Name drop alert!
Former EGM editor and VG Ombudsman reader Greg Sewart has recently contacted me about the article I did on EGM's redesign. Having worked on the redesign himself, he though he could give you readers some insight into the whole process and reasoning behind it. It's better than my rambling opinions on the matter, anyway. Here's Greg:
One thing to note: the old colour and layout scheme is was actually adopted at issue #100. The redesign back then wasn't quite as drastic as this new one, but this is far from the first time EGM has changed its look. I do agree that the most recent design (the one you describe) was by far the cleanest. However, it could be argued that it was also the most boring. It left very little room for things like art, huge screenshots, etc. Are those things important? That's up to the readers I guess.
The biggest change was dropping the colour coding for each system. At least, that was the part we struggled with the most. Unfortunately, that system was a throwback to the days of the Saturn, PS1, and N64. Not a lot of games were getting the cross-platform treatment back then. So deciding which game went where was enerally pretty simple, and didn't shortchange any particular system's Previews or Reviews section.
As the PS2, Xbox, and GC took over, multi-system ports became very common. We started having to make judgment calls regarding whether to put multi-console releases in either the PS2, Xbox, or GC sections. Due
to the overwhelming popularity of the PS2, more times than not that's where games were placed, which all but decimated our Xbox and GC coverage. At least, that's how it looked when everything was colour-coded. We started getting loads of e-mail from readers regarding our lack of coverage for the two secondary systems.
On top of that, the amount of software being released created a real space issue. Generally that meant it wasn't feasible to review three different versions of the same game. But limiting the review to one system version meant not pointing out potential differences in between the game on the PS2, Xbox, or GC. After agonizing over this problem for what seemed like forever, the current setup is what everyone agreed on.
Is it better or worse? I personally think it's a step in the right direction, though, like the rest of the magazine, it's obviously a work in progress.
A lot of similar problems could be found in a Previews section that was divided by system. That section was my responsibility at the time, and again, having a huge PS2 section at the cost of the Xbox and GC coverage (even though we were covering a lot of games to be released on all three systems) really made us look bad in the eyes of a lot of readers. At least, that's what the hundreds of e-mails led me to think.
The other problem with the old Previews section was it needed a hook. We'd been toying with grouping certain titles together in order to make more interesting (and hopefully more in-depth) mini-features about certain trends, or at least to tell people why we were covering particular games. With an old, colour- and system-organized section, the results were pretty messy.
Does the new setup work? Well, I have my opinions on what does and what doesn't, and have shared them with the folks at EGM. I do like that every game gets a multi-person review now, and gets more than a 1/3 page
column. I like grouping the Previews together into small features, too. The whole magazine just seems to flow more. It's less jarring when you move from one section to another.
That said, the new EGM is not without its problems. I just figured you'd like some insight as to where the editors and art people were coming from when certain decisions were made regarding this big redesign.
Thanks for your insider's look, Greg. A special note to those of you who read this far: School is starting up again next week, and this will likely impact the frequency and length of posts to this blog. I will still try to get a little something up when I can, and my goal will be 3-5 posts of varying length per week. But you won't likely see many more weeks like this one with 8+ posts. Remember, the more greviances you mail me the easier it is for me to post lots of updates! Thanks for reading, and I hope you'll all continue to do so in the future.
Friday, August 29, 2003
EA N-Gages
What one story has likely been covered by the most video game web sites in recent days? If you said the story about female gamers outnumbering males or the one about Everquest allegedly leading to a young child's death, you'd be absolutely wrong. We're gamers! We don't have time for such mindless, unimportant stories! We want to know what games are coming out. Hence the blanket coverage of the story about Nokia's N-Gage receiving support from Electronic Arts (press release link).
This is an important story, and one that every video game news site worth it's hard drive should be covering. I'm just pointing out that there are other, potentially more far-reaching stories out there that many sites seem to be missing.
Anyway, the press release has a lot of PR-speak, but very few facts outside of:
The following stories are ranked in increasing order by that rough metric (and the rest of my own personal opinions), in Big Bold Links Format (as pioneered in that big bold link). Let's do it.
Gamers.com - EA Supports Nokia's N-Gage
It was a close race between Gamers.com and Gamespot here, but Gamers edged out the bottom spot by pulling the following quote directly from the Nokia press release:
"This is a great opportunity for us to extend titles from EA Sports and EA Games onto a new and exciting game platform," said EA Executive Vice President of North American Publishing Nancy Smith. "We plan to make use of all the great features of the Nokia N-Gage."
To the author: How much are you getting paid to write these stories? I bet Nokia will pay you more if you tell them beforehand that you'll be repeating their material verbatim.
The article says that Gamers confirmed with, "various sources at the ongoing ECTS trade show," but fails to mention if any of these sources are, in fact, not press releases. Gamers redeems itself by providing a little analysis about the deal's importance to Nokia, but all in all a dissapointing article.
Spong - EA N-Gage; New mobile platform receives support from the big boys
I'm confused why the plural "big boys" is used in this sub-headline as Electronic Arts is one company, last I checked. Anyway, this article is a little more informative than some that are above it, but loses mega-points for taking another quote straight from the press release:
"This is a great opportunity for us to extend titles from EA SPORTS and EA GAMES"
Not only is this a bad quote, but it's not even the full quote. The press release called it an opportunity to "... extend titles from EA SPORTS and EA GAMES onto a new and exciting game platform." Without this part, the sentence makes little to no sense. Maybe they left it off to avoid sounding like they were being a mouthpiece for a corporate PR man. Well, that obviously failed.
As a sidenote here, let me say that I'm not totally against quoting from press releases in all cases. If it's a really good quote that fits a need your story has, it's ok to do occasionally. But if you're going to have only one quote in your story, try to make it one that is not from the press material that every single outlet has. Either get something that sets you apart or just don't use a quote in that story.
Gamespot - EA committed to N-Gage
You would think a site that already has its own dedicated N-gage section would do a little better job covering what is possibly the biggest partnership in its tiny life. But Gamespot couldn't even muster up more than two sentences for this story. Two sentences! This story is actually less informative than the press release, which is hard to believe given that the press release had almost no information. In fact, the story gives almost no information that wasn't provided in the headline. I just wasted a perfectly good click on you, Gamespot. Thanks for nothing.
GameSpy - Electronic Arts Titles to N-Gage
I haven't figured out a way to link to GameSpy's archived news yet, so here's there story in its entirety:
Electronic Arts will make titles from its EA SPORTS and EA Games brand available on the N-Gage, Nokia announced today. Under the agreement the publisher will deliver its first N-Gage games during the holiday season. Stay with GameSpy N-Gage for the latest details on this deal.
Another big gaming site that doesn't seem to care about this announcement. What good is having a whole section devoted to a system if such big news about the system only gets a cursory glance. This just barely edges out the the Gamespot story by pointing visitors to the N-Gage section and promising more details to come. But just barely
AdrenalineVault - N-Gage Gets Games
Uh, actually the N-Gage had some games before this, so the headline is a little misleading. Nonetheless, this is a nice little summary article culled from the bigger, badder Reuter's article (see below). It is only three sentences, but at least the sentences are fleshed out, and the system's release date and price are mentioned for the uninformed. Considering AVault's PC focus, this is a decent story.
