing – no matter what sort of good writing it is – requires understanding and application of its techniques. For a writer to shun discussion of those techniques at best seems disingenuous.

Linking off that, probably the most unintended side-effect of coining the phrase was how its definition has been warped to something it was never originally intended. Among those who like the concept it’s that any piece of “good” games writing is New Games Journalism through simple matter of quality, rather than limiting it to NGJ’s stated group of techniques. Among those who dislike the concept, it’s that all New Games Journalism is prissy, insufferable English-Lit kids masturbating in public, when there’s nothing at all which suggests that the techniques have to be used to create anything pretentious, deep or even meaningful. It’s anecdotal games journalism, so is meant to be as personal as each person doing it. A funny story about something that happened in a game is as NGJ as it gets.

Worse, these bent definitions have even warped my own view. Christ: I call the piece the New Games Journalism Manifesto despite never titling it so. When compiling the Top 10 list at the Guardian I ended up suggesting some material which is about looking at recent games with a critical eye, which while tangentially referenced in the piece was never near its central thrust. I only realised how much the debate had twisted even /my/ conceptions of the piece when I re-read it for writing this.

Broadening the phrase to include more and more material, while tempting, is counter-productive. It isn’t the only approach to games writing I’d be interested in seeing, just one which caught my attention. When many of the piece’s critics argue they’d prefer to see some investigative journalism or similar, sympathise entirely. It’d be amazing to see that. PC Zone writer, Rhianna Pratchett, half way through the year, was doing a lecture about Games Journalism and in her preparation idly asked me which way I could see the form going. While I think she expected me to trot out some of the usual NGJ-styled nonsense, I was actually struck dumb. The question was far too big, since there are so many directions that games writing could and should go, picking just one seemed obscene.

In its widened state, New Games Journalism has become a slightly meaningless label. I’ve seen music sub-genres like Trip-hop, post-rock and Emo referenced, normally in a “No-one seems to know what it means” manner. It’s a fairly accurate, even more so than most of the people who make the comparisons know. All three labels actually have a very specific, accurate definitions, and the confusion has only come through people applying them on a whim and not really knowing what they’re talking about. It’s also accurate because, as words, they get a shuddering reaction from anyone with half a brain.

All of the above was accidental fall out. Even if I can justify some of it, I’m still especially regretful about coining a horrible description which has been applied to people who aren’t actually doing anything approaching what I was talking about. It really wasn’t deliberate. That goes double for anyone aggrieved at being put with in any group with Tim Rogers.

In actual fact, the manifesto was written for two reasons.

Firstly, to get people up to speed.

This function was for a very small group: that is, people who wanted to write about games. Since most people don’t live in a place where they can sit in a pub and talk this nonsense with their peers, I wanted to get isolated individuals who are only exposed to more mainstream games a chance to think about this stuff. Writers, to begin with, learn by imitation. If all their role models are doing the traditional games journalism, they just create more traditional games journalism. Most writers on games of note usually have at least a couple of other strong influences, which they fuse to create a synthesis (For me, it’s mainly music journalism). However, for someone who exists primarily inside games, the standard review may be all they have. So the manifesto existed to tell these people – and just because you don’t come from a more liberal background, doesn’t mean you’re dumb – “why bother wasting their time doing a trad thing when they could do something else instead?” Especially, in the case of GAMER, the magazine would be actively pursuing this work from new writers. “Let’s see how fast it can go” was the inclusive challenge. Let’s have some fun.

Yes, that paragraph comes across as arrogant, but honestly is coming from the opposite pole. It’s because I know how *I* learnt and what pushes I needed to get me writing, I know that there’s people like me who /do/ need permission to do something like this. And a little more on this point later.

Secondly, it existed as gaming’s most glorified referral post, specifically for AB's stuff. Put simply, I wanted as many people to read it as possible. While liking that, some of my friends have noted that Bow Nigger had already been printed in a games mag before the whole manifesto thing, and appreciated and loved. Why hype it again? That's true. It had been printed in Gamer already (But only because Rossignol and I brought it to Donald’s attention). However, its audience post-NGJ is by several factors larger than pre-NGJ, even including Gamer’s 50K+ readers. A grotesque number of people have been exposed to what I still think is a phenomenal piece of game writing, purely because I tied it to an over-arching theory and gave it a name.

