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The Tutorial: Freelancing

Andrewh
Friday, April 16, 2010

Demian LinnSo you want to write about video games? You love playing video games, you love writing -- and everyone told you that you should do what you love, right?

Yeah...if only it were so easy. First, there aren't that many game writing jobs. Second, almost everyone wants to do it.

But that's OK, you've made the initial step: You're at Bitmob, one of the best places for an aspiring writer to find readers. Here you'll get constructive feedback from your peers, and if your ideas are good and your writing shows merit, you'll have an incredibly experienced editorial staff vetting your work.

If you truly want to break into the business, it's going to take some work. The Tutorial is a series of articles about video game writing that will better prepare you for what's ahead -- or help you figure out if it's even for you.

In the first installment, we'll take a look at freelancing, which will probably be your first step. Recently I've begun freelancing in addition to working as Bitmob's Community Manager. (See, it works!) I thought I had it made: free games that I could write about! Sure there was no pay, but, free games!

Within an hour of playing my first game for review, I realized that this wasn't going to be everything it was cracked up to be. Nothing shows how much work freelancing can be than forcing yourself through a terrible game. And this is in your future, Aspiring Games Writer.

But don't take it from me. I touched base with Bitmob's own Demian Linn, who has sent many freelancers right to the bottom of the review pile. Demian pokes holes in some assumptions I had (and you may share), while providing a dash of optimism for those willing to put the work in.

Andrew Hiscock: How did you find freelancers?

Demian Linn: When I was at EGM, I would hear about possible freelancers in a few different ways -- from my editor-in-chief, Dan Hsu, from other editors at our parent company Ziff Davis, and occasionally freelancers would email me directly. The conversion rate on that last one was very low, though; I found most of my reliable freelancers through my coworkers' word of mouth.

 

AH: What makes a good freelancer?

DL: Reliability, writing skill and creativity, attention to detail, and flexibility, in that order (although all of those traits are very important). Well, expertise in the subject matter goes in there somewhere, too. And this is from an editor's point of view. From a freelancer's point of view, it's networking/hustling by a huge margin, followed by reliability and writing skill.

AH: In your experience, what did your freelancers expect as remuneration for their services?


DL: Freelance rates for game editorial are pretty rough. If you're writing for Wired (the print mag) or something you can get about $1 a word, and print strategy guides pay thousands for two to three hellish weeks of work. But on average, you can spend 20 hours playing a game you hate and writing a 1200+ word review and be lucky to earn a couple hundred bucks, if that. I think rates have actually declined over the last few years, too. It's not uncommon for news freelancers at major sites to get like $10 per story. Or you can write for Bitmob for free!

Strunk and WhiteAH: What is the output (ie: articles and/or hours worked) that a freelancer can expect to put in to make a living, if at all?

DL: Oh, man. I guess it depends on your idea of 'make a living.' Freelancing requires A LOT of hustling. Excellent, established freelancers can make a decent living, especially if you're writing for some more mainstream outlets, or doing stuff like strategy guides or consulting. But if you're freelancing reviews for IGN or something like that as your main gig, well, that's a situation where you do want to be living in your parents' basement.

AH: Do editors within an outlet share freelancers for a variety of articles/purposes?

DL:
Totally, at least where I've worked. Freelancers become known for their areas of expertise, and editors in need of something in particular will ask around for recommendations from coworkers.

AH: How can a freelancer get noticed by editors?

DL: A great cover letter and great writing samples, ideally samples that are written in the style of the publication you want to write for. If you're a writer but you've never written in the field you're trying to break into, write some stuff  'on spec' to show you can do it. A good writer should be able to write about anything he or she is knowledgeable about, but you still need to prove it. And pay attention to the tiniest details -- if you want to write for GameSpy and you write a review in their style, look at how they list systems, the developer, publisher, etc., and include all of that info, in their format.

AH: Are freelancers at an advantage/disadvantage based on geographic location?

DL:
Freelancers new to the game industry are at a significant disadvantage if they aren't based near the publication they're working for, because game previews and reviews usually require access to 'debug' consoles, which can play pre-retail versions of games. Debugs are in limited supply, and shipping them around the country isn't very practical. Established freelancers who have their own debugs (provided by the console manufacturers) can be based pretty much anywhere. Although being in Tokyo, New York, Los Angeles, San Francisco, or Seattle is a plus.

AH: Is the use of freelancers different whether the article will see print or online publication?


DL: I'm not necessarily sure what you mean -- print pays a bit more than online, as a general rule, if that's what you're asking. But if you do write something for print, don't be surprised to see it show up in some form online as well, and don't expect to be paid extra for that.

