Wednesday, January 23, 2008

Incensed By Incentives

So, over at GameSetWatch, Simon Carless (disclosure, I work for him) took notice of a recent trend in game journalism: rewarding writers with bonuses if their stories earn the most comments, get linked in significant places, or otherwise bring in traffic spikes for the site. Large gaming blogs, like Kotaku, Joystiq and Destructoid, tend to work this way, for example. [*CORRECTION: Joystiq does not, actually.] Simon admits to being nosy, as it's a bit "cheeky," as he'd say, to talk about what people in the same industry as him are making -- but there was a valid point to the discussion.

People are always quite interested in the motives of the press in any industry, not just gaming, aren't they? And the biggest traffic spikes tend to happen when something's controversial or sensationalized: rumors, humor, and boobs, not necessarily in that order. It's right to ask whether it's constructive for the industry for writers to be incentivized this way. Rewarded, in other words, for causing a big fuss.

But on the other hand, there are writers out there who are inclined to see high levels of community attention from the 12-17 set as reward enough, regardless of whether they're being paid for those hits. It's a side effect in writing in a somewhat saturated industry. Lots of people want to become game writers. Sometimes, I even wonder if there aren't more people who want to write about games than want to become game developers. And it tends to be unusually tough to get established, and many people even start out working for "credit" -- i.e, free.

Having name recognition is considered a constructive achievement, as it can directly support employability. And doing something different -- addressing a new niche, presenting new ideas or simply having something especially skillful about your tone and style -- is a good way, if you're persistent and prolific, to introduce yourself to the industry and build a readership who is familiar with you. Unfortunately, being hyperbolic, attention-grabbing and controversial is a much faster, much easier way.

Yesterday I talked about sometimes feeling pressured to adopt the de-facto "blogger tone" -- cynicism, exaggeration and theatrics -- which I hate. I can never be entirely objective on how what I write is perceived by its audience, but I do know what my hopes are, and what motivates me. I want to speak to and about the people who think critically about games; I want to elevate the medium, and I want to contribute to and support it. Most of my articles aren't really the kind that earn big traffic bonuses. But I write the way I want to write. Sometimes one of my articles is popular, and some of you are kind enough to write me emails with your thoughts even months after I wrote the piece, and that kind of stuff is close to my heart. On the other hand, I have in the past worked per post with traffic bonuses, and I can't for the life of me remember what stories I wrote that earned those bonuses.

But enough about me. The audience criticizes game journalism -- as they should -- as often, sometimes, as game journalists criticize the game industry. In that way, I think we're a very healthy community. Checks and balances, and all. The audience wants to make sure that journalists aren't prioritizing the best interests of the industry. But, regardless of money, I think it's a dangerous direction when writers feel that causing a reaction for its own sake is in their best interest. I like to think the audience and the industry both know the difference between journalists and people who are blogging for some kind of "fame" and attention -- and there are definitely some writers who should learn, too.

But on the other hand, it's a tough industry to write in successfully. And even when successful, you don't make the kind of money you would covering almost any other industry. Not by a long shot. As Simon points out in his post, it's difficult for people to get paid for constructive, thought-provoking and creative material. And yet there are so many sites that offer up-to-the-minute game news that you really won't get anywhere by just reporting and resynthesizing it. So it's a fine line.

The solution, perhaps, would be for editors and managers to reward writers when they put in the extra effort to produce the kind of content that's consistent with the level and direction needed to individualize and raise the quality of the site. But then again, most of those managers make money from advertisers, and advertisers pay for hits.

And if the number of hits an article received was proportionate to the quality and constructiveness of its content, then it'd be problem solved. But now we're getting into a whole subjective area, especially given that the game audience is broadening so much. And we're not going to stop 14-year-old boys from clicking on Ivy's boobs (or 26 year old women, cough) just to balance the integrity of game journalism. Hey, the changes in Ivy's boobs since the original Soul Calibur are very important and useful to some people.