Ah. The name.

Reeeeeally sorry.

The name was my biggest, deliberate sin. While it’ll still have caused some confusion, if I was transparently honest I should have called the piece “Games’ New Journalism”, to stress that I was talking about a specific approach and how it applied to games, not New in its Year-zero revolutionary sense or that it was a new approach to writing about games full stop. Because of that, some people can’t get past the idea that some New Games Journalism is over a decade old.

I didn’t because “Games’ New Journalism” simply isn’t particularly exciting. While it’d have caused far less annoyance among those who just responded to the title, it wouldn’t have reached even a fraction of people. In short, I swapped intellectual stringency for soap-box politics in a Faustian deal. I’m sorry for that, but still think it was necessary. The cost was muddying the debate, but without that I don’t think we’d have even had the debate – or the publicity for a lot of interesting work - in the first place.

Labels and names are powerful things, and you should only use them with care. They have clear benefits and costs. The benefit is that it allows people to get a handle on a larger collection of concepts in a simple manner. It swaps complexity for directness, and journalists have always reached for them for that reason. Selling something with a name is hugely easier than selling something without one.

The cost is that the name – the label, the definition, whatever – eventually becomes a cage. It stops being about the work it describes and starts being about the description of the work. People fail to realise it was only ever a map, and mistake it for the terrain itself.

Let’s choose an example thousands of times more important than what we’ve been up to. In the mid-seventies an arty-anarchist-dada-rock scene in London imports the name “punk”. A group of complicated ideas gets brought into focus, and mass popularity. However this very action kills the scene, making it miscarriage onto the surgery floor of pop culture. Revolution is turned into money, with copyist bands who miss the point completely. Punk became a laughable blur of spiked hair and spitting.

But that same rush of explosive energy exposed the philosophy to millions who’d otherwise had lived their life entirely without this onrush of ideas. Punk’s influence echoed through pop-culture ever since, with every band of note owing something to its primal scream. And not just bands either. I wouldn’t be writing this if it wasn’t for Savage’s “England’s Dreaming” selling the Fanzine-ethos to me and reaffirming that, yes, it was okay for someone with no training or cool or culture to write, just to let the A-bombs in their head out.

So, for punk, the cost was worth it. It got the ideas out there to the right people – that is, people. It killed the scene, but it was worth it.

That’s what labels allow. It’s a gamble. It could work. Or it could not.

I’m not stupid. I was aware of what I was playing with. I didn’t think, for a second, that it’d have worked as well as it has, but I knew this would be the potential fall out. So, yes, perhaps I’ve inadvertently sacrificed a small part of the form’s future for some easy publicity for friends, peers and talented strangers. For that, I really am sorry.

But you know what? For the number of people who’ve read pieces they’ll have never had otherwise and the small possibility that there’s someone out there who’s been inspired by all this noise, I’d do it all over again.

So it doesn’t appear that I’m /actually/ that sorry at all.

Sorry.



(99) comments

3/22/2005

 
Guess what I was doing one year ago today?



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3/21/2005

 
"While discussing Playboy: The Mansion last week, we lamented the state of the modern Sim Clones. Despite Hugh Hefner's digital love child being far from a brilliant game, it was still one of the finest things that have sprouted in Maxis' long shadow, because the rest of the lineage are incredibly rubbish rather than merely midly rubbish. The Sims has, perversely enough, proved to be the only huge-selling, genre-creating game in history which hasn't lead to an army of imitators. Doom begat endless Doom clones. Dune II/C&C begat a tank-rush of pretenders. Hostile Waters... well, we can't win them all.

Sims begat virtual nothing."


