Gaming magazines were magical 30 years ago when game companies were black boxes. Games just appeared on shelves one day and you had to rely on the publisher's brand name as a guarantee of quality. Simpler times. You could maybe get a highly-editorialized sneak peak from a gaming mag a few months early.
Now, it's almost like games are made in public. Everyone knows what you're working on thanks to leakers and court filings. Every developer's life is analyzed and used as fodder for the rumor mill. Companies are basically forced into early-access because the cost of a bad review by a prominent influencer post-launch is too high.
Additionally, those magazines were a good source of game hints. Nowadays, most games are developed with the assumption that players will already have the knowledge passed to them from the Internet. You don’t see nearly as many games where the emphasis is on discovering tricks and quirks. It’s now about cold optimization or just going through the motions.
That’s not to say games were better back then. But the newer generations will never know the joy of checking the mailbox every day and seeing that brand spanking new issue of Ultra Game Players Magazine, then being the only kid in the neighborhood to know about the next gen console specs, and feeling cool about it.
well, as public as a celebrity. You'll get all the juicy gossip and drama but almost none of how the sausage is made. Dev talks at places like SIGGRAPH and GDC are absolute gold mines for public info that would be closely guarded secrets 20 years ago for AAA games, but those are still rare and far between.
>Companies are basically forced into early-access because the cost of a bad review by a prominent influencer post-launch is too high.
I think this is a pretty recently dying sentiment these days. AAA games feel buggier than ever and the launch for some may as well be an open beta. They want to get players in now and fix it later after hoping they recoup costs. And I guess it still works enough to keep doing it.
The Internet existed back then, but 20 years ago there was no real great way to get discussion on the newest games. gamefaqs.com existed, but it wasn't comprehensive by any measure in letting you figure out if a game was worth trying.
Game Informer on the crapper was the best use of time. What probably killed it for me/caused me to cancel my subscription was the rise of cellphone use on the toilet.
30 years ago, there was usenet and the rec.games.* newsgroups. Some FAQ writers from that time are still highly regarded within the current scenes in those games
Seems like “gaming journalism” has been replaced by independent journalists or random social media “influencers”. Mostly the latter.
Gaming mags like Game Informer used to be the premier source of gaming industry news - exclusive interviews with publishers and studios, and game reviews. The reception of these quality articles largely determined the success of games.
But now? Just buy off a few “influencers” with significant following, have them play through the happy path, review, edit and approve videos for positive vibes.
Formula for success. No need to push out quality anymore. Keep milking the cash cow game series.
Very hard to find a good game these days. Have to sift through at least a dozen of shit games in the marketplace before settling on something half decent.
All those game mags in the 90's were riddled with ads. Plus I remember renting NES games from Blockbuster and other video game rental stores. 12:1 shit ratio was true then.
Still, I think Game Informer was one of the better magazines, along with Video Games and Computer Entertainment.
But the demise of print-based anything for games was rather obvious once broadband Internet became ubiquitous and online gaming became a real thing. I haven't touched a magazine let alone a video game magazine in over a decade. Doesn't mean they're not cool to have, or don't perform a valuable function, but I'm surprised it lasted this long.
Just to confirm, I have strongly nostalgic memories of gaming magazines from the 90s, and recently decided to bring my 8 year old son to the biggest international magazine shop in my northern European city in hopes of giving him a taste of the joy they brought me. But the selection these days is simply garbage. Only a couple of gaming magazines remain and they were very gimmicky with little journalism or substance.
I was subscribed to a (physical) game magazine until a few months ago though. And I stopped more because I didn’t actually have time to read them.
The reviews there were actually trustworthy, so if they gave the game a decent score I’d know that it’d be an objectively good game (even if that particular game would be a bad match for me)
At some point in my life I started watching people play games on YouTube far more than I play games myself. There are a handful of channels I follow where the creator (influencer?) plays a wide variety of new games completely uncut. Very often, for a single game there are 100+ 30 minute videos of the entire game.