Gamerfeed - Electronic Arts to Develop for N-Gage
The oftentimes king of the one paragraph story, Gamerfeed comes out with a surprisingly meaty look at the EA, N-gage situation. The article starts by noting the widespread criticism of the young system, (context!) and then gives the important fact that the deal will give the N-Gage 20 more titles by Christmas. (Gamerfeed doesn't mention this, but the source for this was probably the superior Reuters article - see below).
The rest of the article is mostly information culled from Reuters, but it still contains important information about the European price point and opinions on the price from both EA and Nokia. Gamerfeed may have gotten most of their information directly from another article, but they managed to give the important points concisely and add some context of their own as well. A good example of link-and-quote journalism done right.
Reuters - Nokia Recruits Electronic Arts for N-Gage Games
Noticing a pattern in these headlines yet? Anyway, Reuters stomps most of the competition with a comprehensive article that goes well beyond the press release lite that most game sites offered.
While good reporting on the European price point and the concerns it is raising are nice, it's the little things that make this article stand out. Mentioning that Nokia is "the world's largest manufacturer of mobile phone handsets," and highlighting some of EA's important franchises are little details that help the mainstream reader. Granted, some of these details are already known by most gamers, but not everyone who reads a video game website is as knowledgable as those who write them. Little details like these make your story richer and increase your audience by providing more information to those who aren't already insiders.
GamesIndustry.biz - EA set to develop for N-Gage
To everyone else on this list: pay attention. This is how to do this story right.
Right of the bat, in the lead sentence, you get the most important fact (EA is developing for N-Gage) and why it's importnat (much needed credibility for Nokia).
The next graph mentions the timeframe for release and notes the use of Nokia's mutliplayer capabilities for these games (I'm not sure where they got this information though. Maybe extrapolating from the press release?)
Then they give what is potentially the most important piece of context in the whole article: What other companies are developing for N-Gage. I'm amazed that no other article I found mentioned any of these companies! How else are we going to gauge the importance of this story without knowing the development landscape that EA has now gotten itself into. I follow video game news pretty regularly, and even I didn't remember what companies were already signed on the for the portable. How is the casual gamer suppsoed to know this? (Not that GI.biz is written for the casual gamer, but you should never assume your audience knows anything that's potentially important)
The article goes on to talk more about EA's importance in the industry and discuss the european price point from the unique angle of mobile phone subsidies (well, not unique really. They cite European trade magazine MCV. But it was new to me, anyway). The only downside to the coverage? The EA deal is not even mentioned in another article discussing the console's roadmap. Oh well, you can't always get what you want, right?
This is an important story, and one that every video game news site worth it's hard drive should be covering. I'm just pointing out that there are other, potentially more far-reaching stories out there that many sites seem to be missing.
Anyway, the press release has a lot of PR-speak, but very few facts outside of:
- EA will be making games for the N-Gage.
- EA's N-Gage games will be "beginning this year for the holiday season"
- A psuedo-fact: EA will "make use of all the great features of the Nokia N-Gage."
The following stories are ranked in increasing order by that rough metric (and the rest of my own personal opinions), in Big Bold Links Format (as pioneered in that big bold link). Let's do it.
Gamers.com - EA Supports Nokia's N-Gage
It was a close race between Gamers.com and Gamespot here, but Gamers edged out the bottom spot by pulling the following quote directly from the Nokia press release:
"This is a great opportunity for us to extend titles from EA Sports and EA Games onto a new and exciting game platform," said EA Executive Vice President of North American Publishing Nancy Smith. "We plan to make use of all the great features of the Nokia N-Gage."
To the author: How much are you getting paid to write these stories? I bet Nokia will pay you more if you tell them beforehand that you'll be repeating their material verbatim.
The article says that Gamers confirmed with, "various sources at the ongoing ECTS trade show," but fails to mention if any of these sources are, in fact, not press releases. Gamers redeems itself by providing a little analysis about the deal's importance to Nokia, but all in all a dissapointing article.
Spong - EA N-Gage; New mobile platform receives support from the big boys
I'm confused why the plural "big boys" is used in this sub-headline as Electronic Arts is one company, last I checked. Anyway, this article is a little more informative than some that are above it, but loses mega-points for taking another quote straight from the press release:
"This is a great opportunity for us to extend titles from EA SPORTS and EA GAMES"
Not only is this a bad quote, but it's not even the full quote. The press release called it an opportunity to "... extend titles from EA SPORTS and EA GAMES onto a new and exciting game platform." Without this part, the sentence makes little to no sense. Maybe they left it off to avoid sounding like they were being a mouthpiece for a corporate PR man. Well, that obviously failed.
As a sidenote here, let me say that I'm not totally against quoting from press releases in all cases. If it's a really good quote that fits a need your story has, it's ok to do occasionally. But if you're going to have only one quote in your story, try to make it one that is not from the press material that every single outlet has. Either get something that sets you apart or just don't use a quote in that story.
Gamespot - EA committed to N-Gage
You would think a site that already has its own dedicated N-gage section would do a little better job covering what is possibly the biggest partnership in its tiny life. But Gamespot couldn't even muster up more than two sentences for this story. Two sentences! This story is actually less informative than the press release, which is hard to believe given that the press release had almost no information. In fact, the story gives almost no information that wasn't provided in the headline. I just wasted a perfectly good click on you, Gamespot. Thanks for nothing.
GameSpy - Electronic Arts Titles to N-Gage
I haven't figured out a way to link to GameSpy's archived news yet, so here's there story in its entirety:
Electronic Arts will make titles from its EA SPORTS and EA Games brand available on the N-Gage, Nokia announced today. Under the agreement the publisher will deliver its first N-Gage games during the holiday season. Stay with GameSpy N-Gage for the latest details on this deal.
Another big gaming site that doesn't seem to care about this announcement. What good is having a whole section devoted to a system if such big news about the system only gets a cursory glance. This just barely edges out the the Gamespot story by pointing visitors to the N-Gage section and promising more details to come. But just barely
AdrenalineVault - N-Gage Gets Games
Uh, actually the N-Gage had some games before this, so the headline is a little misleading. Nonetheless, this is a nice little summary article culled from the bigger, badder Reuter's article (see below). It is only three sentences, but at least the sentences are fleshed out, and the system's release date and price are mentioned for the uninformed. Considering AVault's PC focus, this is a decent story.
Gamerfeed - Electronic Arts to Develop for N-Gage
The oftentimes king of the one paragraph story, Gamerfeed comes out with a surprisingly meaty look at the EA, N-gage situation. The article starts by noting the widespread criticism of the young system, (context!) and then gives the important fact that the deal will give the N-Gage 20 more titles by Christmas. (Gamerfeed doesn't mention this, but the source for this was probably the superior Reuters article - see below).
The rest of the article is mostly information culled from Reuters, but it still contains important information about the European price point and opinions on the price from both EA and Nokia. Gamerfeed may have gotten most of their information directly from another article, but they managed to give the important points concisely and add some context of their own as well. A good example of link-and-quote journalism done right.
Reuters - Nokia Recruits Electronic Arts for N-Gage Games
Noticing a pattern in these headlines yet? Anyway, Reuters stomps most of the competition with a comprehensive article that goes well beyond the press release lite that most game sites offered.