Sims University review over at Eurogamer. Not hugely pleased with it. The problem with writing the infinite-form review at EG is that you find yourself gravitating towards actually going back to root-logic every time and showing all your working. While this transparent honesty is why I tend to prefer long form reviews (compared to the short form review, where if you're trying to say something too clever you use assumed knowledge to justify criticism. To choose a regular example, saying that Quick-load is a bad thing without ever justifying it. I don't like the arrogance inherent in making such a blanket statement without saying why. It's bullying to the reader, because you're implying if they don't understand why they're just stupid - when in fact, it could be *you* that's stupid if you don't show /why/ it's so. And what a long bracketed statement), it can end with you just hitting an old argument and looking for a fresh spin. It's what I find myself trying to do here, and not really succeeding.



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3/20/2005

 
Attachments attached. E-mail sent. Fingers crossed.



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3/17/2005

 
Picked up from Slashdot, but the first issue of PDF magazine "The Gamer's Quarter" has been released online. Looks interesting, though the name does give me the chills. I prefer my pseudo-intellectualism with a sense of humour and life, and the name suggests a rather dryer inclination.

Thankfully, and though I've yet to really read it, scanning seems to point towards something that isn't that extreme. Vaguely reminds me of the Say Something style - though perhaps not as militarised or passionate - of early State, though a couple of notches less of the purple prose and a tendency to perhaps be a bit more intellectually coherent. Though that could very easily be wrong.

Even if don't like it, I'm glad it exists and consider it worthy of discussion and download. Hence, linking here.





Thoughts on it, anyone?



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3/16/2005

 
"You walk into every review with expectations. Basic critic's prejudice. With something like Playboy: The Mansion, this Sims-esque Hugh-Hefner-'em-up, you walk into the review buried alive in the things. Can't approach the work cleanly, which says something about humans but a lot more about the game.

Anyway, the plan was simple: I was going to rate the game purely on whether it got me off or not. It seemed the only way to be fair. Action games should be rated on how excited they make you. Strategy games should be rated by how much they make you think. Logically, games based upon the world's most famous soft-porn brand must be based upon per cubic centimetre of emissions produced."


Reviewing Playboy: The Mansion for Eurogamer, which I enjoyed far more than I really should have.


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3/15/2005

 
I'm sorry, but I've got to spread this running joke a bit so people don't look at me as if I were insane whenever I use it.

Walker's been reviewing a game called Legacy. It's the usual sort of thing which ends up in his lap, being a foriegn rendered adventure. Putting aside its quality - though you may be able to guess, knowing Walker's reputation - it has one absolute stand-out feature.

A theme tune.

Available here.

It plays over the credits. Listening to it, you may wonder how on earth it relates to the game. Thankfully for our communal sanity, this piece of seemingly nonsensical - yet highly quotable - europop nonsense that *somehow* reminds me of Brassy, really doesn't. It also never answers the question that if the woman is actually the Sheriff's fiance and they've been engaged for eight years, how can he not have asked not asked her to marry him? That's what "engaged" means.

So - now when Walker or I say "You strike me as a VERY jealous woman" (Which I'll do to the concubine every time she gets in a bit of a tiff) or "You don't look like a Burglar to me" (Whenever his house gets robbed), you'll know what's going on.

It's not "War's never been this much fun", but sterling show. More of this sort of thing, B-developers. It'll get you bonus marks, and - let's be honest - you need them.


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Guest editorial time, from Graham whose extended thoughts wouldn't post in the comments section. Take it away Graham:

*****

There was one thing from the talks that confused me:

"Then there was the Nintendo keynote. This was the company who established the business model that has crucified the industry today.. Iwata-san has the heart of a gamer, and my question is what poor bastard’s chest did he carve it from?"

This is from Greg Costikyan, and to me it seems like he's taking a dig at the only company that has any clue right now. While Microsoft prattle on about the HD era, where everything is bigger and brasher and so on, Nintendo are the ones who are being innovative in hardware and software. Nintendo are the ones who are making these small, fun games that pay little attention to graphics (though still, it must be said, look nice). So I guess it just seems like he's kicking the only ones who might be in his corner.

Aside from that though, it's nice to see that developers feel this way. Developers are the ones that need to carry out the change, so it's good they're convinced.

Really I'm of two minds. On the one hand, I think there are a lot of people who play games without ever really thinking about them. There are those who go into stores, buy the occasional magazine, and simply go for the latest racing game or football game that looks good on the back of the box. I'm worried that there's a lot of people who are happy with that, and perhaps aren't brave enough to try the odd looking new thing with the 2D graphics that doesn't have wheels OR balls.

