games-journalism

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  • Ask Massively: Destiny is not the boss of me

    by 
    Bree Royce
    Bree Royce
    09.05.2014

    Bungie's Destiny launches next week, and since it is by most appearances an MMO (or possibly a fragrance), we've been covering it, albeit lightly since our primary audience is not a console-only audience. But hasn't Bungie said that Destiny isn't an MMO? That was Massively reader icnoevil's primary objection to our coverage: So if the devs themselves have said the game is not an MMO, why does it keep showing up on this site? There's a little thing I repeat to myself every once in a while when studio reps are being pushy about our coverage: I don't work for them. I work for Joystiq.

  • Ask Massively: And the money will follow

    by 
    Bree Royce
    Bree Royce
    03.07.2014

    A reader named Josh recently wrote to Massively to ask about the viability of a career in games journalism. He's not a kid with stars in his eyes; he's an adult who works for an elite tech company, and his dad is a published journalist himself. He once focused his MMO hobby into a livestreaming channel and blog but shut them down because of the time involved, and now he's considering whether a career shift to doing what he loves might be worthwhile. As a 30-year old with a family of three, I have a feeling that it would be very difficult to transition into the world of technology journalism. My impression is that it is an industry that does not really pay that much, and therein lies my quandary. My question for you at Massively is whether it is really possible to pursue the field of technology/gaming journalism and still support a family? And what traits are desirable in a technology journalist? Do editors look for people who have journalism degrees and existing experience, or is it a situation where you can step up to the plate and impress someone with your existing skill? How many of you that work for Massively actually support yourselves and your families based on your journalism, and what did it take to get to that point in your careers? Unfortunately, Josh's gut feeling is correct and terribly timely.

  • Ask Massively: Why tpyos matter

    by 
    Bree Royce
    Bree Royce
    11.29.2012

    Whenever you sit down to read an article -- let's say it's an article about MMOs on your favorite MMO blog -- the author has a hidden persuasive advantage. Readers are inclined to believe what they read unless they have a compelling reason not to because believing is easier than not believing. In fact, humans have a hard time mentally readjusting if they hear a lie about a topic before they hear the truth, especially when the lie confirms comforting pre-existing beliefs. And like it or not, we grant a measure of authority to published articles, to what we see in print from people we presume are professionals. But even a lowly games writer squanders that "authoritativeness bonus" when he can't even be arsed to press the darn spellcheck button.

  • Ask Massively: Missives from the Massively yacht

    by 
    Bree Royce
    Bree Royce
    11.08.2012

    So here we are, lounging on the deck of our yacht, sipping cool drinks out of fake coconuts while lifeguard cosplayers -- they're cosplayers, right guys? -- gently wave palm leaves at us. Later, of course, we'll dock somewhere and whip out our laptops and dash off some posts about video games before we get back to enjoying the titillating payoffs we earn as members of the gaming journalism front lines. Hopefully you've guessed that Massively doesn't have a yacht. We don't even have an office. The Massively yacht is a mythical destination, a running joke that's only mildly funny and then only to the people who work here, since only we know what we're paid, how insanely strict the Joystiq network is about accepting items on the spectrum between gifts and bribes, and how that strictness both hurts and helps us and you. That's something worth talking about in light of the Eurogamer debacle.