I find this kind of deep-dive into the game to be invaluable. Good creators/influencers make it abundantly clear when they are taking a sponsorship. It is also usually clear when a sponsored game gets 4 videos (total of 2 hours of content) how the creator feels, even if they don't explicitly criticize the game. Although, the better creators will offer unbiased opinions even on sponsored content.
When I compare this to the vast majority of gaming "journalism" that I grew up with, I am more than happy with the new status quo.
Just out of curiosity about the gaming journalism you are talking about, what gaming era did you grow up in? For instance, for me it was the mid 90s to early 2000s, the days of the demo cds, etc. Somehow the whole watching other people play games movement missed me, not saying that's good or bad, maybe its just an artifact of my own life and has little to do with my generation in general.
I grew up with magazines (and demo CDs) before the Internet. I worked for a while in the game industry, so I've always kept up with it.
I just don't have time to play another 100+ hour RPG or slog my way through a FromSoftware game, but I do want to keep tabs on what is being done. Sampling 5 or 6 hours of the 100 hours of gameplay for games I know I am unlikely to purchase was a compromise. Then it became a habit. I now definitely spend more time watching people play new release games than watching Netflix, etc.
And this habit has resulted in me buying and enjoying games I never would have found otherwise.
I’m into it from like an eSports perspective, but I will say that streamed gameplay is a pretty good preview indicator for games that don’t have demos. Streamers can be biased, but there are fundamental things they cannot fake, like say how pleasant the UX is.
Demos are limited in that often they’re a short snippet of game and may not be indicative of the whole thing.
Your mention of demo CDs just made me extremely nostalgic for the days where I played Star Wars: Rebel Assault, loaded from a CD-ROM in a single-speed Mitsumi drive. The loading times were probably atrocious but the graphics were cool…
>Good creators/influencers make it abundantly clear when they are taking a sponsorship
The issues aren't sponsorships which are always obvious, it's that content creators are by the very nature of their business model completely audience captured. They don't review things that aren't going to get them clicks on their channels, and if they do they're unlikely to give a truly controversial opinion that conflicts with the views of their audience or sours the relationships with a publisher.
That is the real value of journalism, gaming or otherwise. There's a firewall between the audience and the writer and there's institutional power that gives writers independence. Content creators are, the overwhelming amount of the time, just an amplified version of their median audience member which is why companies love them much more than journalists, and it also means there's zero signal in what they say.
I think you may be underestimating the degree to which reviewers were captured by the publishers. It was a pretty big meme back in the day, where AAA titles pretty much always got a 7 or more. The incentive back in the days of magazines was early access to games. If your magazine didn't have the newest blockbuster on the cover along with an in-depth review then your magazine wouldn't sell. That meant that you had to have a relationship with the publisher, a relationship that would get chilly if you didn't consistently give the publisher good reviews.
I remember when Kotaku started (long before they were bought out) and they were lauded as being immune to this interference. Same with Giant Bomb, which has now changed hands many times.
I'm not saying the current system is perfect - I'm just saying that my own preference has completely changed. I stopped reading game reviews probably a decade ago and now I have a small selection of creators who have proven themselves to me. They didn't do so by trying to be a YouTube equivalent of game journalism (ala TotalBiscuit or Zero Punctuation) but simply by playing thousands of games. The review is incidental, their primary focus is on playing the game.
The days of listening to the opinion of someone who played the game for 5 hours in a rush to meet a deadline are gone for me. The days of someone shoe-horning reviews into gameplay/sound/ui/audio breakdowns are gone for me. For almost any game I care about there is someone who is just playing it, and I watch them play it, and decide for myself.
Exactly, I remember so many of the mags being hot garbage, and the industry itself would gladly blacklist a journalist that said anything bad about them.
The thing with lets-players and different youtubers is there are a bunch of small time ones that like a particular genre and play things around that. If you don't like the ones you're seeing, search around and you'll typically find a number of different people playing the game and putting up on YT.
Gaming journalism was never good in the first place. People like to dream about some supposed golden age there, but it was always 99% press releases and puff coverage designed to never acknowledge that any game could ever be bad.