While good reporting on the European price point and the concerns it is raising are nice, it's the little things that make this article stand out. Mentioning that Nokia is "the world's largest manufacturer of mobile phone handsets," and highlighting some of EA's important franchises are little details that help the mainstream reader. Granted, some of these details are already known by most gamers, but not everyone who reads a video game website is as knowledgable as those who write them. Little details like these make your story richer and increase your audience by providing more information to those who aren't already insiders.
GamesIndustry.biz - EA set to develop for N-Gage
To everyone else on this list: pay attention. This is how to do this story right.
Right of the bat, in the lead sentence, you get the most important fact (EA is developing for N-Gage) and why it's importnat (much needed credibility for Nokia).
The next graph mentions the timeframe for release and notes the use of Nokia's mutliplayer capabilities for these games (I'm not sure where they got this information though. Maybe extrapolating from the press release?)
Then they give what is potentially the most important piece of context in the whole article: What other companies are developing for N-Gage. I'm amazed that no other article I found mentioned any of these companies! How else are we going to gauge the importance of this story without knowing the development landscape that EA has now gotten itself into. I follow video game news pretty regularly, and even I didn't remember what companies were already signed on the for the portable. How is the casual gamer suppsoed to know this? (Not that GI.biz is written for the casual gamer, but you should never assume your audience knows anything that's potentially important)
The article goes on to talk more about EA's importance in the industry and discuss the european price point from the unique angle of mobile phone subsidies (well, not unique really. They cite European trade magazine MCV. But it was new to me, anyway). The only downside to the coverage? The EA deal is not even mentioned in another article discussing the console's roadmap. Oh well, you can't always get what you want, right?
Thursday, August 28, 2003
How to set your news apart (now with practical examples!)
See that definition of "ombudsman" up there on the top of the page? It doesn't mean I'm a Scandinavian government official. It means I'm a reader representative for anyone who reads video game news sites (this one included, so I represent all of you). So far most of my articles have been on topics I've chosen and found interesting, but now that I'm getting more visitors, I expect you guys to write me and tell me what you'd like me to address with this space.
To that end, today I'll be responding to an e-mail I received from new reader Marek Bronstring from the UK. Marek has been dabbling in the video game industry for six years through web sites and fan zines, he tells me, and now wants to start a volunteer European gaming site. Marek wants to make his news section respectable, but doesn't know exactly how to go about it:
I'm worried that we'll end up copy/pasting the same press releases and promotional material that everyone else uses. I'd love to do more background checking and research, but I'm not sure how to approach that with our limited resources. Our news editors will be spread all over the world, and the web is going to be our most important source. You know how unreliable the web can be. Sure, we can pick up the phone from time to time, but we don't have a large network of contacts like GameSpot has.
Don't worry, Marek, you don't need a Gamespot size network of contacts or paid staff to have a semi-respectable news section. Here's a few bullet points:
1) Always remember to add context:
Promotional materials and press releases are a fine starting point for most stories. They're where you'll be getting most of your ideas from. But don't let the press material be the end of your story. Add some value to the story by including important contextual information gleaned from your previous work.
If the story is about Final Fantasy: Crystal Chronicles getting delayed again, mention that it's the second time that it's been delayed. Mention that it's the first Square game for a Nintendo console in a long long time (don't assume everyone knows this, not everyone watches the game news as much as you). Perhaps analyze potential business implications for Nintendo, or talk about some of the interesting features of the game (like the 4-player link-up mode).
Best of all, adding context is usually relatively easy, since you're already a purported expert on the world of video games. Fans who just keep up with the news casually will look to your site because you keep up with all the news and are able to piece together what's important for them to know.
2) Don't be afraid of publishing "no comment"
Given the tight controls most companies have with their proprietary information, it can be hard to pursue leads and follow up on potentially interesting avenues. But that doesn't mean you shouldn't try. A quick e-mail or phone call to a publishing house or development studio is worth the time (numbers and e-mails aren't that hard to find with Google around). A lot of the time you will get the stonewall, but at least your story will contain the important words, "Company X declined to comment." The credibility boost these words give you is enormous, in my eyes at least. Plus who knows, you may get lucky and get a talkative representative who has a scoop for you (and don't let them take anything back after the fact by saying it was "not for publication." If they said it without telling you not to print it beforehand, it's fair game).
Two sidenotes to this: 1) Not every story requires a comment. If it's just the releae of new screen shots or something, just let it pass unless there's something extremely interesting about the screenshots. Not every story is going to be a blockbuster. Use your best judgement here. 2) Don't send an e-mail or leave a phone message and then in an hour post that the company had no comment when they don't get back to you. In that case, you can say they didn't immediately respond to a call for comment, and perhaps post an update later if they do respond. Use your judgement to decide how long is too long to wait until you say that a source definitely hasn't responded.
3) Be observant and slightly critical
Journalism is all about observing. Read between the lines of everything you see. Always be looking for interesting angles to a story that might not be immediately apparent. Don't take anything from a comapny at face value; question it in your mind's eye and see if it stands up on its own.
This is where your professonal analysis comes in. In a story about a console unveiling, see if the stated price point seems to match the hardware power. Analyze how the market might react to this new entry. Consider how important developer support and exclusive games will be, and tell your readers your thoughts on the subject. Almost every big story has some avenue for analysis for those who are willing to look for it. Check out GameIndustry.biz for some great examples of putting this kind of analysis into practice
One last warning: Be wary of letting your analysis go too far or you risk the danger of turning it into opinion. A contrived example:
The PR quote: "[The head of Nokia marketing said that] we think the N-Gage can capture 30%-40% of the market if we play our cards right."
Analysis: "However, the N-Gage may have a tough time competing in a market dominated by one console giant (Nintendo) and about to be entered by another (Sony)"
Opinion: "Of course, anyone who thinks the N-Gage has a chance against the GBA and the absolutely awesome-looking PSP probably has some form of brain damage. But I guess he's paid to say that, right?"
To that end, today I'll be responding to an e-mail I received from new reader Marek Bronstring from the UK. Marek has been dabbling in the video game industry for six years through web sites and fan zines, he tells me, and now wants to start a volunteer European gaming site. Marek wants to make his news section respectable, but doesn't know exactly how to go about it:
I'm worried that we'll end up copy/pasting the same press releases and promotional material that everyone else uses. I'd love to do more background checking and research, but I'm not sure how to approach that with our limited resources. Our news editors will be spread all over the world, and the web is going to be our most important source. You know how unreliable the web can be. Sure, we can pick up the phone from time to time, but we don't have a large network of contacts like GameSpot has.
Don't worry, Marek, you don't need a Gamespot size network of contacts or paid staff to have a semi-respectable news section. Here's a few bullet points:
1) Always remember to add context:
Promotional materials and press releases are a fine starting point for most stories. They're where you'll be getting most of your ideas from. But don't let the press material be the end of your story. Add some value to the story by including important contextual information gleaned from your previous work.
If the story is about Final Fantasy: Crystal Chronicles getting delayed again, mention that it's the second time that it's been delayed. Mention that it's the first Square game for a Nintendo console in a long long time (don't assume everyone knows this, not everyone watches the game news as much as you). Perhaps analyze potential business implications for Nintendo, or talk about some of the interesting features of the game (like the 4-player link-up mode).