  • Massively interviews E-ON editor Zapatero Part 2

    by 
    James Egan
    James Egan
    11.04.2008

    I read E-ON so I know you've really got your finger on the pulse of EVE, but given the magazine's quarterly publishing schedule, how do you meet the challenges of covering a game that's always evolving? My finger isn't on the pulse at all. Never has been. I just know where to find the pulse when I need it.It's difficult to be topical and obviously the magazine could be seen to date quite quickly, but I don't feel that aspect detracts from the the magazine at all. If anything it enhances it. I've always likened E-ON to a snapshot of EVE. Each issue captures EVE in a moment that will never exists again. For example, in the first issue we published a profile of a much-loved EVE fansite called EVE-I. Soon after publication EVE-I went down and never returned. (It actually went down before publication, but the admins assured me it would be back.) At the time it was slightly embarrassing that the we had a glowing profile of the site and some people on the forums found that amusing, but as time has gone by and memory has faded, EVE-I has been forgotten by all but the oldest veterans. The point is that the site is no longer active, it no longer even exists.... except in E-ON. It's a similar story with the "Darwin's Contraption" movie, which we previewed in Issue #005, and maybe the EVE: Ascension mod (#009) will never see the light of day, but in E-ON all these great fan projects can be celebrated for their efforts, if not their achievements.As for the ever-changing nature of EVE, it's precisely because EVE never stands still that there are always deep seams of material to mine for content. I actually feel that we could do an issue of E-ON every six weeks, perhaps monthly, but I'm not sure my superiors share that view because it's a fair bit of work that goes into design and production and MMM are a very small outfit, but there certainly is never a problem filling an issue with words -- quite the opposite.

  • Massively interviews E-ON editor Zapatero

    by 
    James Egan
    James Egan
    11.04.2008

    EVE Online is a deep and complex game, and even those who've played EVE for years find there are still facets of gameplay they've never mastered. This is compounded by the game's unique nature as a massive galaxy primed for exploration and domination by its players, whose actions and machinations affect one another in a single setting that's never quite the same from one day to the next.EVE is always evolving, both in terms of the dynamics between players and the game itself, seen as a whole. But unlike most MMOs, EVE Online has an official magazine, called E-ON, which has kept pace with how the game and its player efforts have changed over the years. To flip through the E-ON back issues is to see the documented evolution of EVE Online. In fact, E-ON manages to stay ahead of the curve due in part to its access to CCP Games, but mostly through the efforts of the players themselves whose writing talents make up the entirety of E-ON. The man behind E-ON is Richie Shoemaker, aka "Zapatero." He's the one who's been guiding the publication along since day one, and ensuring its content digs beneath the surface of the game. He's interviewed EVE's players and developers alike, but it occurred to us... Zapatero has an excellent perspective on the game yet is rarely interviewed, himself. Massively recently caught up with Zapatero in between his continent hopping, and got him to tell us a bit about his approach to covering EVE and what the player community is capable of creating.

  • Shoe: Game company paid for 'lady companionship' for journalists

    by 
    Justin McElroy
    Justin McElroy
    09.30.2008

    Dan "Shoe" Hsu has let loose another post delving into the nitty-gritty of games journalism, and if you thought the gift bags and free jet fighting school was extravagant, you're in for one eye-opening Tuesday morning. Among a litany of questionable activity from several companies, Shoe reports: "Tecmo in the past has treated their American journalist guests to evenings out at Japanese hostess bars, watering holes where women are paid to keep customers company (not necessarily in a 'me so horny!' way ... it's more of a 'let me keep filling your drinks and you are so funny and handsome and wonderful and let me hang on to your every word!' male-insecurities-nuking thing)."Sure, it's not hooker-level scandalous, but it does clear up why so many reviews for Rygar included lines like "the most moving piece of interactive entertainment of this or any other time. There, Yuki, I said it! Now, will you please just ... love me for me?"

  • WAR's Creative Director waxes nostalgic about games journalism

    by 
    Akela Talamasca
    Akela Talamasca
    06.26.2008

    The interview between Rock, Paper, Shotgun's Kieron Gillen and EA Mythic's Paul Barnett is a bit of meta-ness that doesn't bear directly on MMO news, but it's an interesting look into the mind of one of the architects behind the upcoming Warhammer Online. The take-away from the interview is that games journalism can be played many different ways, but in Barnett's mind it ought to stand for critical examination, the way movie critics write. Part of this means a no-bias account, and part of it means offering alternatives to gameplay that the writer feels doesn't work. We bloggers here at Massively do our best to provide our readers with the straight stuff, and we hope that comes through. The interview is merely the first in a series, with much more content from that evening's get-together on its way. We'll keep our eyes out for interesting tidbits.