"Game doesn't run, and it also killed my cat. 6 out of 10."
I used to write for one of the bigger Danish gaming sites back near 2000. Some of my articles even made it to some of our national news papers which contracted particularly well written reviews back then. One of the first thing I was told by the bosses was that certain games needed a 8-10/10 or they would stop sending us review copies, and that was just how it was. It wasn’t in anyway serious. One of my articles which ended up in Jyllands Posten was for a dogs life or whatever it was called and I had spent maybe 5 minutes playing the game. I think that was the reason my review got so popular, because I covered my ass by being creative writing it from a dogs perspective and basically saying nothing about the actual game. I also once gave temple of elemental evil 8/10 even though it was so horribly bugged that it could barely run solely because I liked Trokia games.
I was a teenager doing it as a side gig for paper route money, so it’s not like my integrity was ever really in it. Nobody reading my reviews knew that, however, I was presented as an adult full time employee by the company. So yes, it was always pretty bad in a lot of places.
Yea, there are massive piles of good games these days. With that said, there's an even bigger pile of total crap, so it really does take a bit of work to figure out what's good. But the thing is, that information is out there if you spend just a bit of time on YT looking for it.
That and check the demos out. Unicorn Overlord for example released a (massive) demo. In my case though I just listened to a small youtuber who has excellent taste in games... and I thought that it was a better game than he did at first (although he's now also on the 10/10 bandwagon).
Escape from Tarkov is a dumpster fire of a game, and scav AI is almost as good as the AI in a single-player NovaLogic game back in the early 2000s. There was great potential when I was playing it back in real beta, when the only map was Factory and you kitted your PMC out with weapons still missing receivers because that was all you could get. Streaming, along with incompetent devs desperately trying to avoid conscription, ruined that game,
The biggest problem with EFT, IMO, that also affects other games is that the game needs a constant stream of newbies to act as "content" for the high-tier players and those willing to stream the game.
There's three things that exacerbate this issue:
* Everyone is in the same lobby
You're matched up with players with no regard for skill or gear. If they split the community by some sort of skill measurement, the high-tier players would be stuck in queues waiting for their peers, so that option is probably out. Splitting by gear is possible and worth exploring, IMO. (Imagine a zero-to-hero lobby where everyone starts with a pistol and a can of beef stew.)
* Insurance, post-raid recovery of items
People can get many of their items back when they die during a raid for a relatively small upfront price. They can commit "fraud" by ditching insured items before they die, guaranteeing they can get them back later. This allows high-tier players to preserve more of their high-end loot indefinitely and the fraud part makes it harder for lowbies to get the good stuff earlier. IMO, insurance should be ditched entirely.
* Characters can level up skills, attributes
Like a lot of games, in EFT you can boost your skills and attributes in game. For example, you can make it easier to spot loot and reduce how much water/food you need. Naturally, experienced players will have characters with higher attributes, which tips the balance even more in their favor. I think ditching this would help a lot.
Similarly, characters can gain access to higher tier loot that they can simply purchase in-game. They can buy items lowbies will have basically no chance to ever buy, and because of insurance fraud, may never even be able to loot.
All of this is usually written off as a "skill issue". I concede that my issues are mostly related to skill. But the fact is that different people have different skill limits (and of course time to practice) and adding game mechanics that exacerbate the differences makes the game less fun for newbies -- the very newbies that they need.
A strange jab at avoiding conscription - I’d rather everyone in Russia did that and not gone to that insane war.
As for the game, well that’s a hot take
If you only played in early Factory-only days you probably have seen maybe… 5% of the game?
It’s the deepest and most complex FPS there is mechanics-wise, not to mention the map design is simply above and beyond any other first person GAME, not just shooter. The developers seem to craft enormous multi-level maps inch by inch, with minimal copy-pasting. It’s on the level or better than Red Dead Redemption 2 level design and that’s a multi-billion dollar game.
Not to mention the mechanics that turn any engagement into a 10D chess.
