Note: This article was published on Kombo.com, where I work as a News Editor, on April 27, 2010. The article and video belong to them, but I’ve been given permission to post it here as well for the noble purpose of education.
This is a bad time for print.
Let’s begin with some statistics: according to Magazine Death Pool, by December 14 of last year, 367 print magazines had kicked the bucket in 2009 alone. The blog, which records the plights of “magazines which have outlived their purpose,” alleges that’s a victory for print, as the number is down from the 573 magazines closed in 2007. Newspaper Death Watch is a similar blog that chronicles “the decline of newspapers and the rebirth of journalism.” At least there’s a glimmer of hope in their mission statement.
Newspapers and magazines have been struggling to find their place in a world characterized by instant gratification and an information free-for-all. The popularity of e-readers like the Kindle and, more recently, the iPad, have made the future of print media uncertain. Even the New York Times, regarded by many as the backbone of American journalism, has struggled to develop a Web model that’s both attractive to readers and profitable. How can the video game magazines so many gamers know and love possibly have a future in such an unsympathetic climate?
Cue “The Death of Print,” a panel discussion at Boston’s PAX East gaming convention in March. Despite the panel’s macabre title, the discussion veered more toward the future of print than its demise. Panelist John Davison, the editor of GamePro and the catalyst behind its recent stylistic overhaul, said that to save GamePro the team had to “reinvent the brand, not just the magazine.” So far they’ve been successful, as many gamers are beginning to see GamePro in a new light; its future remains up in the air, however.
Davison was joined on the panel by freelancer Julian Murdoch, Electronic Arts’ Jeff Green, The Escapist’s editor in chief, Russ Pitts, and Chris Dahlen, the editorial director and one of the visionaries behind the experimental new gaming magazine Kill Screen. Dahlen and I spoke at length over the phone, and he had a lot to say about the future of print and the ideas behind Kill Screen.
Dahlen and several of his compatriots had been chewing over the idea of starting a new gaming magazine in 2009. “All of us were interested in the idea of writing about games as a form of pop culture, like movies or music, to be more thoughtful, and to write for a more mature audience,” he said. He described an environment in which gamers are shying away from the traditional, “immature gaming enthusiast press” in favor of “smart gaming blogs” like Michael Abbott’s The Brainy Gamer and The Borderhouse, “a blog that celebrates diversity in gaming from a wide variety of cultural angles.”
Kill Screen’s high-quality pages are filled with introspective essays, fascinating interviews, philosophical rhetoric and original art. Reviews, news and industry coverage are conspicuously absent. Dahlen and company have a noble vision for the gaming press; Jamin Brophy-Warren, another of Kill Screen’s founders, said to Gamasutra, “If we continue to buy into the delusion that games are merely software and should be evaluated solely on their graphical fidelity and feature set, then we cannot expect the medium to go forward.” On the phone, Dahlen elaborated on how exactly games should be evaluated.
“I don’t think enough people evaluate the theme of a game. They don’t spend enough time critiquing the representation of people as valid characters. That’s what I would like to see more of,” he said. “There are games like Portal that excel at both, where the theme is beautifully married to the mechanics, and they work together.
“Most people only care about the mechanics, and they don’t think about the theme very much. People will just ignore it. I kind of understand that, because the mechanics are where it kind of breaks down. You can ship a game where the theme doesn’t make sense, but if the mechanics don’t make sense, then the game is broken,” Dahlen said. Several of the articles in Kill Screen’s inaugural issue focus heavily on the thematic elements of games like Resident Evil and The Legend of Zelda: Ocarina of Time.
In addition to its editorial distinctions, Kill Screen differs greatly from other gaming magazines in its physical motifs. Its heavy matte pages are overtly free of ads, and screen shots are limited to those for games that are so far removed from mainstream gaming culture that “people would have no idea what they look like,” according to Dahlen.
“The goal there was to make it classier. We like fan art- if it’s good,” he said. “We didn’t want it to look like other gaming magazines, and that was made easier by the fact that we got a guy who hasn’t designed gaming magazines before.” Dahlen credits most of the Kill Screen’s visual sophistication to the discerning sensibilities of the magazine’s creative director, Anthony Smyrski of Smyrski Creative.
Dahlen said that initial reactions to Kill Screen have been positive. “People just believe in the idea of seeing a nice print magazine that takes the gaming industry as seriously as they do,” he said over the phone. Other gaming journalists, professional and amateur alike, have hope for the future of print, as well, though all agree that magazines are going to have to carve out a new niche in the industry.
Susan Arendt is the senior editor for The Escapist, a popular online video game magazine with rich feature and editorial content. When I caught up with her outside another panel about game journalism at PAX East, she told me she believes print is “on life support,” though she hopes gamers will find a place in their hearts (and their wallets) for print content in the future.
“I love print so much, I really, really do, it’s just- it’s tough, because I think that the audience, having been raised on online so much, doesn’t have the respect and love for print,” she told me. “I would love nothing more than to see a strong print presence come back, but I do think it’s going to have to change.”
