When video games journalism eats itself, we all lose out | Keith Stuart

TruthLens AI Suggested Headline:

"Recent Departures and Acquisitions Raise Concerns in Video Game Journalism"

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AI Analysis Average Score: 6.4
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TruthLens AI Summary

The recent upheaval in video game journalism has raised concerns about the sustainability and integrity of the industry. Key contributors Jeff Grubb and Mike Minotti have left Giant Bomb following the removal of a controversial podcast episode that criticized new brand guidelines. This incident coincided with the announcement of Polygon's sale to Valnet, which has led to significant job losses and has sparked outrage among industry observers. Critics argue that these changes reflect a disturbing trend where established gaming sites are treated as mere commodities, stripped of their unique voices and perspectives. Vox CEO Jim Bankoff's comments on the sale of Polygon highlight a corporate focus on maximizing shareholder value at the expense of journalistic integrity, which many believe will undermine the quality of gaming content that audiences have come to expect.

The evolution of video game journalism has been marked by a delicate balancing act between commercial interests and the need for honest reporting. Historically, gaming magazines relied on advertising revenue from publishers, often leading to conflicts of interest when it came to product reviews. As the industry has shifted online, the rise of influencers and social media platforms has further complicated the landscape, diminishing the demand for traditional gaming journalism. The recent acquisitions by Valnet and other corporations have raised alarms about the future of quality journalism in gaming, with concerns that sites may devolve into content mills focused solely on SEO-driven output. However, the emergence of independent gaming news outlets offers a glimmer of hope, suggesting that there is still a demand for authentic, creative, and insightful coverage of the gaming world. As the landscape continues to evolve, it remains to be seen how these changes will affect the relationship between gaming journalism and its audience, and whether the industry can reclaim its integrity amidst corporate pressures.

TruthLens AI Analysis

The article presents a troubling view of recent developments in video game journalism, highlighting a series of events that have raised concerns about the future of important gaming media outlets. It captures the emotional response of journalists and the gaming community to these changes, illustrating how the industry's corporate decisions can have a profound impact on independent journalism.

Corporate Restructuring and Its Impact

The departures of Jeff Grubb and Mike Minotti from Giant Bomb, alongside the sale of Polygon to Valnet, underline a significant shift in the video game journalism landscape. The removal of a podcast episode that criticized new brand guidelines reflects a growing trend of corporate censorship and the prioritization of profit over creative expression. The article suggests that the once-vibrant voices of these outlets are being silenced or diminished as they become mere assets to be traded.

Community Sentiment

There is a palpable sense of loss within the community as these well-established sites, known for their unique perspectives and loyal audiences, are reshaped under corporate ownership. The author shares feelings of disgust at the commodification of journalism, hinting that the integrity and quality of content may suffer as staff numbers dwindle alongside editorial freedoms. The sentiments expressed by industry observers like Nathan Grayson resonate strongly with readers who value the authenticity of gaming journalism.

Concealed Narratives

While the article primarily focuses on the impact of corporate actions on journalism, it may also mask broader issues within the gaming industry, such as the struggles of independent creators and the challenges posed by the increasing consolidation of media. The narrative may divert attention from systemic problems in the industry that contribute to these outcomes, such as the pressures of advertising revenue and audience metrics.

Manipulative Language and Tone

The article employs emotionally charged language to evoke a sense of outrage and urgency. Phrases like "parasitic execs" and "suck the marrow from the bones" are designed to elicit strong reactions from readers, potentially leading them to view corporate decisions in a wholly negative light. This manipulation of language shapes public perception and may polarize opinions about the involved parties.

Connections to Broader Trends

The events discussed in the article resonate with wider trends in media, where consolidation and financial motivations often overshadow journalistic integrity. This situation parallels other industries facing similar challenges, suggesting a systemic issue that transcends the gaming sector. The sale of Polygon and other sites may reflect a broader decline in independent media across various fields.

Potential Consequences for the Industry

The repercussions of these changes could extend beyond journalism, affecting the gaming community, economic factors, and even political discourse. As major outlets shrink, independent voices may struggle to gain visibility, leading to a homogenization of content that doesn't reflect diverse opinions or innovative ideas. This trend could stifle creativity and lead to a less informed public, ultimately impacting the future of gaming culture.

Community Support and Audience Reach

The article likely appeals to audiences who are passionate about gaming and concerned about the future of journalism. Communities that value independent media and critical voices may rally around this message, potentially leading to increased support for alternative platforms or independent creators.