Robert Ashley, noted video game freelancerAH: To clarify: Print is a curated and limited space, while the larger (and sometimes smaller) online outlets try to cover everything. Are the freelancers chosen for different reasons if the article in question will be in print or whether it will be online? It seems to me, and this may be a false impression, but someone like Robert Ashley would travel all over the world for preview coverage of triple A games, while freelancers for 1UP get to review shitty games.... It seems there is a disconnect between how freelancers are used for either type of media.

DL: Print freelancers do have to adhere to stricter word counts, yes. Your Robert Ashley example...Robert was reviewing shitty games for me at EGM years ago; he rose through the ranks as a freelancer because he was reliable and an excellent writer, which in turn made him a good choice for more interesting assignments. But travel 'junkets' aren't a print-only thing by any means. I expect the number of print-only events is dwindling along with the number of print outlets.

I know that to someone on the outside looking in, the idea that you could get paid to travel to some exotic location and write about a game seems incredible. But those trips are egregious and need to stop. The majority of writers and editors on those trips have their flight and hotel expenses covered by the publisher of the game they're covering, and that's a conflict of interest. And there is absolutely no reason why a horde of 30+ journalists need to travel to Russia in order to cover a game.

AH: Are media outlets using more or less freelancers since you started?

DL: It really depends on the outlet. When I worked for a game magazine published by Computec Media, we didn't use any freelancers, everything was in-house. At EGM and 1UP, we used lots of freelancers for a while, then cut back due to cash. Most of the major online outlets use freelancers because they're on the hook to produce incredible amounts of content, and freelancers do that for cheap. I'd say that the number of staff jobs in game editorial continues to dwindle, while freelance and contract freelance spots are on the rise.

AH:  Do freelancers make the jump to editor/staff writer positions often? Is freelancing a good way to convert your writing into a full time gig?

DL: Sure, freelancing is definitely a good way to get your foot in the door and snag a staff job, if you're skilled and lucky. There just aren't that many full-time jobs to go around, though, so even a great freelancer may not end up with a staff position. But if a staff job is your goal, your best path to that is either through freelancing or an internship.


Thanks for the advice, Demian!

Are you a freelancer? Post your experiences in the comments!
 

 
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Comments (20)
Default_picture
April 16, 2010

I don't what I would call myself even though I enjoy doing Developer Interviews on my spare time. Good luck to every who does write .. 

Lance_darnell
April 16, 2010

Whenever I hear freelancing, I keep thinking it has something to do with my freedom...

But seriously, this is valuable information for basically everyone who writes on the site. Great stuff!

Default_picture
April 16, 2010

Yeah, I kind of do want to get into the industry, and I've come to terms with the fact that I wouldn't be making much money at first.  This is definitely something I've thought of and wanted to do for a long time.  Any pointers for where to go and where to look for a freelance job?

Default_picture
April 16, 2010

Thanks much for this piece, it's some very useful info for someone like me.  Though I do hope to land some freelance game writing gigs in the future, I'm not holding my breath.  For one, I'm in the Chicago area, and since EGM left the area oh so long ago it's no longer a good place to call home, at least if you want to write about video games.

I do have an advantage, however.  I'm not looking to land anything full-time, probably not ever.  I have a great job and a wonderful family, and everything I do related to gaming is in my free time.  I do still hope to some day supplement Ye Olde Income at least a bit with game writing.  A site like Bitmob has been great thus far, the few reviews/articles I've posted have received a LOT more looks than they would anywhere else!

Scott_pilgrim_avatar
April 16, 2010

This is a great and helpful interview! I've been recently thinking about trying to get into journalism, and of course, video games is an obvious area of interest for me. So this helps puts things into perspective. Thanks guys!

Mikeshadesbitmob0611
April 16, 2010

Protip: keep your day job until you're prolific enough to just freelance. In this economy, getting into a gig that doesn't guarantee at least some income each month will end you.

Personally, I'm looking at a 1 year game design degree from VFS, because really, there are too many people writing about games. I'd love to do it, but even if I'm better than 90% of the people out there trying, I would still have to stand out. I'm not afraid of the work, but for $10 an article -- a totally accurate figure, by the way -- I'm better off in QA.

Christian_profile_pic
April 16, 2010

This was very helpful; I can't wait for more!  Especially the point about writing samples 'on spec.'  I'd always heard that you want to try to write in the "style" of the outlet you're writing to, but it's such a vague, reductive tip.  I'm glad Damien gave some detail on that.

Networking/hustling is my biggest hurdle.  I recently blew two fantastic opportunities.  Damn social anxiety...

Default_picture
April 16, 2010

 What a fantastic article. I, for one, have come to terms that I will never be able to write for a living, but this was a good read.  

Img_20100902_162803
April 16, 2010

And by judging the community writers on bitmob, the competition is fierce. Stay motivated everyone. Set goals, and aim for the stars!