Then, on the other hand, my right hand, I have this feeling of "If you build it, they will come." Did anyone think The Sims was a marketable concept before it became the biggest selling game of all time? I'd doubt it. I mean, I watch the full Revenge of the Sith trailer that was released a few days ago, and I think "Man, I want the game that looks like THAT." But what have I been playing most over the same space of time? Tower of Goo, which was created in 4 days and is available for free at http://www.experimentalgameplay.com. I have an XBox, a Gamecube, a powerful PC, a bookcase full of games, and what I'm playing has no discernable end, no menus, no nothing really. I've reached the goal of 25 feet - nothing happens. Yet I keep going back and doing it again in new ways, or just going back to mess around, making odd blob-idols that I then tip over in sacrifice to some imaginary God. It's just fun.

So really I agree with Spector's view, that it's the distribution model at fault. I'd wager considerably less people try out new games at £35 than would at, say £15, or £10, or £5, or if it were downloadable online. Case in point: music. All new music I hear I discover because someone online mentions it. My brother writes about The Go! Team on his blog, so me and my other brother immediately download it from iTunes. A week later and you write about them here, coincidentally, and a week after that and I've already prompted another three people - two of whom were complete strangers - to go and get it themselves. If Thunder, Lightning, Strike were only available in a store, hidden behind a long train journey, would the same thing have happened? No, it wouldn't. Because I'm lazy, because train journey's cost money, and because FOPP, HMV and Virgin all suffer from limited shelf space and never stock the things I'm looking for anyway. It all comes back to an article I read some time ago called The Long Tail (http://www.wired.com/wired/archive/12.10/tail.html), where it's explained why Amazon make more money from the niche markets than the rare megahits.

The same could hold true for games.

If they build it.



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3/14/2005

 
"We’re the only medium that lacks an alternate distribution system. All we have is boxed games sold at retail. This is changing a little. But think about our competition for your entertainment dollar. First run, broadcast, reruns, DVDs.. you name it. hardback, paperback, e-book. Theatre release, pay-per-view, video, DVD. We put our thing on the shelf at Wal-Mart, it sells or it doesn’t, and OMG you just blew 10m dollars. The publishers not respecting developers, this is not the problem. We have a flawed distribution model. There are very few ways of getting a game done these days. Developers.. why should we get a huge return? We’re taking some of the risk, but the $10m, the marketing space, the retail space all belong to someone else. We have winner-take-all business that carries a lot of risk. So .. we have to find alternative sources of funding. Chris Crawford used to rant about how we need patrons.. I don’t care if it’s wealthy patrons, I don’t care what it IS, but it’s critical that we divorce funding from distribution.

We need alternative forms of distribution too. I’m not saying publishers suck, although I do believe that in many cases. [laughter] If the plane went down who would care about the marketing guys? We need another way of getting games out there and in players' hands. If any of you bought half life 2 at Wal-Mart, please just leave the room. Has everyone bought Bioware’s online modules? JUST BUY THEM, OK, even if you don’t have the original games! We HAVE to get games into gamers’ hands. So I’m not saying publishers are evil.. if we do all this and go direct to our consumers with games funded some OTHER way than EA or whoever.. we’ll keep more of the money.. we have to find someone to pay for it and find a buyer after. We need Sundances. Independent Film Channel. Equivalents of those. Just try to find some way of funding your stuff that doesn’t come from a publisher."


Graham forwarded me this on Friday, and it's been all over the games feeds and blogs since, but I didn't get a chance to read it until now. Interesting stuff. Angry, angry people.

I've quoted Spector just because it made an interesting compare and contrast between what I rememebred him saying at a previous GDC, where his speech was on developers not worrying that they're working on a licence and just concentrating on creating the best licences they can.

Something's changed here.

Oh - and another quote which nails a central issue for next generation, this time from game designer Greg Costikyan: "Those budgets and teams ensure the death of innovation".



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3/10/2005

 
"It's a Real-Time Strategy Game.