I'm sometimes called a snob because I distinguish "blogs" from "journalism." I don't think that blogs aren't useful or important to the audience. I'm writing on a blog right now, obviously. Plenty of the people who post on these large-sized blogs are accomplished journalists, who have done interesting interviews with significant people and investigated and editorialized complex issues. Then again, plenty of 'em aren't. And I wish we could pay people for being constructive writers, rather than attention whores.

Simon's post caused some of the Destructoid people to get defensive, as if we shouldn't be talking about this. But Gerstmann-gate proved people really do care about why writers publish the things that they do, and I think (as I said in the comments of that post) that these are questions we should be asking one another.

15 comments:

TOPolk said...

I've loved watching the gaming industry grow. And with it, gaming journalism has grown as well -- for better or worse. And while the sensationalism isn't always the best type of journalism, its a necessary evil. Every other industry has it as well -- be it movies, religion, politics, etc. But like you mentioned, there are writers who write to convey a well thought idea that helps elevate the medium -- which is necessary as well.

While both styles of writing may not be welcomed by all, I enjoy it if just not for the variety. I grew up in the days where gaming journalists went by the names of Scary Larry, Bro Buzz, Sushi-X, and Shoe (the latter having developed into an excellent writer/editor) and could be taken as serious as your average run-of-the-mill message board fanboy. As a whole, gaming journalism has developed into something light years beyond what it was -- whether or not all of those developments are right or wrong, well that's something that's open for debate.

Steve said...

"As a whole, gaming journalism has developed into something light years beyond what it was -- whether or not all of those developments are right or wrong, well that's something that's open for debate."

Well, I'd like to think some of us were already there years ago... it's just the Internet brought it down into the muck.

I started writing about games in the late 1980s, and edited a print magazine for over 12 years. We never used aliases, never traded editorial for advertising, always tried to write relatively serious, thoughtful pieces, we didn't run unsubstantiated rumors, we didn't hold vendettas, we acted professionally and respectful toward our readers and those we covered... no one noticed then, and the only people that really care about this stuff today are certain writers.

The audience just wants stuff about the games they like, pieces that perfectly match their own views. God help you if you actually challenge your readers. So, everyone adopts that cool, cynical tone, because it's funnier and it matches the tone of all of those other kids who find it easier to care about nothing than anything. Unless you're cynical about something they do care about, like Zelda. God help it if you dare say anything negative about Zelda.

I don't know what Destructoid's problem is with that article. It's quite ironic that a blog devoted to snark and criticizing everything freaks out over an even-handed piece that looked at an issue that's relevant to a TRADE PUBLICATION like Gamasutra/GameSetWatch.

chrisgrant said...

In case it wasn't clear in Simon's piece – since it's not clear here – Joystiq *does not* pay contributors bonuses based on traffic, comment generation, or "preferred" inbound links.

Daniel Purvis said...

Huh. This is pretty interesting getting additional insight into the world of Games Journalism.

I'd like to think that the stuff I write about and my style is my own but I'm beginning to question it. Actually, I began questioning before the original GameSetWatch piece was posted.

As a result, and this might sound silly, I've resorted to buying a DICTAPHONE! Woot. Why? So I can literally speak my mind and edit it later. I've worked in radio, talked about games and written, but my raw opinion is ever more present in what I passionately debate in RL as opposed to online. So that's what I'll be doing, writing what I speak.

That cynicism is quite troubling, however. I've noticed in reading even print magazines in Australia that there is a certain "dissatisfaction" with everything. And that makes me distraught? Do I have to adopt the tone to fit in with their "style?" Shit, I hope not! I love games! Why always with the trash-talking?

How publications pay their contributors doesn't really frustrate me too much. From what I've seen, gamers are a discerning bunch. They'll analyse everything their fed (well, the older ones will) and come to their own decisions. Even Kotaku's audience has it's fair share of worthwhile commenters and contributors. If Kotaku resorts even more to sensationalism, I don't believe people will leave but their reputation will be fairly tarnished.

Though, from experience, I tend to be naive to things. So maybe I'm wrong. Maybe the gaming world is doomed after all...

Tim said...

Great post. I'll take quality over quantity anyday.

Nex said...