Best of all, adding context is usually relatively easy, since you're already a purported expert on the world of video games. Fans who just keep up with the news casually will look to your site because you keep up with all the news and are able to piece together what's important for them to know.
2) Don't be afraid of publishing "no comment"
Given the tight controls most companies have with their proprietary information, it can be hard to pursue leads and follow up on potentially interesting avenues. But that doesn't mean you shouldn't try. A quick e-mail or phone call to a publishing house or development studio is worth the time (numbers and e-mails aren't that hard to find with Google around). A lot of the time you will get the stonewall, but at least your story will contain the important words, "Company X declined to comment." The credibility boost these words give you is enormous, in my eyes at least. Plus who knows, you may get lucky and get a talkative representative who has a scoop for you (and don't let them take anything back after the fact by saying it was "not for publication." If they said it without telling you not to print it beforehand, it's fair game).
Two sidenotes to this: 1) Not every story requires a comment. If it's just the releae of new screen shots or something, just let it pass unless there's something extremely interesting about the screenshots. Not every story is going to be a blockbuster. Use your best judgement here. 2) Don't send an e-mail or leave a phone message and then in an hour post that the company had no comment when they don't get back to you. In that case, you can say they didn't immediately respond to a call for comment, and perhaps post an update later if they do respond. Use your judgement to decide how long is too long to wait until you say that a source definitely hasn't responded.
3) Be observant and slightly critical
Journalism is all about observing. Read between the lines of everything you see. Always be looking for interesting angles to a story that might not be immediately apparent. Don't take anything from a comapny at face value; question it in your mind's eye and see if it stands up on its own.
This is where your professonal analysis comes in. In a story about a console unveiling, see if the stated price point seems to match the hardware power. Analyze how the market might react to this new entry. Consider how important developer support and exclusive games will be, and tell your readers your thoughts on the subject. Almost every big story has some avenue for analysis for those who are willing to look for it. Check out GameIndustry.biz for some great examples of putting this kind of analysis into practice
One last warning: Be wary of letting your analysis go too far or you risk the danger of turning it into opinion. A contrived example:
The PR quote: "[The head of Nokia marketing said that] we think the N-Gage can capture 30%-40% of the market if we play our cards right."
Analysis: "However, the N-Gage may have a tough time competing in a market dominated by one console giant (Nintendo) and about to be entered by another (Sony)"
Opinion: "Of course, anyone who thinks the N-Gage has a chance against the GBA and the absolutely awesome-looking PSP probably has some form of brain damage. But I guess he's paid to say that, right?"
Wednesday, August 27, 2003
Phantom coverage update
You may remember a little story that popped up a few days ago about the unveiling of Infinium Labs' Phantom system. I wouldn't blame you if you missed it, the story was rather hard to find on many sites.
Since my report on the unveiling, there have been a few new developments in the coverage. The first is this piece by GamesIndustry.biz that covers the unveiling a little after the fact (the story was published on the 22nd. The unveiling was the 17th. Not the quickest turnaround time on the net). In the article, GI takes Infinium to task for not revealing much new information in their unveiling:
No pricing information, no publisher support details, no in-game footage, no real specifications, and not a single developer we know - shareware or otherwise - admits to working on the platform. As unveiling events go, not a lot has been unveiled at all.
Even with extremely limited information, the GI article does some thoughtful analysis on the potential size of the system ("the device is going to be large - at least as big as the Xbox, and probably bigger") and it's relationship with Microsoft and the XBox ("the Phantom is what cynics accused the Xbox of being from the outset, and what Microsoft has spent the past three years convincing us it isn't - namely a PC") A well written article, if not especially timely.
At the end of their article, GI.biz said that the psuedo-unveiling had at least convinced the editors that it is not "vapourware." Which brings us to the next development in this story. According to a recent newspost on the widely read Penny Arcade, the Phantom may still be a hoax despite an official unveiling. (Thanks to the many readers who pointed me to this story, BTW).
Seems that some intrepid readers have done some digging (out of, "amazing boredom," one admitted) and found that Infinium has not registered trademarks for the Phantom and that their "production facility" seems to be an empty, strip mall office. If you think this sounds like the kind of stuff the real journalists should have checked before running a story... well, you'd be right. Good fact checking means checking absolutely everything, including the existence of the actual source you are getting the story from. On the internet, it's easy to take it on faith that everything that gets published is true, but this is far from the case. Almost the opposite is true in fact. One of my favorite journalism professors once gave me a good bit of advice: "If a source says she's your mother, ask to see some ID."
If the entirety of the industry has been taken for a ride by a console that is merely a publicity stunt for a video production company, it will be a chilling example of how easily controlled and lazy the video game media is. If it turns out the people at Infinium are just "absolutely inept," as PA puts it, then it will be a good example of how good public relations really drives coverage of a system. Either way... more content for me =)
Since my report on the unveiling, there have been a few new developments in the coverage. The first is this piece by GamesIndustry.biz that covers the unveiling a little after the fact (the story was published on the 22nd. The unveiling was the 17th. Not the quickest turnaround time on the net). In the article, GI takes Infinium to task for not revealing much new information in their unveiling:
No pricing information, no publisher support details, no in-game footage, no real specifications, and not a single developer we know - shareware or otherwise - admits to working on the platform. As unveiling events go, not a lot has been unveiled at all.
Even with extremely limited information, the GI article does some thoughtful analysis on the potential size of the system ("the device is going to be large - at least as big as the Xbox, and probably bigger") and it's relationship with Microsoft and the XBox ("the Phantom is what cynics accused the Xbox of being from the outset, and what Microsoft has spent the past three years convincing us it isn't - namely a PC") A well written article, if not especially timely.
At the end of their article, GI.biz said that the psuedo-unveiling had at least convinced the editors that it is not "vapourware." Which brings us to the next development in this story. According to a recent newspost on the widely read Penny Arcade, the Phantom may still be a hoax despite an official unveiling. (Thanks to the many readers who pointed me to this story, BTW).
Seems that some intrepid readers have done some digging (out of, "amazing boredom," one admitted) and found that Infinium has not registered trademarks for the Phantom and that their "production facility" seems to be an empty, strip mall office. If you think this sounds like the kind of stuff the real journalists should have checked before running a story... well, you'd be right. Good fact checking means checking absolutely everything, including the existence of the actual source you are getting the story from. On the internet, it's easy to take it on faith that everything that gets published is true, but this is far from the case. Almost the opposite is true in fact. One of my favorite journalism professors once gave me a good bit of advice: "If a source says she's your mother, ask to see some ID."
If the entirety of the industry has been taken for a ride by a console that is merely a publicity stunt for a video production company, it will be a chilling example of how easily controlled and lazy the video game media is. If it turns out the people at Infinium are just "absolutely inept," as PA puts it, then it will be a good example of how good public relations really drives coverage of a system. Either way... more content for me =)
Tuesday, August 26, 2003
Journalist first or fan first?
Finally got my internet back after a huge storm in the D.C. area. Enough time for a quick night update.
I didn't go to E3 this year (never have been, in fact... and I still have the gall to call myself a video game journalist), but I did just receive a 2 DVD documentary on the show from E32003.com. I'll have a full report after I watch the whole thing, but there is one question I have after watching the XBox press conference. My question is this:
What's with all the hooting and hollering?