As far as AI, eh, it has improved (you can call the scavs using voicelines and they will reply, and ever eventually command them, so you can have 5 scavs following you around the map reenacting some degenerate version of D&D :) I assume AI will keep improving faster now as they’ve added PVE mode (if that’s your thing).
Ultimately Tarkov is PvP that is unparalleled and the emergent storytelling that comes from encounters with other humans.
If you really haven’t touched in 5(?) years I’d urge you to give it a shot - the new wipe starts Aug 20 (booby traps, Molotovs and burning mechanic, UZI and M60 are coming). I heard it may be the last one wipe before the release - at least the devs started to talk about 1.0 and that the game is close to being ready (I agree actually).
> Just buy off a few “influencers” with significant following
If it was that easy there would be no unsuccessful games.
> Very hard to find a good game these days
Hard hard disagree. We're drowning in great games. The 90% of everything is shit rule is the same as it's always been so I'm sympathetic to having to sift through hay but there are more needles than ever before.
A lot of the difficulty finding good games is simple volume. The cost to build a game has come way down from a quarter century ago, and more people than ever who have an idea have fewer gatekeepers than ever putting that idea on your screen.
In many ways this is good (consider Minecraft started as a dream and a very clever price curve). But I think we have passed the event horizon where content comes out faster than it can be consumed.
2023 was arguably the best year for gaming since it became completely mainstream with Baldurs Gate 3, Zelda (tears of the kingdom), spider man 2, cyberpunk dlc and more.
You're probably just too active on streaming/YouTube game review sites if you honestly think that.
>No need to push out quality anymore. Keep milking the cash cow game series.
The opposite is happening which is the scale, detail and complexity of these games have instead dramatically increased resulting in much larger teams and longer development times. The sequel to Breath of the Wild (one of the best selling games which has no online transactions to milk) took 6 years to develop. We still don't have a new 3D Mario game since 2017 but is supposedly in development.
I think this is out of touch with reality. Nobody is "buying off" influencers (except for scummy gatcha games). And companies are still making quality games. I think what happened is gaming companies started targeting younger audiences. If you grew up playing Doom II or Quake you probably won't want to re-experience new games that are made for kids. You want games made for you, in your 30s or whatever. But they don't exist, or if they do, they're poorly made.
As someone who mostly plays (J)RPG's nowadays, I have to say that there never was a better time for the genre. So many great new stuff and ideas, but also some incredible remakes that came out in the last few years.
Game journalism was literal ads/dogshit.
I used to buy them a lot for the free games included as kid but the reviews were laughably bad even at a time when there wasn’t much of this content online available.
Now you have excellent reviews by real people actually playing the game instead of some „journalist“ pretending to.
Good riddance, you won’t be missed game journalism
Those influencers are for sale but they're still more reputable than the traditional media. For the most part they're not very good at faking enthusiasm for a bad game because they betray more genuine emotion in the video format they use, vs text-based mediums where it's trivial to lie with a straight face.
No they aren't more reputable, they're cheaper and unfortunately have greater impact. A streamer playing a game to their 10k audience, despite the game being shit, will still result in guaranteed sales in a way that makes full blown marketing campaigns in traditional media pale in comparison.
It literally doesn't matter how good or bad they are at acting, all that matters is the game gets coverage on their channel, that's exactly what the campaigns are paying them thousands for. Yes, thousands.
Reputable was the wrong word; the point is it's easier to tell when they're lying because their face is on camera. Written reviews don't have that.
I can tell if a game is good or not by watching people play it. I haven't been duped yet. It's always obvious when the game is a stinker and the person playing it is straining to look like they're having fun.
Influencers is such a better system. I think two things sealed the fate of gaming journalists: (1) the Internet killed journalism revenues, and (2) the Internet showed gaming journalists what their fans are really like. A lot of them couldn't handle the double whammy and spent their twilight years using all their power and influence to destroy their readership, sort of like how Hitler tried to destroy Germany on the way out. I wouldn't call that quality and I doubt anyone misses them.