This, if nothing else, makes Act of War: Extraneous Subtitle something of a rarity in the busy gaming world of 2005. While every other game seems to be integrating elements of everything from role-playing games to platform games (at least in the case of the widely anticipated Command & Conquer: Its-a Me! Yuri!), Act of War keeps things familiar. If you brought someone forward in time from those crazy salad days of the mid-nineties, and put a line-up of games before them, they'd identify Act of War with a cheery "Yes - that's the RTS". It has Strategy. It's in Real Time! It's a game! It has Strategy and it's in Real Time and it's a game! It's a Real Time Strategy Game!

[Actually, it's a Flight Sim -Inevitable Pedant]"


Act of War review over at Eurogamer. I'd have named the inevitable pedant Taurus, but that's too injokey even for me.



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3/08/2005

 
Panelbleed is playing up at the moment, so I post this here for now. I just wanted something not related to that TLA on the page.

“Crying Yourself To Sleep Over Your Losses, Regrets And Loneliness”
MEK #1-3
Warren Ellis/Steve Rolston

That Mek stays with me proves that brilliance alone is never enough.

Mek was one of the barrage of pop-comics Ellis penned towards the end of the WEF-infamy. The reception was mixed to say the least, with the best – Red features some of the finest action comics of the last five years – getting mixed up in the general apathy that the genuinely abominable Tokyo Storm Rising. Mek sat quietly in the middle of the group, engendering little more than a shrug in most comic-based discussion and a little affection in the cultural-sub-sects it mirrored.

This is understandable.

It’s slow paced. Not an awful lot happens. It hits a fair selection of Ellis’ more familiar tropes. Certainly, at a glance, the tenet of the piece seems terribly close to something that’d be thrown away in a panel in Transmetropolitan. Equally, with a couple of memorable exceptions, Rolston’s art proves wholly unsuitable. While managing the fashion and feel of a real pop-culture, never even vaguely convinces in its central conceit.

The conceit being a pop-culture set based around elective cybernetic surgery: Mek.

Sarisa Leon, Original Mek-scene-former and now Washington Lobbyist, returns to the place of its birth to find that while she’s been away its mutated from an art-culture to street-violence. Her old lover has been killed in a Bad-Mek deal gone wrong, and she needs to find out why. And then she does so. And then she does something about it, and it’s not quite what you expected.

The “it’s not quite what you expected” is why Mek sticks with me when better comics – hell, even better Ellis comics – have been forgotten.

Until the third issue, you believe that Sarisa is a driven, sympathetic protagonist disappointed with the scene she helped created and trying to get to the heart of it.

At which point you discover that she’s actually a monster.

Re-reading, you realise it’s been there all along and you just didn’t notice it. The fact that we were following her is the real reason we find her sympathetic: she must be the good guy, as why else would we be spending so much time with her? Her hard expressions and occasionally abrasive attitude… well, Ellis has produced so many hard-characters working for the greater good, we’re accepting of it. Even Rolston’s art helps convince us, with its personable, even cute, characters.

But, no, she’s a monster.

Here’s the problem that Mek illustrates beautifully: that the people who change the world are the people who want to change the world. After all, what sort of person would actually attempt to manufacture a movement from disparate strands of social fashion? Someone who lacks something in the current one.

Circa Baader Meinhoff there was another group in Germany who formed around a radical psychiatrist. He militarised his group of patients, arguing that rather than change people whose mental disorders mean they can’t function in society, the problem actually lay in the society itself. If society changed, then their disorders would cease. Hence, terrorism by the insane to destroy an insane society.

That sticks with me even more than Mek does, because it makes a similar point. There’s something severely wrong with anyone who’d attempt to manufacture something like Mek, to push it further, to try and tie it under an easily digestible banner and… well, you’d have to be someone like Sarisa Leon, crying yourself to sleep over your losses, regrets and loneliness yet still prepared to kill anyone who dares get in her way or crosses her plans.

But it’s not quite so simple. The Bad Mek society of Sky Road is shown to only be the hardest edge of Mek culture. While it’s a social problem, Mek is accepted in a lesser form by the whole of society, exploding from her and her friends attempts to get the message out. Would Mek have happened in the same way without her efforts? As quickly? Been picked up by as many people? Been accepted? Been even talked about? Probably not.