Most of the people at this press conference are "professional" journalists, correct? Yet as soon as footage of Conker's Bad Fur Day or Halo 2 comes on the screen, the audience morphs into a pack of rabid fanboys. With all the clapping and cheering going on, I'd be surprised if anyone was actually taking notes (plenty of time for that back in the hotel room, I guess).
I understand that most of the people working in the video game journalism industry were video game fans long before they were journalists. Some polite enthusiasm for the games is all right, maybe some light applause after each section of the presentation. But what I saw and heard on this DVD went way past polite appreciation. It sounded more like fans cheering on their favorite sports team than journalists covering what is probably the most important XBox press event of the year.
An interesting effect of this phenomenon: One can pretty accurately gauge the press' anticipation of a game by the amount of noise its video receives. You could almost hear crickets chriping after the True Fantasy Online demo, but it sounded like a bomb went off when they showed Soul Calibur 2. It's pretty obvious which one is more anticipated by the press.
I'd also like to know what kind of a press conference includes absolutely no questions from the press (or was that just not on the video), but I'll save that question for another day.
P.S. To the journalists who cheered and whistled when they showed the bikini clad butt from Outlaw Volleyball for about half a second: You like girls. We get it. Thanks for sharing.
I didn't go to E3 this year (never have been, in fact... and I still have the gall to call myself a video game journalist), but I did just receive a 2 DVD documentary on the show from E32003.com. I'll have a full report after I watch the whole thing, but there is one question I have after watching the XBox press conference. My question is this:
What's with all the hooting and hollering?
Most of the people at this press conference are "professional" journalists, correct? Yet as soon as footage of Conker's Bad Fur Day or Halo 2 comes on the screen, the audience morphs into a pack of rabid fanboys. With all the clapping and cheering going on, I'd be surprised if anyone was actually taking notes (plenty of time for that back in the hotel room, I guess).
I understand that most of the people working in the video game journalism industry were video game fans long before they were journalists. Some polite enthusiasm for the games is all right, maybe some light applause after each section of the presentation. But what I saw and heard on this DVD went way past polite appreciation. It sounded more like fans cheering on their favorite sports team than journalists covering what is probably the most important XBox press event of the year.
An interesting effect of this phenomenon: One can pretty accurately gauge the press' anticipation of a game by the amount of noise its video receives. You could almost hear crickets chriping after the True Fantasy Online demo, but it sounded like a bomb went off when they showed Soul Calibur 2. It's pretty obvious which one is more anticipated by the press.
I'd also like to know what kind of a press conference includes absolutely no questions from the press (or was that just not on the video), but I'll save that question for another day.
P.S. To the journalists who cheered and whistled when they showed the bikini clad butt from Outlaw Volleyball for about half a second: You like girls. We get it. Thanks for sharing.
The Redesign Game: EGM
A familiar, easily accesible design is important for any news outlet. By putting content in the same format and the same position day after day, month after month, you give readers a sense of where to find the information they're looking for quickly and easily. A sleek design that's aesthetically pleasing will also keep readers coming back time and again.
It's odd then, that some major media outlets that had familiar, accesible, and pretty designs are so eager to change the way they look.
Take Electronics Gaming Monthly, probably the highest profile redesign in recent months. The old design has been constant for years and was probably one of the most well known in the industry. It featured intuitive color-coding by system (Xbox=green, GameCube=purple, PS2=blue), a relatively standard layout for previews (featuring an easy to find vital facts box) and a tight column format for reviews (with big, clear scores set behind each reviewer's text)
Starting with issue 167, EGM changed all that. The new format now has a color scheme that relies heavily on red and black (color coding now differentiates different sections of the magazine instead of systems). Previews are much more freeform as far as space and layout are concerned (some contain only a small screenshot and a few dozen words) and the familiar column-sized review format has been replaced with large rectangles of text (and small white-on-red scores in the corner). The "Press Start" letters and news section got a similar overhaul.
If you had been away for a few months, you might not believe it was the same magazine.
Given the obvious disadvantages to a resdesign (lack of familiarity to readers, cost, time), why do it at all? Well, EGMs layout redesign also accompanied a slight redesign in content. New subsections like "Instant Expert," among others, were added with issue 167, and the new format accompanied an increased design focus on the cover story of the month (speaking of covers, the familiar cover text was also redesigned, removing the heavy black outline). The new, free-form reviews and previews also allow for more games to be covered in one issue, even if some of those games don't get much space. The new format also allows for pictures that aren't in the standard screen-shot rectangle format, which makes the visual appeal that much more exciting.
But overall, I'm not sure these pros outweigh the negative aspects of a redesign. People inherently fear any change, whether good or bad, and you automatically take a small hit in confidence from many readers whenever you change anything about your magazine. True, you don't want to stagnate with a design that looks dated, but I don't think EGM's classic look was in danger of becoming old-fashioned anytime soon.
The best advice I can give, based on my limited experience, is to use redesigns sparingly. Put them at the top of your media outlet's food pyramid, as it were. Unless there is some flaw in the current design that needs immediate attention, I'd leave well enough alone. If it ain't broke... well, you get the idea.
This article has just skimmed the surface of some of the journalistic issues involved in a redesign, but I'll be looking at more examples throughout the week, including Play magazine and GamerFeed.com. So be on the lookout for more semi-informed analysis based almost solely on my personal feelings on the subject.
It's odd then, that some major media outlets that had familiar, accesible, and pretty designs are so eager to change the way they look.
Take Electronics Gaming Monthly, probably the highest profile redesign in recent months. The old design has been constant for years and was probably one of the most well known in the industry. It featured intuitive color-coding by system (Xbox=green, GameCube=purple, PS2=blue), a relatively standard layout for previews (featuring an easy to find vital facts box) and a tight column format for reviews (with big, clear scores set behind each reviewer's text)
Starting with issue 167, EGM changed all that. The new format now has a color scheme that relies heavily on red and black (color coding now differentiates different sections of the magazine instead of systems). Previews are much more freeform as far as space and layout are concerned (some contain only a small screenshot and a few dozen words) and the familiar column-sized review format has been replaced with large rectangles of text (and small white-on-red scores in the corner). The "Press Start" letters and news section got a similar overhaul.
If you had been away for a few months, you might not believe it was the same magazine.
Given the obvious disadvantages to a resdesign (lack of familiarity to readers, cost, time), why do it at all? Well, EGMs layout redesign also accompanied a slight redesign in content. New subsections like "Instant Expert," among others, were added with issue 167, and the new format accompanied an increased design focus on the cover story of the month (speaking of covers, the familiar cover text was also redesigned, removing the heavy black outline). The new, free-form reviews and previews also allow for more games to be covered in one issue, even if some of those games don't get much space. The new format also allows for pictures that aren't in the standard screen-shot rectangle format, which makes the visual appeal that much more exciting.
But overall, I'm not sure these pros outweigh the negative aspects of a redesign. People inherently fear any change, whether good or bad, and you automatically take a small hit in confidence from many readers whenever you change anything about your magazine. True, you don't want to stagnate with a design that looks dated, but I don't think EGM's classic look was in danger of becoming old-fashioned anytime soon.
The best advice I can give, based on my limited experience, is to use redesigns sparingly. Put them at the top of your media outlet's food pyramid, as it were. Unless there is some flaw in the current design that needs immediate attention, I'd leave well enough alone. If it ain't broke... well, you get the idea.
