I (and everybody who reads my drivel on the forum) wish.Is there a way to learn wit?
If you're doing a play-by-play, I'd think having a system of icons for each of the actions (presumably collapsing some of them; "Gather" and "Muster" could both be "+", for example, though I suppose you could color-code them for the factions) might help. That would require a little less reference to the previous image.Any thoughts about a method for displaying consecutive photos of a board game state which communicates how the game has changed from photo to photo? Perhaps a very simple overlay or some kind of region-colouring system highlighting control/forces? I was idly flipping through my terrible LoD pictures and thinking if you didn't look carefully, you might not be able to tell a whole lot about how the game was progressing, certainly if you didn't know the game a little you would be totally in the dark. Only of worth if you're planning more board game content though, obviously.
I (and everybody who reads my drivel on the forum) wish.Is there a way to learn wit?
The Germans have a word for this, because they are German: verschlimmbesserung. An improvement that makes things worse.Rather brave question, Kelsey.
Before I answer it in a way that is specific to you and PT, I have to point out a common problem that a lot of us have with technology and the interwebs today: the people running things keep "improving" their products. This is a problem because many of the "improvements" are not really positive changes at all, but changes for the sake of change, as if their UI and graphics people need things to work on and so they come up with alternate (not better) ways of presenting their products to make it look like they're doing something useful (which they are not).
One of the greatest things about this site is that you are allowed (possibly encouraged even, I don't know) to consider this as a contributor--that you want to think about things more like a journalist and less like a reviewer. And that you can create articles like Cards Aren't Cards, which currently stands at 23 comments (far outpacing most other articles here). Most contributors to most content-rich sites do not have that ability, and that you are taking advantage of it is a boon to all of us readers.Thanks for your thoughts, Biff. Part of where this is coming from for me is that I'm finally starting to feel like I should sort of think of myself as a journalist. I haven't really done that yet, but I feel like it comes with some responsibilities. For one, I have no friggin' idea what the foundations of journalistic ethics are, and I feel like I need one in order to apply them to anomalous situations like the one we find ourselves in. So maybe I should just read a book on the topic, something like Journalism Ethics: A Philosophical Approach. But maybe I should take a class.
Part of what I'm realizing is that I don't understand enough about the business of making games to report on it very well. For example, Mike Futter at Game Informer just wrote a great explanation of Vivendi's takeover of Gameloft and increasing stake in Ubisoft. I don't have the background knowledge to write something like that, but it seems like one of the ways to get a sense for the shape of the industry which doesn't rely purely on PR or play of released games. So maybe I should work on how to report on business.
Images are on my mind because I've been messing around with them a little more than usual, but that's happenstance. I do think we could use visual methods of communication better, but knowing that you're mostly going to be seeing unaltered screenshots from games has value, too. Anyway, all of this is my way of saying that you're absolutely right--our readers are very sharp. So, as I sit around wondering whether I should try to learn to program my own game, or take journalism classes, or something else, I figure I should ask smart people with a stake in my decision.![]()
You're right that the technical stuff is out my direct control, but it's good to have a sense for what we should ask about.
Mostly, I'm thinking that I don't have any explicit standards of professionalism, and thinking of myself as a journalist may help clarify some of those. "Professionals have standards. Be polite. Be efficient. Have a plan to kill everyone you meet." I intend never to have standards of professionalism which will prevent fart jokes, so I'm not taking this too seriously, but still. I know I shouldn't review a game based on other people's screenshots, but exactly what do I owe my readers when I turn in a review? I think my intuitions on that are pretty good, but they're not perfect. It would help me improve them if I thought about them some more, I think.One of the greatest things about this site is that you are allowed (possibly encouraged even, I don't know) to consider this as a contributor--that you want to think about things more like a journalist and less like a reviewer. And that you can create articles like Cards Aren't Cards, which currently stands at 23 comments (far outpacing most other articles here). Most contributors to most content-rich sites do not have that ability, and that you are taking advantage of it is a boon to all of us readers.Thanks for your thoughts, Biff. Part of where this is coming from for me is that I'm finally starting to feel like I should sort of think of myself as a journalist. I haven't really done that yet, but I feel like it comes with some responsibilities. For one, I have no friggin' idea what the foundations of journalistic ethics are, and I feel like I need one in order to apply them to anomalous situations like the one we find ourselves in. So maybe I should just read a book on the topic, something like Journalism Ethics: A Philosophical Approach. But maybe I should take a class.
Part of what I'm realizing is that I don't understand enough about the business of making games to report on it very well. For example, Mike Futter at Game Informer just wrote a great explanation of Vivendi's takeover of Gameloft and increasing stake in Ubisoft. I don't have the background knowledge to write something like that, but it seems like one of the ways to get a sense for the shape of the industry which doesn't rely purely on PR or play of released games. So maybe I should work on how to report on business.
Images are on my mind because I've been messing around with them a little more than usual, but that's happenstance. I do think we could use visual methods of communication better, but knowing that you're mostly going to be seeing unaltered screenshots from games has value, too. Anyway, all of this is my way of saying that you're absolutely right--our readers are very sharp. So, as I sit around wondering whether I should try to learn to program my own game, or take journalism classes, or something else, I figure I should ask smart people with a stake in my decision.![]()
You're right that the technical stuff is out my direct control, but it's good to have a sense for what we should ask about.
That you are thinking so carefully about how to best do that is a pretty strong reflection on the level of quality you put into your work overall (I suspect a lot of readers will agree with me on this).
What you appear to be thinking about is "journalism" vs. "site postings". Or possibly reporting vs. posting press release commentary. This is no way meant to suggest I don't enjoy all of those things on this site, only that there's less reporting here than on Game Informer, using your example. PT tends to stick to "Developer X told us this is happening, it looks cool, witty comments, let's keep an eye out for this in three months." And I like that. But I'd like in-depth reporting and analysis too.
That said, I don't know that a lot of PT readers come here (or want to come here) for that type of article. I find it interesting, and I'd enjoy seeing it here quite a bit, actually. Would other readers? How would you describe the characteristics that interest you about game industry news and make you want to write about it?
I'd also be curious to know what things/circumstances have caused you to start thinking about ethics of journalism with regards to your work on PT?
I admittedly have no idea what a Journalism class today would look like. Having taken such classes decades ago and even worked for a time as a journalist, my conception of what that is today is completely different than what it was taught as back then. I know people who blog and think of themselves as journalists (though I don't think of them as such). I think that, like "pornography", the word "journalism" means very different things to each person who approaches it.
All of that being said, I'd agree with you that it's time to start thinking of yourself as a journalist. But I wouldn't let that label change how you approach your writing.
Part of it is instinctive, part of it is because just about everyone else does it, and part of it is because you can't copyright your game mechanics, and even patents for certain aspects can be granted but still lead to long, expensive lawsuits. There is vicious competition that, while often carried out politely, is still savage.This might sound totally naive, but why isn't everybody basically open about everything?
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