The key issue, as I see it, is that people are having a hard time differentiating between "journalism" and "entertainment."

When I wrote for Destructoid I was clearly writing for entertainment's sake (and I was fucking entertaining). I had no illusions about being a "journalist" and honestly I never wanted to be a journalist because I find the whole system intensely dull and, obviously, unentertaining.

Then of course I went to work for Wired and chose being able to feed myself over rampant, ego-driven creative freedom, but that's another story.

The bitchcakes reaction you saw on the GSW post is a result of two factors:

1) People (Leigh knows who I'm talking about) don't realize that they aren't "journalists" and that they aren't taken seriously. Of course, they've done nothing to earn that position and demanding it while simultaneously flaming people on the Internet doesn't much help things.

No, I'm not speaking about all of my former colleagues, but if you know them, you can probably guess who I'm talking about.

2) Simon's publication of emotionally charged (yet non-secret) information was taken especially hard by their management. Niero's a great guy, and it's a tough situation he's in with being unable to match the rates of corporate entities like those who employ Mr. Crecente or Mr. Grant. As such, Destructoid has little ability to stop defectors to more lucrative sites. While no one who actually knows Niero has anything but the highest regard for him (and he, in return, for them), the repetitive defections as of late have got to feel like somewhat of a betrayal.

Hence the emotionally charged response.

Now, that that's out of the way, Steve your tone is rather elitist, isn't it? Congratulations on writing about gaming before the dawn of the Internet age, but the same issues that occur now were happening back then, only in much less public forums thanks to advent of the World Wide Web.

Perhaps you're like many other print journos of the old school who are upset that the Internet has given the general public the same exposure and Ivory Podium from which to address the masses that you once had.

But then I realize, again, that the entirety of the Internet, and arguing on the Internet, and attaching any sort of emotional relevance to anything said on the Internet, is comparable to crying when a soap opera character dies.

The whole fucking thing is stupid and I hate everyone.

Duncan said...

I used to go to Kotaku and the like because I needed a news outlet, but I ultimately stopped going because most of the posts seemed to be colored with that same cynicism you hate. Now I tend to go to sites with more thoughtful posts and opinions like GameSetWatch, though I haven't found a sarcasm-free source for news yet.

Of course, that doesn't mean I don't enjoy a little fun from my game writers. I mean, we all need a little humor and boobs now and then.

SVGL said...

Topolk -- I like your perspective. Variety's useful. I'm always writing about boundary dissolution driven by a broadening audience and more connectivity, and it's true that also means we have more options, more outlets, and different definitions of the kind of coverage that is useful.

Steve -- It's an interesting viewpoint, that the internet ruined things. I'm not sure it's quite so simple. I've also observed that many people prefer to read things that affirm their views rather than challenge them, and that frustrates me sometimes -- but I don't think that's new nor unique to gaming.

Chris -- Sorry about that. It was clear in Simon's post and I've clarified it in mine.

Daniel -- A dictaphone? That's such a neat idea! I hate transcription, or else I might try the same. I do, though, try to write (at least on the blog) without much planning and see what just comes out of my head when something occurs to me.

Nex -- You're definitely right about the source of the emotion. But all of us are emotional about our jobs, and we try not to act out in public. We're all served by keeping things professional and pooling our ideas and objectives, even when we have to compete.

Daniel -- Didn't mean to imply I don't read Kotaku; I do, every day, and I think those folks are somewhat limited by the audience they have to cater to. They do a nice job. And I, also, like boobs and humor. I often advocate for sincerity, but it'd be totally boring if we all were too adult.

Steve said...

"As such, Destructoid has little ability to stop defectors to more lucrative sites."

This is true for any small company, though. Microsoft and Google lure the best brains from small companies unable to match their benefits, and it's true of editorial people. (It certainly was true of my own writers.)

"Congratulations on writing about gaming before the dawn of the Internet age, but the same issues that occur now were happening back then, only in much less public forums thanks to advent of the World Wide Web."

That's just it; they weren't. The atmosphere was way less toxic than it is today. The fans were a bit older and crustier, industry was smaller, there was less pressure from advertisers because the stakes were considerably lower, and the people writing were more about being passionate about great games than about being snarkier than the next guy.