This article has just skimmed the surface of some of the journalistic issues involved in a redesign, but I'll be looking at more examples throughout the week, including Play magazine and GamerFeed.com. So be on the lookout for more semi-informed analysis based almost solely on my personal feelings on the subject.
Monday, August 25, 2003
Karaoke Revolution and the news-itorial
Gamespot has a story about the recently announced U.S. song list for Konami's pending Karaoke Revolution. The story mentions some of the notable artists on the list, gives a little background about the game, and then copies the list verbatim. This is known in the industry as an objective news story.
Gamers.com also has a story about the song list. But the Gamers article has transcended the limitations of objective reporting to become something much more. Rather than let the facts dully speak for themselves, D.F. Smith has infused the story with exciting opinions about the list. By fusing editorial and news elements into a story the site labels as "news," he has created what will henceforth be known as the news-itorial.
A news-itorial is any article that a web site or magazine labels as "news" that includes at least as much of the author's subjective opinion as it does objective facts and reporting. Not all news articles that contain opinions are news-itorials; they have to have enough subjective opinion to overpower the facts. Thoughtful industry analysis is not considered opinion, even though it is somewhat subjective. To be a news-itorial, the opinions must be clearly biased and not based in factual analysis at all.
Let's take a line-by-line look at the make up of an average news-itorial. (article in italics, my comments in regular print. Watch for heavy sarcasm)
The official song list to Konami's Karaoke Revolution has been released, and we must say that we are not pleased.
One sentence in, and already the subjective opinions are apparent. Not only did this author express his disapproval with the list, but he implied that the entire staff of Gamers.com wasn't happy with it by using the royal "we." This may be the case, but it's more suited to a preview than a news story, don'tcha think?
On the one hand, Konami has included Bette Midler and Michael Bolton, among other utterly unsuitable artists.
"Utterly unsuitable" being an objective fact about the artists, of course.
This may, perhaps, be forgivable, considering that the decision was likely made as a misguided attempt to reach a broader audiece.
Yeah, you're right. Why should game companies try to appeal to a broader audience. They should actively try to sell as few copies as possible just so you're happy. Anything else would be "misguided." (Also, doesn't "on the one hand" usually imply "on the other hand" instead of "may, perhaps, be forgivable"?)
However, we challenge Konami to come up with any rational explanation for the omission of Sir Mix-a-Lot's "Baby Got Back."
This is quite the passive-aggressive challenge. Just to play devil's advocate, there are any number of reasons why Konami didn't include the song. Maybe it was too expensive for them to license. Maybe Sir Mix-a-lot didn't want his song alongside Bette Midler's. Maybe Konami thought their target audience wouldn't like to rap along with a decade-old rap (To the author: Just because you obviously want to do something doesn't mean everyone else does)
This would have been the perfect opportunity to actually call up Konami and ask someone there why "Baby Got Back" is not included in the songlist. There's a good chance they would give a blanket "no comment," but the author would be no worse off for trying.
If you'd like to develop your own issues with the selection, please peruse the following list, which comprises the entire inventory of licensed music that will appear in the game when it's released for PlayStation 2 this November.
Thanks a lot for the invitation to "develop my own issues" with the list. Don't you dare let me develop my own untainted opinion. Please suggest what I should think before I start reading.
It should also be noted that this section has the first bit of news not tainted by subjectivity in the article: the Novemebr release date.
*The song list (cut here for spaces reasons. See the article for the full list)
For our part, we will be picking up the Japanese version of the game, replete as it is with the sounds of Ayumi Hamasaki and Rip Slyme.
We're very happy for you. Really we are. You go import your version "replete" with artists that most of your readers have never heard of. You are obviously so amazingly hardcore that we are lucky to even be allowed to read what you write. Please teach me how to be as hardcore as you, Mr. Smith.
Your mileage, of course, may vary, so examine the song lists available and choose accordingly when the game is released later in the fall.
You mean my opinion might differ from yours? I have permission to think differently from you on this highly subjective matter? Thank you, Sir Smith, for your indulgences.
Journalists be warned: This blog is on the lookout for news-itorials from this day forward. Those who post them will not be treated kindly. Readers: If you find an article that you think is a news-itorial, please tell me about it.
Gamers.com also has a story about the song list. But the Gamers article has transcended the limitations of objective reporting to become something much more. Rather than let the facts dully speak for themselves, D.F. Smith has infused the story with exciting opinions about the list. By fusing editorial and news elements into a story the site labels as "news," he has created what will henceforth be known as the news-itorial.
A news-itorial is any article that a web site or magazine labels as "news" that includes at least as much of the author's subjective opinion as it does objective facts and reporting. Not all news articles that contain opinions are news-itorials; they have to have enough subjective opinion to overpower the facts. Thoughtful industry analysis is not considered opinion, even though it is somewhat subjective. To be a news-itorial, the opinions must be clearly biased and not based in factual analysis at all.
Let's take a line-by-line look at the make up of an average news-itorial. (article in italics, my comments in regular print. Watch for heavy sarcasm)
The official song list to Konami's Karaoke Revolution has been released, and we must say that we are not pleased.
One sentence in, and already the subjective opinions are apparent. Not only did this author express his disapproval with the list, but he implied that the entire staff of Gamers.com wasn't happy with it by using the royal "we." This may be the case, but it's more suited to a preview than a news story, don'tcha think?
On the one hand, Konami has included Bette Midler and Michael Bolton, among other utterly unsuitable artists.
"Utterly unsuitable" being an objective fact about the artists, of course.
This may, perhaps, be forgivable, considering that the decision was likely made as a misguided attempt to reach a broader audiece.
Yeah, you're right. Why should game companies try to appeal to a broader audience. They should actively try to sell as few copies as possible just so you're happy. Anything else would be "misguided." (Also, doesn't "on the one hand" usually imply "on the other hand" instead of "may, perhaps, be forgivable"?)
However, we challenge Konami to come up with any rational explanation for the omission of Sir Mix-a-Lot's "Baby Got Back."
This is quite the passive-aggressive challenge. Just to play devil's advocate, there are any number of reasons why Konami didn't include the song. Maybe it was too expensive for them to license. Maybe Sir Mix-a-lot didn't want his song alongside Bette Midler's. Maybe Konami thought their target audience wouldn't like to rap along with a decade-old rap (To the author: Just because you obviously want to do something doesn't mean everyone else does)
This would have been the perfect opportunity to actually call up Konami and ask someone there why "Baby Got Back" is not included in the songlist. There's a good chance they would give a blanket "no comment," but the author would be no worse off for trying.
If you'd like to develop your own issues with the selection, please peruse the following list, which comprises the entire inventory of licensed music that will appear in the game when it's released for PlayStation 2 this November.
Thanks a lot for the invitation to "develop my own issues" with the list. Don't you dare let me develop my own untainted opinion. Please suggest what I should think before I start reading.
It should also be noted that this section has the first bit of news not tainted by subjectivity in the article: the Novemebr release date.
*The song list (cut here for spaces reasons. See the article for the full list)
For our part, we will be picking up the Japanese version of the game, replete as it is with the sounds of Ayumi Hamasaki and Rip Slyme.