Default_picture
April 16, 2010

I gave up on being paid to write before I was paid for anything... I don't know if this was pessimism or realism, but it doesn't stop me from writing, just the bright hope of being paid for it. I think that writing is an amazing hobby and I don't think I could be sane without it, but as a profession you need skill, luck, and connections. I really do like this site because of the opportunities of being able to correspond with actual journalists and spread your own words, but  my realist side says this is a dying breed of people and might be a hobby of all things. A handful of the best can tell consumers the truth about certain products, and the rest can enslave themselves in food, retail, tech, military, and other more productive careers to support their consumerism and lifestyles. As far as getting paid for your opinions behind well sculpted articles, you really have to be a lucky son of a bitch with a golden tongue.

 

-Drunken pessimism.

Demian_-_bitmobbio
April 16, 2010

@Christian That really is the best way to make an editor sit up and take notice. And why not? If you can submit an article that is publication ready, that not only proves you can do the job, but you care a hell of a lot to put that much effort into it.

Default_picture
April 16, 2010

I started blogging in August last year.  I did it, out of frustration with "reviewers".

I've enjoyed it more than I thought I would!  Freelancing has interested me, but I've never known where to start.  As of now, I'm just going to continue blogging and doing what I enjoy.

1072475
April 16, 2010

I'm reminded of a few lost opportunities to work more closely with the 1UP/EGM crew back in the day. As saturated the industry may be, I'm determined to create a career of the enthusiast gaming press. My contributions to Bitmob (and the feedback I have received from the rest of the staff thus far) have been immensely helpful.

EDIT: Demian, that picture of you needs to stop staring into my soul.

Alexemmy
April 17, 2010

I'd love some more clarification on the first question. Since Demian said that people contacting him directly is much less likely to result in a job, I'm curious how you'd get your name in people's heads in the first place. Essentially Demian just said that he asked other industry people who they've used, but I'm not sure how they found the people that they use.

I'm assuming that they also asked other people, but there has to be a start somewhere, right? Is that all based on that relatively low chance that someone somewhere read your email and used you one time, and then your name kept getting tossed around, or was that just Demian's figure?

I'd like to hear if Dan used freelancers based on email submissions at a much higher rate than Demian did, or if it really is just the off-chance that you fell into the 10% of people that actually get picked from their emails. Thanks for any further clarification, and thanks for helping to educate us all on the whole freelance thing, Andrew.

Default_picture
April 17, 2010

Very good advice, Demian.

The "whom can you recommend" trap is tough for people breaking in. There's a reason that some of the same names keep floating around and it's not because they are always necessarily the best person for the job. They are a proven commodity, have game press references and clips, and are much easier to screen than freelancer applicants with no body of work to their name.

Though this sounds stupid, if you know a freelance writer on a friendly basis, it never hurts to ask them for their honest opinion on your writing skills and what you need to do to improve your skills. I've taken to mentoring/helping a couple of newish writers and have been teaching them about pitches, organization, creative hooks, etc. because I think they each have a voice worth cultivating. This can help you get past the gatekeepers at some sites. It's almost an old school apprentice relationship.

Default_picture
April 17, 2010

Fantastic advice Demain,


I often wonder though, whether my writing style gels naturally with games journalism. I love doing it, but i feel that i have to curb my sarcastic tendencies when writing most things, for fear of aggravating the very people I'm writing for.  It's an odd predicament, but i feel that if I'm going to get anywhere in journalism, i have to write in my own way, and not care what the people who read my writing think. But then again, i don't want to alienate everybody by sounding too sarky, so to speak :-)

 

Thanks!

Phantom
April 17, 2010

Ben: I think Ben Croshaw and Seanbaby prove that you don't need to curb your sarcastic style to make it in the games journalism biz. As long as you're saying something with originality and substance, people will listen.

Default_picture
April 17, 2010

Thanks Nick :-)

Pshades-s
April 17, 2010

I freelance, but there's no way I could earn enough to support myself (to say nothing of my family) right now, so I am definitely sticking with my day job for the time being. And while I do live in Japan, I don't live in Tokyo so I miss out on a lot of events. Even game companies based in Osaka (my neighborhood) tend to host previews in the capital city because it's a larger market.

Demian_-_bitmobbio
April 18, 2010

To your point/question, Alex, I'll reiterate what I said before about taking the time to write a sample tailored to your target outlet's word counts and style. I'd say that is the single best way to attract an editor's attention, assuming you aren't already established in some way. I don't think any freelancer ever tried to cold pitch me by doing that, but if one had it would've definitely caught my attention, assuming the writing was very high quality, of course.

And Troy, thanks for your extra perspective as well, that's some good advice, too. Glad to see you on Bitmob!

Daniel, congrats on the Wired work you've been doing...out of curiosity, did your Bitmob stuff help with landing that?

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