" Consultancies are mostly staffed with former game journalists, and so I certainly had no idea, for example, that a games journalist doing a phone interview with a games dev could expect to have " a PR person on the line during entire conversation", who would then call back later and request elisions and alterations.Īs for the involvement, or even the existence of "videogame consultancies", well that was a completely new concept to me. I hadn't realized that game devs had to be 'handled' by PR people during public interactions, much like screen actors or members of a boy band. Some of the detail is new, though, and disturbing. The parts of the interview that revolve around presentation and perception mostly confirm things I already thought I knew or had heard about from other sources. Is it any wonder the quiet majority often ends up feeling unheard and, quietly, moves on? When you combine the above fear with the anonymous dev's earlier contention that " Most of the people I know in the industry, the higher up people, do not engage with videogame commentary at all" you begin to get a picture of a bunker mentality, through whose psychic walls only the loudest, most insistent cries have any chance of penetrating. The squeakiest wheel gets the most grease, too. " The loudest, least reasonable voice dominates, and it seemsĭistressingly possible that the loudest, least reasonable voice Games that encourage or mandate that kind of "moral choice" always garner positive attention for doing so but the decision nearly always comes down to the same thing: "who do I kill?". make you think about your choices and look past the obvious". Eldariel at StarShadow praises ESO, as others have before, for the way its quests can ". Either way it's surely going to have a significant effect on who's likely to want to play. Killing each other in the case of PvP games killing AI-controlled semblances of each other, in industrial slaughterhouse quantities, if it's PvE. This is not a coincidence. We have the audience we deserve." I wonder if it also applies to game devs and players? You might like to think that a huge, mass-market entertainment genre like gaming would attract a representative spread of aficionados from across the culture but: Now, I have no way of knowing if that's statistically accurate but it certainly feels true. " Most game journalists are lefties and a big percentage of the audience is right-libertarian." I'm aware of the psychological pressures that mean some people really do feel trapped and without agency in the games they can't stop playing, while others crave attention and will do and say whatever they have to just to get it, but still. I wonder that every day as listen to people in map or global or general chat complaining they're bored, that the game they're playing sucks or that some other game does everything so much better. " Why do so many of the people who consume the things you make seem to hate the things they consume?" There are some great quotes in that interview: He bounced off a very good piece by Bhelgast, who was in turn reacting to a fascinating and thought-provoking interview with an anonymous "game developer in his forties".
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Rowan at I Have Touched The Sky was musing recently on a perceived trend towards "meanness" among those who write about games, whether professionally or out of a supposed love for the medium.