I think Old Man Murray is the turning point for editorial tone. Up until that point, you had websites staid, boring Gamespot and Gamecenter. But then OMM started writing funny, snarky pieces, and everyone started emulating their style (mostly badly) because... well, it's funny. And most people didn't get the intelligence behind the humor; almost overnight, injecting random "fucks" into articles represented edginess and biting humor.

So, blame Chet and Erik, who now work for Valve and (particularly the latter) wrote all of those awesome bits for GlaDOS.

"Perhaps you're like many other print journos of the old school who are upset that the Internet has given the general public the same exposure and Ivory Podium from which to address the masses that you once had."

Yes! That's it! Now get off my lawn!

The best thing about the Intarweb: Experience and perspective is considered a bad thing.

Steve said...

"Steve -- It's an interesting viewpoint, that the internet ruined things. I'm not sure it's quite so simple. I've also observed that many people prefer to read things that affirm their views rather than challenge them, and that frustrates me sometimes -- but I don't think that's new nor unique to gaming."

It's maybe overstating it to say the Internet ruined things, but I think direct feedback is a cause of the toxic atmosphere around gaming. Everyone may have gotten there as the audience expanded, but the Internet sped it up.

I do think gamers are way more sensitive to criticism than fans of other types of entertainment. Movie and music fans like to argue about quality, but you rarely expect consensus.

The amount of vitriol directed at anyone that dares criticize gaming itself---does anyone really believe all of the craziness directed at Fox for its idiotic Mass Effect report is helping the perception of gaming or gamers?---or someone who's review goes against the general groupthink is pretty nuts.

Or to put it another way, a lot of Zelda fans seemed happy to see Gertsmann get fired because he gave the last one an 8.9. That number seems permanently burned into their psyche. I doubt anyone has the same sort of view of any individual Roger Ebert review.

SVGL said...

Steve,

True, but I think you might be blaming the whole readership for the way a vocal minority behaves. What you're saying is true when you're talking about the net-junkie, flame-warring 12-21 set (loosely, not saying there are no mature teenagers), but there's a lot broader of an audience than that (the readers of this blog are a great example).

Writing for people in that age group who love to clique up online is challenging in any discipline. But I think it's a case where a small percentage often colors our perception of the whole. I don't think all, or even the majority of the gaming audience is like that. Maybe I'm naive!

Steve said...

"but there's a lot broader of an audience than that (the readers of this blog are a great example)."

As long as that majority remains (mostly) quiet, they're drowned out by the minority. It turns into this feedback loop; you create thoughtful content, get little or no reaction, so one day you say, "fuck it" and toss some boobs in there and suddenly, you get a reaction. It's pretty hard not to be pulled in that direction at that point, which is what I think happened with both print and online when "teh funny" took over from "teh serious."

We tried to make a magazine for older, or at least more thoughtful gamer types, but the majority of our feedback was from kids telling us we sucked because we liked/didn't like a game that IGN liked/didn't like. And even those "adults" reacted more to reviews than to features.

It drove me nuts that the articles we spent the most time crafting ending up getting the least commentary. Maybe it's because they sucked, I dunno. I liked them.

"I don't think all, or even the majority of the gaming audience is like that. Maybe I'm naive!"

I've noticed an interesting thing with my circle of geek gamer friends, most of which fall into that "older, thoughtful" camp; they all love Yahtzee's Zero Punctuation reviews... unless it's of a game they love, at which point they start to pick it apart, talk about whether he played the game enough to "review" it, blah blah blah.

Nex said...

@ Steve:
Good point. I agree that OMM, particularly the emulation of OMM by people who by and large are terrible at it is a huge problem in game writing. There are so few people who can do that sort of thing properly, and when the majority try they just come off as boring, childish or unknowledgeable.

On the other side of the spectrum you have "journalism" which by definition isn't entertaining.

I think this is why I don't actually read gaming sites anymore.

Maggie said...