Mek leaves me thinking two things:

1) Monsters can do good things too.
2) It doesn’t make them any less of a monster.



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3/07/2005

 
"Time for a Monday neologism: Post-genre.

The theory goes like this. If we're looking at computer games, when videogame manufacture was first democratised by the appearance of home computers, no one had any idea what they were doing so they were forced to invent by necessity. Ideas were thrown together just to see what operated well, or even operated at all. These times I'll describe vaguely as "pre-genre".

Eventually, however, they hardened into solidified idea-clusters which were the modern genres, each with specific characteristics. In fact, if a game failed to fulfil some of these criteria, it could often be dismissed as a bad game, when in reality it was just a bad example of a particular genre and really succeeded as something else. Games reached the "genre" state at different rates. A late appearing genre - like the first-person shooter - was still pre-genre up to the point where Doom appeared. Take the original System Shock, developed by Looking Glass. Since there had never been anything quite like it before, they created something that still stands slightly apart from the FPS. If it appeared a year later, its controls would have probably been more akin to Doom because the genre had properly defined itself.

Genres are a great aid for the gaming public as they get used to thinking about and playing games. We reached the point where there are people who don't just like the idea of "games" - they like specific genres or sub-genres. Or even singular mods of games: I'd imagine there are people out there who haven't played another game seriously since Counter-Strike appeared all those years ago [in which case, get help! -Ed].

Except we've started to move past that."


Mind download time with my review of Darwinia over at Eurogamer. For once, including an Ed comment that I didn't actually write myself.



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3/04/2005

 
"Last week’s blog on the state of videogame writing, and the possible solution offered by New Games Journalism, attracted plenty of debate, but many of you wanted to see a few more examples of the NGJ style.

So I got together with Kieron Gillen (veteran games journalist and comic book writer, responsible for the NGL manifesto), Ian ‘Always Black’ Shanahan (writer of seminal NGJ article ‘Bow, Nigger’), Jim Rossignol (another veteran games journo and NGJ stalwart), and Mark Donald (editor of PC Gamer) and drew up a list of ten articles available online and indicative of the New Games Journalism approach.

This is a varied bunch, but I think what connects them is emotion, insight, and often a narrative rather than methodical structure. Whatever, just read and enjoy."


I keep on getting the bit in Talking Heads' "Once in a Lifetime"'s where Byrne yelps "And I think to myself... MY GOD! WHAT HAVE I DONE?!!) playing inside my skull this morning. And not in a good way.



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3/02/2005

 
""I have a confession to make." typed BabyDoll."

AB's Possessing Barbie goes online. Originally appeared in Gamer a few months ago. My current favourite piece of games journalism of all time.



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3/01/2005

 
"Maybe it’s the novocaine – is that what it’s called in the UK? Perhaps not; still, it’s such a pretty word – but right now, frozen in the dentist’s chair, RedEye’s never been more in love. The dentist looks like an angel, her white light halo made from anglepoise medical lighting. She pushes some cotton wool firm against RedEye’s gum, and then touches the grinding tool back to the lower left molar. Everything inside his head vibrates; above the buzzing and the clean hiss of the moisture suction pipe, the assistant hums whatever’s on the radio. It turns out to be Nelly vs *NSync. Man, that just makes everything perfect. Good stuff, novocaine.

“So, you write about computer games?” she asks.

“Riggiogamegh,” replies RedEye. The dentist nods sympathetically."


Ste Curran comes out.

"Other journalists have their press trips, but it's the sheer quantity and unlikely decadence of the games junkets that sets them apart. At virtually any time in the year, there will be a bunch of pasty hacks living it large in LA, San Francisco, Vegas, Tokyo, various locations in Europe (which doesn't really count), and the UK (which is considered an insult). In the last month, as a freelancer across several titles, I've visited Paris, Dubai, New York and Limerick, with the forthcoming week offering a launch party in Berlin segueing into three days' snowboarding in Val d'Isère."


Steve Hill on the glorious excess of life as a games journalist. Or perhaps, more accurately, the glorious excess of life as Steve Hill.


 

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