Market Implications

The news about significant layoffs and corporate acquisitions could influence stock prices of companies involved in gaming journalism. Investors may react to these developments, particularly if they perceive them as indicative of larger trends in the media landscape. The news may also impact companies like Vox and Valnet, as market confidence can fluctuate based on perceived stability and innovation.

Global Context

In the larger context of media and power dynamics, the article touches on issues of ownership, influence, and the role of corporate interests in shaping public discourse. It highlights ongoing conversations about the need for diverse and independent voices in an increasingly consolidated media landscape.

By analyzing the language and tone of the article, it’s reasonable to conclude that it has a strong emotional resonance intended to motivate readers to reflect on the state of video game journalism and its implications. The overall reliability of the article hinges on its ability to present factual events while simultaneously invoking an emotional response. The potential bias in language suggests a viewpoint that may not fully encompass all perspectives within the industry.

Unanalyzed Article Content

Last week was a bad one for video games journalism. Two key contributors to the veteran site Giant Bomb, Jeff Grubb and Mike Minotti, have announced their departure after a recent podcast was taken down. The 888th episode of the Giant Bombcast reportedly featureda section lampooning new brand guidelinesissued to staff and is no longer available online. Later this week, it was announced that major US site Polygon was being sold to Valnet, owner of the ScreenRant and GameRant brands,resulting in a swathe of job losses. This follows ReedPop’s sale, in 2024, of four high-profile UK-based sites – Eurogamer, GamesIndustry.biz, Rock Paper Shotgun and VG247 – to IGN Entertainment, owned by Ziff Davis, which alsoresulted in redundancies.

It’s sad how these long-standing sites, each with vast audiences and sturdy reputations, have been traded and chopped up like commodities. On selling Polygon, Vox CEOJim Bankoffsaid in a statement: “This transaction will enable us to focus our energies and investment resources in other priority areas of growth across our portfolio.” It felt gross, to be honest, to see this decade-old bastion of progressive video games writing being reduced to an asset ripe for off-loading. Of its purchase Valnet said: “Polygon is poised to reach new editorial heights through focused investment and innovation.” Quite how it will do that with a significantly reduced staff is anyone’s guess.

This is, of course, the familiar robotic doublespeak of the corporate press release and industry observers have not held back in their anger and incredulity.Writing on Aftermath, journalist Nathan Grayson said: “None of this was, strictly speaking, necessary, with Polygon an unqualified success in terms of traffic while Giant Bomb boasted a dedicated audience drawn to its unique mix of personalities. But of course, parasitic execs decided to suck the marrow from the bones of both, and now we’re left wondering what comes next.” You do have to wonder if any of the CEOs involved in these sales have ever read a story or listened to a podcast in their lives that wasn’t about maximising shareholder value.

Video game journalism has always walked a windswept tightrope between competing commercial interests. In the olden days of games magazines, much of the money came from adverts bought by the same companies whose products were being reviewed and often mauled by journalists. Several times during my career as a magazine editor I witnessed adverts pulled from publications I worked on following unfavourable reviews of the advertisers’ products. To bow to those pressures would mean losing the faith of our readers, which was the most important asset we had. Publishers always came round in the end, but once you’ve lost the trust of your audience, you might has well call it quits.

Later, those magazines transitioned into websites, where ad space remained a vital income. Nowadays it’s much more complex, and the industry doesn’t need dedicated gaming sites so much, thanks to the rise of influencers on platforms such as Twitch and YouTube. It seems the companies most interested in acquiring gaming sites see only brands, not the creative and experienced staff behind them; in March digital news site the Wrapran an investigative featurein which Valnet was accused of turning acquired sites into content mills for “mind-numbing SEO bait”. Valnet has sincesued the publication. But the pay rates for journalism are stagnating, even falling, as the games themselves transform into live-service megaplexes inhabited by billions of paying customers.

There is, it seems, a festering suspicion of human creativity in the modern tech corp landscape. Unquantifiable, expensive and resistant to spreadsheet analysis, it is an annoying barrier in the way of streamlined market penetration and exponential growth. Wouldn’t it be so much easier if AI could write those long, in depth video game walkthroughs that get so many hits, but take so many weeks of work to produce? Wouldn’t it make sense if news and analysis was generated and filed within seconds through some sort of automated content pipeline?

There’s just one problem. Writing a game walkthrough is a complex task, relying on skilled play, the ability to interpret and explain a moment of action and the foresight to know what players will be looking for. A review is a subjective human response to an experience; a podcast is a parasocial chat with pals. Vitally, good games journalism also holds the industry to account, investigating and highlighting issues that would otherwise be buried. The people who do this stuff and do it well have been playing, writing and questioning for years. They know what we think about when we think about games.