I'm wading in here a bit late, but I was out of town when all this first appeared. I have to say that we've always had a bonus structure of some kind, at least as long as I've been writing for Kotaku - for us at least, it used to be based on site traffic as a whole & divided according to how much we contributed to that traffic. I believe there were problems with other sites' writers not getting their fair share of the overall site bonus & in an attempt to make sure writers weren't defecting for greener pastures, the new pay scheme was instituted. My base pay is *exactly* the same as it was in 2007 when you account for our required once a month feature, but now we're technically salaried - but those salaries were calculated according to our old pay-per-post output.

I'm in a bit of a unique situation since I don't rely on my blogging income to pay the bills & could honestly care less how big of a bonus I get. *Any* money I garner from blogging is a nice treat, but I don't really *need* it. The extra money I get every month simply augments my academic stipends and paycheck for herding along undergrads on the path to enlightenment & lets me sock a little more away in savings than I would be able to otherwise.

I've never had any delusions about wanting to do gaming journalism full-time; I'm an academic, not a journalist, and I know where my true talents lie. As long as Crecente and Flynn are happy with my work & happy having me around, I'm happy - I am well aware of the fact that many of my pet subjects are things not often seen on Kotaku, and a lot of our more vocal readership has no problem voicing their confusion and displeasure at Chinese MMORPG news or academic stuff interrupting a stream of North American press releases and more mainstream gaming news.

I post 'weird' (for Kotaku) stuff because I'm the token 'one who doesn't belong' and that's my draw (and why they keep me around, I think) and I can literally *afford* to do so, since if they fired me tomorrow, I'd just be a little sad, slightly poorer, and have a lot more time for my academic work.

I will say that our readership can be extremely discouraging & I'm not chomping at the bit to slave over articles that are going to get nit-picked to death or bitched about. There's a very vocal minority that is just never happy no matter what you're posting, and it gets old fast. I just try and ignore them, and refuse to cater to the lowest common denominator. If they don't want to read my work, they can skip over it.

SVGL said...

Maggie,

Thanks for chiming in. We actually have a lot of common interests and I really appreciate your posts, but whether writing about that stuff or even the more mainstream stuff, I imagine it can be rough sometimes with Kotaku's commenters. It's that whole vocal minority thing -- "gamers" will get mad about anything.

On the other hand though, I don't know many of my colleagues who don't read Kotaku, so surely the only portion of the audience you hear from (and this is true anywhere) is the difficult ones.

When I wrote for Destructoid it was also a supplementary thing for me. At the time I wanted to stay engaged with a more mainstream audience than some of my work tends to attract. I didn't care about how much I was being paid, either.

There's a "merit system" for game blogging that has nothing to do with the money -- it's that external pressure that can come from writing for an audience that can be very vocal and very polarized. After a while, it can be dispiriting to have to dive into that hotbed of conflict and criticism every time you write something.

After all, I think all writers want people to read and enjoy their work, or join them in thinking constructively about whatever topic it is they're covering. But in this industry, you can, for example, make ten assertions: nine which someone agrees with, and one which someone doesn't, and it's that one they harp upon.

So something that often feels like constant rejection. You wonder sometimes why we have so few game journalists who do this steadily for a long period of time. I think it probably exhausts people after a while, writing for the center of the market.

Because of that, you can understand when writers become a bit driven by approval. I'm pretty sure it's impossible to avoid thinking about what your audience might like and find timely or relevant in your work.

Anyway, the point of this post was that the thing that concerns me most of all in game journalism is not the financial incentive system, but the nature of some bloggers to unbalance the whole works because their need for approval and reinforcement, even if it's negative, is highly disproportionate. Nobody wants to work for peanuts, but ideally we should be working for the industry and its audience, and not so that someone will make a fansite (or a hate site) about our "wacky" sense of asshole humor.

Fortunately I think that the sites with the largest readerbases tend to be staffed by people who know their stuff and have their feet on the ground. I don't know Crecente personally, but knowing his work and the tone of the site I feel pretty confident he wouldn't allow that de-evolution into sensationalism.

And anyway, Maggie, keep up the rad work, and thanks for posting!

L