In this analogy, game journalists are your Hitler equivalent? I guess there's an epistemic closure where it certainly wasn't The Gamers who decided to have a pretty massive case of "any woman in gamedev must be a slut and feminists are destroying video games" for half a decade, but that closure has little bearing on reality.
"In March, Game Informer introduced out a way to subscribe to the magazine directly — previously, you could only get the magazine by buying issues on their own or through a GameStop Pro subscription."
Huh, that sounds crazy. Even back in the 90s subscriptions were common in the UK. I would get a 6 month/1 year sub to a magazine i liked for a birthday every now and then. There would always be a page trying to get readers to sub.
I assumed this is how the likes of Edge still survive.
It might seem counter-intuitive, but Game Informer was fairly recently (and for a good stretch) in the top ten of US print magazine circulation -- mailing out 6-7 million copies a month. As people stopped subscribing to magazines and buying them at newstands the top circulation magazines were magazines that came with another product or service. Current tops are the AARP Newsletter and the Costco magazine because every member of those clubs gets a magazine in the mail as part of their membership. Game Informer benefited greatly from being a free add-on to a membership GameStop employees pushed hard.
I wasn't familiar with what Ryan Cohen's been to on Twitter, but just looked and at risk of overusing the word, that's some weird behavior. It has been truly strange to see business leaders revert to acting like they have the impulse control, sensibilities and perspective of middle school boys.
I think people want to feel angry, it’s a shot of adrenaline with the same feeling as drinking coffee. The ones that panders to rage bait like Washington Post and IGN are doing relatively well in a difficult landscape.
It is horrible, but is probably how we are wired and something deeply unconscious, and I try to combat this by asking myself what kind of feeling a certain website will give me, before clicking, which seems to do the trick.
I wouldn't have guessed Game Informer was still around. Growing up, I felt it was like the little brother of GamePro and Electronic Gaming Monthly, both of which published much bigger issues.
But my parents were frugal, so Game Informer was the first magazine subscription I ever had. I credit it with greatly improving my reading skills by exposing me to journalism.
I never thought so. I considered it fluff when getting a Gamestop Pro membership. I'm surprised that so many people here considered it a high piece of journalism. The Pro membership did pay for itself, in some effect but after once or twice, I did not renew the subscription and went out of gaming entirely.
Imagine that, a magazine, marketing puffery designed to push the very product that said store was selling - is going to be missed.
But then again people had the same outcry when, say, the Sears Catalog went away.
--
As for magazines I personally missed, Nintendo Power, EGM, Playstation Magazine were all of a higher tier and quality, and I'm sure I'm aging myself there. :)
It was always kind of undermined by being tied to GameStop, but they did serious journalism from time to time and would have detailed behind-the-scenes/preview pieces and exclusive announcements. I can't remember ever seeing anything bad published by them, unlike some other outlets, even if I didn't visit their website regularly
But I thought GameStop stock, the meme-y one beloved by Matt Levine was riding high. Surely GameStop has sold enough stock to meme-y retail
Investors to afford a couple of yachts for each board member and keep a game magazine going - send a free copy to every stock owner surely ? What a waste of marketing
If anyone reads anything Matt Levine writes about GME and goes "ooh, I want that", they have conclusively failed at literacy, both media and mathematical.
> Investors to afford a couple of yachts for each board member
Board members generally hold stock and don’t receive large cash payments from the company. The board represents the shareholders so there would be a massive conflict of interest if they made more money from the company in cash than from shares.
The point I was making is that an irrational rise in your stock price is the perfect time to sell stock in order to capture that rise - it’s almost a fiduciary duty. So selling 100 million of inflated stock should give them the opportunity to fund a lot of marketing projects, focus on the underlying business - not to cut costs and hope to survive. Either you believe there is a world for real world shops in a market dominated by Steam or you give the keys to the stores back.
Now, it's almost like games are made in public. Everyone knows what you're working on thanks to leakers and court filings. Every developer's life is analyzed and used as fodder for the rumor mill. Companies are basically forced into early-access because the cost of a bad review by a prominent influencer post-launch is too high.