We're very happy for you. Really we are. You go import your version "replete" with artists that most of your readers have never heard of. You are obviously so amazingly hardcore that we are lucky to even be allowed to read what you write. Please teach me how to be as hardcore as you, Mr. Smith.
Your mileage, of course, may vary, so examine the song lists available and choose accordingly when the game is released later in the fall.
You mean my opinion might differ from yours? I have permission to think differently from you on this highly subjective matter? Thank you, Sir Smith, for your indulgences.
Journalists be warned: This blog is on the lookout for news-itorials from this day forward. Those who post them will not be treated kindly. Readers: If you find an article that you think is a news-itorial, please tell me about it.
Making a difference or making up a difference?
I think it's the secret desire of every journalist to be Woodward and/or Bernstein at some point in their lives. While getting paid to write about games is all well and good, most journalists want to make some sort of a difference with their writing. Whether this difference is preventing someone from buying a crappy game or bringing down the President of the United States is of little concern; it's the slightly egotistical feeling of importance that is, um, important.
I'll bet Computer and Video Games is feeling pretty important right now. But there are those who say they shouldn't.
For those too busy to read the above-linked articles, I'll paraphrase. In an Aug. 18 story C&VG broke the news that Nintendo's had no plans to release the popular e-Reader peripheral in Europe. This was a bit of a coup for C&VG, as Nintendo had apparently not publicly announced the cancellation. Sites like GamerFeed and Slashdot ran the story, which provoked a "public outcry," from the European citizenry, according to C&VG's follow-up article. By the 20th, C&VG was reporting that a Nintendo spokeperson said "the launch of the E-Card Reader in Europe has been moved into the first half of 2004." (Incidentally, Gamerfeed ran an update when the new information came to light. Slashdot did not)
It seems like a storybook case of "Journalist reports injustice; public demands justice; powers-that-be give in." But Spong has a different take on the matter. In an Aug. 20 article, Spong quoted a Nintendo insider as saying that "this whole thing was purely reactionary and quite ridiculous. The e-Reader was never scrapped for Europe and the fact that it was reported otherwise is shocking," the insider goes on. "This is just a slippage, as happens all the time. To tout it as a snubbing to Europeans was a shamelessly cynical thing to do." It should be noted that Spong did not report on the original cancelation story.
So is this a case of fabricating an uprising on C&VG's part, or a case of sour grapes on Spong's part? C&VG's John Minkley re-confirmed the information in response to an e-mail inquiry by this site. "For Nintendo to move from 'We have no plans' to 'It's coming out next year' in the space of two days is, is my mind, a clear turnaround prompted by the negative reaction from European gamers to the news," he said in an e-mail. Spong editors have not yet replied to a request for comment.
I'm really not sure where I stand on this one. Given Spong's track record, it would be quite easy to dismiss their claims, but I'd like to think that past performance doesn't always predict present predelictions (Hooray for alliteration!) Any thoughts?
I'll bet Computer and Video Games is feeling pretty important right now. But there are those who say they shouldn't.
For those too busy to read the above-linked articles, I'll paraphrase. In an Aug. 18 story C&VG broke the news that Nintendo's had no plans to release the popular e-Reader peripheral in Europe. This was a bit of a coup for C&VG, as Nintendo had apparently not publicly announced the cancellation. Sites like GamerFeed and Slashdot ran the story, which provoked a "public outcry," from the European citizenry, according to C&VG's follow-up article. By the 20th, C&VG was reporting that a Nintendo spokeperson said "the launch of the E-Card Reader in Europe has been moved into the first half of 2004." (Incidentally, Gamerfeed ran an update when the new information came to light. Slashdot did not)
It seems like a storybook case of "Journalist reports injustice; public demands justice; powers-that-be give in." But Spong has a different take on the matter. In an Aug. 20 article, Spong quoted a Nintendo insider as saying that "this whole thing was purely reactionary and quite ridiculous. The e-Reader was never scrapped for Europe and the fact that it was reported otherwise is shocking," the insider goes on. "This is just a slippage, as happens all the time. To tout it as a snubbing to Europeans was a shamelessly cynical thing to do." It should be noted that Spong did not report on the original cancelation story.
So is this a case of fabricating an uprising on C&VG's part, or a case of sour grapes on Spong's part? C&VG's John Minkley re-confirmed the information in response to an e-mail inquiry by this site. "For Nintendo to move from 'We have no plans' to 'It's coming out next year' in the space of two days is, is my mind, a clear turnaround prompted by the negative reaction from European gamers to the news," he said in an e-mail. Spong editors have not yet replied to a request for comment.
I'm really not sure where I stand on this one. Given Spong's track record, it would be quite easy to dismiss their claims, but I'd like to think that past performance doesn't always predict present predelictions (Hooray for alliteration!) Any thoughts?
Thursday, August 21, 2003
Revive Next Generation!
I'd like to take a time out from my Ombudsmanly duties to point you all to a petition to revive what I think is the greatest video game magazine ever: Next Generation.
Next Generation was the first magazine to really take a serious look at the art and business of video games. Their interviews were some of the best around, and their reviews refused to give in to the hype surrounding a game, focusing purely on innovation and fun. You can read the petition for more information on why it was so great. I don't think this will actually work or anything, but a solid show of support for good journalism is always nice.
Next Generation was the first magazine to really take a serious look at the art and business of video games. Their interviews were some of the best around, and their reviews refused to give in to the hype surrounding a game, focusing purely on innovation and fun. You can read the petition for more information on why it was so great. I don't think this will actually work or anything, but a solid show of support for good journalism is always nice.
Tuesday, August 19, 2003
How do you cover a Phantom console?
The unveiling of a new video game console is often a rallying point for the video game media. Web sites do in-depth, multi-page features. Magazines devote whole sections to every scrap of new information available. The entirety of video game news is put on hold when a major player like Nintendo, Microsoft, or Sony reveals any concrete information about their new systems.
Infinium Labs' Phantom console, on the other hand, seems like more of a sidenote to most news outlets.
The Phantom is perhaps a unique case in the history of console releases. Passed off by many as a vaporware joke months ago, the makers have had to fight just to get the media to believe they exist. After a delay caused by the postponement of the Ultimate Gamers Expo. (itself an odd choice for a console unveiling), Infinium finally released a promotional video and some information (including system specs.) about the console on their web site. There was little concrete information or footage of games for the system, but as we know that has never stopped the media from reporting on a system.
In the face of any system unveiling like this, there are two important questions a news outlet has to ask itself: How much coverage should we give it and how should we feature that coverage? The answers to these questions are simple when you're dealing with the big players like Sony, Nintendo and Sega. But with the glut of new system announcements over the past few months, it can be hard to seperate out the serious contenders from the pretenders that aren't worthy of coverage. In fact, the amount of early coverage can sometimes dictate how much of a chance a new system has in an already crowded market.
Then there's the question of what kind of coverage to give the system. Most sites seem willing to simply repeat the information from Infinium's web site, acting as a mouthpiece for the company line. Others went a little deeper, like this IDG reporter who actually talked to an industry analyst and an Infinium spokesman about the release (The article was picked up by PC World, among others). It's interesting that the most in-depth reporting about this story has so far come from an IT site and not a video game site.