I suppose this is the same argument playing out right now everywhere in the arts, from movies to music. The tech bros want portfolios of brands to swap between each other, expecting the wordless masses to follow behind, consuming whatever slop they’re fed. But it’s not endless dead-eyed content we’re coming for, it’s ideas and craft. What a relief it is that independent sites are springing up at a growing rate. We have the UK games news siteVGCand, in the US, there’sAftermath– both have blossoming audiences. Fandoms can only be fooled for so long. I harbour high hopes that when it becomes clear understaffed machines of digital content can only spew out secondhand ideas, the pathetic ghost burps of dead fandom, authenticity will become the only game in town.

Every month sees a dozen new indie video games using the mechanics of collectible card battlers such as Magic the Gathering and Yu-Gi-Oh to interesting but increasingly familiar effect. But don’t let that stop you tryingThe Horrorat Highrooka headyoccult mysteryin which a group of explorers raid a haunted mansion in order to discover the truth about a missing aristocratic family. The game world is like a highly complex Cluedo board and mysteries are uncovered and solved by combining relevant item and skill cards, while upgrading the abilities of your party. Clearly inspired by the twin forces of Poe and Lovecraft it’s a beautifully constructed challenge, filled with ideas and little arcane treats for fans of both cosmic and gothic horror.

Available on:PCEstimated playtime:10-plus hours

Cheatingis as old as video games, but it is ruining the experience of many who like online multiplayer shooters.This feature looks athow Riot is taking on cheaters in A League of Legends and Valorant and it’s a great primer on the Red Queen-esque battle between developers and hackers.

Most great video games were, at some stage in their development, a fraction of a millimetre away from some disastrous design choice. The highlight of thislong interviewis how the former Sony president Shuhei Yoshida savedGran Turismoby suggesting that the team make it actually playable by non-racing drivers.

I love that video games, though products of modern technology, still inspire their own legends and folklore.A feature on the BBC siteanalyses a wonderful example,Ben Drowned– the tale of a haunted N64 cart, a creepypasta that infected games forums in 2010.

If you’re done with reading, Rockstarjust releaseda newGrand Theft Auto VItrailer and speedboatload of screenshots and info about protagonists Jason and Lucia (above), days after announcing the game’s delay until May 2026. Go have a look, it’s wild.

Drop Duchy – a sprawling challenge disguised as a block-dropping puzzler | ★★★★☆

Skin Deep – kitty rescue immersive-sim is slapstick fun in a cartoony playground | ★★★☆☆

Grand Theft Auto VI delayed until May 2026

Space Invaders on your wrist: the glory years of Casio video game watches

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This week’s question comes fromGuy Baileywho messaged me on blue BlueSky with the following:

“I love sim racing in VR and my son is addicted to VRChatand the camaraderie of the various worlds. Half Life Alyx is incredible, and most people who try VR love it – so why hasn’t it had its gaming mainstream breakthrough yet? Will it ever?”

This question has haunted the VR industry since the arrival of the Oculus Quest in 2019, which was supposed to rejuvenate the whole concept of VR for the modern era. And while more than 20m Quest headsets have now been sold, alongside 5m PlayStation VR sets and many other contenders, we’re not all spending vast swathes of time in virtual worlds.

There are many, many reasons. Motion sickness is one: a percentage of people (and it is more common in womenfor reasons that no one can agree on) will feel nauseous after a few minutes of use. No one wants to feel sick, no matter how fun the software is. There’s also the neurological and physiological disparity of being enclosed in a visual environment which does not align with what our bodies and our senses are expecting. We’ve all seen the funny videos of people getting carried away in a VR game and running straight into walls.

VR also makes us feel vulnerable and silly. It is weird to be so cut off from external “reality” and it is weird to wear a massive helmet in your living room. These elements are perhaps part of why Apple has been betting big on augmented rather than virtual reality, via is Vision pro headset, which is comparatively inconspicuous and keeps us in touch with our surroundings – but even that hasfailed so far– at least as a consumer platform.

Mostly though, I don’t think the content is compelling enough for a non-tech audience. It’s a cliche, but there’s no killer app. I have an unused PlayStation VR headset and my sons only occasionally play with their Meta Quest 3. The games they like can only be experienced in 20-minute bursts, and I don’t think they grip the heart, soul and intellect the way a traditional screen-based immersive game can.

For most of us, VR will need to find a way to give us touch, taste, smell and presence, or at least give us a compelling enough reason to leave the sensual world behind for hours on end.

If you’ve got a question for Question Block – or anything else to say about the newsletter – email us onpushingbuttons@theguardian.com

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Source: The Guardian