Dustin Burg, formerly of game journalism blog Joystiq, spoke with me during PAX East in front of the booth of his current employers, indie developers Ska Studios. “I think there’s always going to be a need for newspapers, or some sort of print,” he said. “Physically holding stuff, I think, has value in it. But they’re going to have to change some things, their model, so to speak, because, heck, we all go online to get our news. There will be a market. Is it going to shrink and almost shrivel up and die? Probably. but I’m sure there’ll be something around.”
Matthew Hawkins, video game journalist, game designer, and publisher of FORT90ZINE, was manning the 2 Player Productions booth during the convention, where “issue no.0″ of Kill Screen was on sale for the first time. FORT90ZINE has, according to the site’s bio, been called “the publication that helped spark the video game zine renaissance currently in effect.” Hawkins told me he started the zine, which is “a print version of his blog,” to combat the impermanence of the web.
“It’s a way for people to get back control of the information, make it permanent, be able to pass it along,” he said. “It can’t compete with the fast information sharing of the Internet, so what it has to do is concentrate on more niche, more introspective, opinion pieces.”
Chris Davidson, a student at UMass Amherst and frequent contributor to amateur game writing community Bitmob, is already subscribed to the newly reborn Electronic Gaming Monthly, which closed in early 2009 after more than 20 years of operation. While Davidson relishes the physicality of magazines, he thinks print publications should look to websites like Bitmob for ways to interact more with their communities.
“Right now, the way community works in a print magazine, other than their online sites, is they either have letters and e-mails from response to articles, or you can be in a stupid art contest where you draw a stupid Sephiroth with cat ears, and win a copy of Guitar Hero: Van Halen. That’s all there is. I think that they can go a lot further in building their communities,” he told me. “I think John Davison bringing articles from Bitmob once per month into GamePro, and publishing them, is a good step forward.”
Dahlen agrees that community is an important part of any publication, and he told me via e-mail that plans for Kill Screen’s community aspects are currently taking shape. “We definitely want to engage our community, and we’re still figuring out the best way to do that,” he wrote. “The magazine was made possible by all of the donors at Kickstarter, and without them, there would be no print product right now – and it’s critical that we keep their engagement and solicit their feedback. Beyond that, as we do more with the website, we will be making more avenues for readers to build a community, but I can’t say yet what shape that’ll take.”
There are other plans for the future of Kill Screen, as well. Dahlen told me on the phone that there will soon be more “Web friendly” content on the website. “We’re still kind of figuring that out right now. If we get, like, a 500 word piece for the magazine, it will stay in the magazine,” he said. “The print magazine will be kind of the flagship product.”
As the Internet has become increasingly elegant over the last several years, much of its content has grown more streamlined. “When I started writing online with Pitchfork in 2002, we would push content once a day, and most of the content was around 800 words long. It was almost like being at a newspaper,” Dahlen said. “Now you look at all the Gawker blogs, and that’s, like, 200-word posts, and they’re being updated every hour.”
A 24-hour information overload has taken shape around blogging and Twitter, but gamers are beginning to pine for the days when good pacing needed to apply to what we read as well as what we played. “Maybe I’m just old fashioned,” Dahlen told me. Far from it, though, he’s embracing the Internet as the valuable tool it is. “We’re a print journal that’s being made with the conveniences of the Internet,” he said. “If we were doing this fifty years ago, we would probably be selling it in one neighborhood in Brooklyn.”
Here’s a video in which I speak with writers, both professional and amateur, at Boston’s PAX East gaming convention in March about the future of the gaming press:
















Should news sites allow anonymous comments?
12 04 2010This is a very complex issue, and there is honestly no correct answer.
On one hand, everything on the internet is anonymous. I can say I’m whoever the hell I want to be, and in many cases it’s very hard to prove otherwise. Most sites, even when that require registration, allow users to invent whatever fancy user name comes to mind (like Rogue Cheddar, for example). Many people create an online identity completely separate from their real life ones, and why shouldn’t they, when it’s within their rights and they’re not harming anybody?
On the other hand, when someone like that nutter Judge Strickland-Saffold starts posting ridiculous things on the Cleveland Plain Dealer’s articles using a variety of pseudonyms, the public has a right to know. Why? Because Strickland-Saffold is a public figure, whose role it is to serve public needs, not comment inappropriately, on cases she had presided over, on the site of a respectable news organization.
So should news sites ban comments altogether, require real names, or deal with these instances on a case-by-case basis? Banning comments altogether is probably the most realistic answer, as it’s not like the internet is currently experiencing a dearth of other outlets through which to express oneself. Requiring real names would be nice, but tricky to enforce. The more visitors a site has, the harder it would be to vet all the commenters, and the more crazies would slip through the cracks.
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Tags: comments, Judge Shirley Strickland Saffold
Categories : Class, Journalism, Technology