The major news sites seemed satisfied with a small mention of the unveiling with the minimum of new reporting necessary. Gamespy had a very small story buried in its crowded news section mentioning the unveiling and linking to the official web site. Gamespot had a slightly meatier story which listed the systems specs and linked to the official site. Gamerfeed also gave the specs in the article, and paraphrased a few of the features straight from Infinium's press materials.
All three sites treated the story like any other; that is, they did not play the story up with a front page link or accompanying features or accompanying articles (at least not yet). While this may seem innocuous at first, it speaks volumes about the Phantom's image in the current video game market. Mentioning a new console in a news story is one thing; hopefully every new release would at least get that minimum of respect. Featuring that story on the front page, however, puts it in quite another league. Public relations companies are constantly fighting to get articles about their products placed in more prominent positions, and the coverage of the Phantom has been anything but prominent. Compared to the ridiculous amount of coverage the PSP has received with roughly the same amount of available information, Infinium Labs might be a little dissapointed by the scant coverage offered by these major sites (not that Infinium Labs has the weight of Sony by any means, but still).
They may be a little more heartened by sites like TotalVideoGames and GamingHorizon, both of which featured the unveiling somewehat prominently on their front pages. Gaming Horizon even got into the act before the official unveiling with a sort of preview article anticipating the press launch (to be fair, Gamespot also had an article previous to the launch, but they focused on Infinium's partnership with Gigex).
The tone of these articles matches the prominent placement on the sites: TVG said they were "certainly impressed" by the system's specs while GameingHorizon dug into the video and talked up the "variety of options" that the main system interface may contain. This is only natural; an outlet that plays a story highly is going to treat that story as more important than a site that buries it in their news section. It's a matter of defending one's news judgement. Reader's should be wary of the bias this often introduces. After all, when was the last time you saw a ten page preview that ended up bashing a game?
Slashdot did a pretty good job of covering the major talking points and providing the important links on Sunday evening, beating many of the major outlets that only update on weekdays. They later updated the story with information garnered from an interview by Gigex (a corporate partner of Infinium, which makes the objectivity of the interview a tad suspect). The interview revealed a price ceiling of $399 and a $9.95 monthly suscription fee for the system, something that most other outlets haven't reported yet.
Other link-and-quote sites gave the unveiling less coverage. Blue's News mentioned it in passing along side the XGameStation in a very short article. Evil Avatar used the news peg as a chance to editorialize about the price point ("it's gonna run 500-600 bucks") and analyze some of the more extravegant of Infinium's claims ("I'm also highly perplexed on the claim, 'More games than ANY other console'"). Spong covered the story with the highly informative headline, "nVidia’s latest home console shown -- Hot bikini action inside!" One had to look at the subhead to see any mention of the Phantom.
Infinium Labs' Phantom console, on the other hand, seems like more of a sidenote to most news outlets.
The Phantom is perhaps a unique case in the history of console releases. Passed off by many as a vaporware joke months ago, the makers have had to fight just to get the media to believe they exist. After a delay caused by the postponement of the Ultimate Gamers Expo. (itself an odd choice for a console unveiling), Infinium finally released a promotional video and some information (including system specs.) about the console on their web site. There was little concrete information or footage of games for the system, but as we know that has never stopped the media from reporting on a system.
In the face of any system unveiling like this, there are two important questions a news outlet has to ask itself: How much coverage should we give it and how should we feature that coverage? The answers to these questions are simple when you're dealing with the big players like Sony, Nintendo and Sega. But with the glut of new system announcements over the past few months, it can be hard to seperate out the serious contenders from the pretenders that aren't worthy of coverage. In fact, the amount of early coverage can sometimes dictate how much of a chance a new system has in an already crowded market.
Then there's the question of what kind of coverage to give the system. Most sites seem willing to simply repeat the information from Infinium's web site, acting as a mouthpiece for the company line. Others went a little deeper, like this IDG reporter who actually talked to an industry analyst and an Infinium spokesman about the release (The article was picked up by PC World, among others). It's interesting that the most in-depth reporting about this story has so far come from an IT site and not a video game site.
The major news sites seemed satisfied with a small mention of the unveiling with the minimum of new reporting necessary. Gamespy had a very small story buried in its crowded news section mentioning the unveiling and linking to the official web site. Gamespot had a slightly meatier story which listed the systems specs and linked to the official site. Gamerfeed also gave the specs in the article, and paraphrased a few of the features straight from Infinium's press materials.
All three sites treated the story like any other; that is, they did not play the story up with a front page link or accompanying features or accompanying articles (at least not yet). While this may seem innocuous at first, it speaks volumes about the Phantom's image in the current video game market. Mentioning a new console in a news story is one thing; hopefully every new release would at least get that minimum of respect. Featuring that story on the front page, however, puts it in quite another league. Public relations companies are constantly fighting to get articles about their products placed in more prominent positions, and the coverage of the Phantom has been anything but prominent. Compared to the ridiculous amount of coverage the PSP has received with roughly the same amount of available information, Infinium Labs might be a little dissapointed by the scant coverage offered by these major sites (not that Infinium Labs has the weight of Sony by any means, but still).
They may be a little more heartened by sites like TotalVideoGames and GamingHorizon, both of which featured the unveiling somewehat prominently on their front pages. Gaming Horizon even got into the act before the official unveiling with a sort of preview article anticipating the press launch (to be fair, Gamespot also had an article previous to the launch, but they focused on Infinium's partnership with Gigex).
The tone of these articles matches the prominent placement on the sites: TVG said they were "certainly impressed" by the system's specs while GameingHorizon dug into the video and talked up the "variety of options" that the main system interface may contain. This is only natural; an outlet that plays a story highly is going to treat that story as more important than a site that buries it in their news section. It's a matter of defending one's news judgement. Reader's should be wary of the bias this often introduces. After all, when was the last time you saw a ten page preview that ended up bashing a game?
Slashdot did a pretty good job of covering the major talking points and providing the important links on Sunday evening, beating many of the major outlets that only update on weekdays. They later updated the story with information garnered from an interview by Gigex (a corporate partner of Infinium, which makes the objectivity of the interview a tad suspect). The interview revealed a price ceiling of $399 and a $9.95 monthly suscription fee for the system, something that most other outlets haven't reported yet.
Other link-and-quote sites gave the unveiling less coverage. Blue's News mentioned it in passing along side the XGameStation in a very short article. Evil Avatar used the news peg as a chance to editorialize about the price point ("it's gonna run 500-600 bucks") and analyze some of the more extravegant of Infinium's claims ("I'm also highly perplexed on the claim, 'More games than ANY other console'"). Spong covered the story with the highly informative headline, "nVidia’s latest home console shown -- Hot bikini action inside!" One had to look at the subhead to see any mention of the Phantom.
Thursday, August 14, 2003
Vacation/all I ever wanted/Vacation, had to get away
Hello to various people reading this,
You may have noticed a drop-off in the number of posts recently. This is because I've been on vacation for the past few weeks. REst assured, though, that I'm sitll keeping track of the happenings in the video game journalism industry and that I'll be back next week with more crazy ramblings. Stay tuned.
You may have noticed a drop-off in the number of posts recently. This is because I've been on vacation for the past few weeks. REst assured, though, that I'm sitll keeping track of the happenings in the video game journalism industry and that I'll be back next week with more crazy ramblings. Stay tuned.
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