Rage: When game journalists stop being polite and start getting real

Img950653
Friday, October 07, 2011
EDITOR'S NOTEfrom Rob Savillo

The comments section for the Gamasutra interview that Paul examines has doubled since he first published this article. Check that out and consider whether Sheffield's interview moves games journalism in the right direction. The whole exchange reminds me of a little kerfuffle Bitmob Co-founder Dan Hsu instigated; I hope to see more of this.

RageAn in-depth interview with id Software CEO Todd Hollenshead and game artist Andy Chang, entitled "The Creative Intent of Rage," appeared on Gamasutra this morning, and it deserves your attention.

The article was Senior Contributing Editor Brandon Sheffield's lengthy exploration of what makes Rage such a hotly anticipated release. What's so noteworthy about this piece is that Sheffield, who conducted the interview after a four-hour play session, made a point of repeatedly challenging Chang's and Hollenshead’s talking points in a way that seemed to make some readers uncomfortable -- even angry.

"We don't need investigative journalism for a video game," commenter Mike Worley fumed. "If you don't like the game, then why are you interviewing the developers? Publish an editorial about how much you dislike the game, but don't drag the devs through the mud over it."

The majority opinion in the comments section [as of October 3, when this article was originally published--Ed.] seems to be that Sheffield acted like a straight-up jerk. But what I read was just the opposite: a bona fide games journalist (who, it’s helpful to remember, is writing for an outlet directed at the industry and developers, not gamers) attempting to cut through Hollinshead’s public-relations (PR) speak and get at something meaningful.

 

Take a look at the opening exchange:

Gamasutra: What do you personally feel is the unique element of Rage that's going to get people really playing it?

Todd Hollenshead: Well, the game has a number of things, but I think it starts off with -- as most games do -- with, "What does it look like?" And when you look at Rage, regardless of what platform you're playing on, it is a game that doesn't look like any other game. It's the only game that has uniquely textured environment, it's the only game that's using id Tech 5, and visuals go a long way toward like, "Okay, this is something."

But we go beyond that with combining, I think, the classic elements of the shooter genre that we invented, with other elements as well, and when it's put all together -- as you play the game -- the whole game is sort of brighter than the sum of its parts. And it's that element of putting these things together as opposed to, "Well, we have this, and we have this, and we have this," and go down a check box list of features or, "We have this and another game doesn't," or, "We have that and another game doesn't."

RAGE

There isn't a shred of thoughtfulness in Hollinshead's response because it's something we've seen a million times: garden-variety, PR-bred talking points. "Our game looks completely unique"; "our design isn’t paint by numbers" -- we've all read that interview before.

Rather than go along with this line of thought, however, Sheffield addresses Hollinshead's points directly:

GS: I don't actually feel like it looks unlike every other game. It does kind of look like Borderlands or Fallout to me. I mean, I'm sure when you really get into the tech, it looks different. But it does have a similar kind of look and feel.

Chang steers the discussion back onto the game's tech:

Andy Chang: It really came down to the approach of how we constructed the landscapes and stuff. Rather than using procedurally generated mountain programs or stuff like that, we developed our own technique of making unique geometry and used the stamping system to make sure it didn't apparently look like things were tiled and stuff like that. So that's kind of the approach we took to making it unique.

GS: Do you think people will really notice? I mean, on the consumer side?

AC: We notice, and we're gamers. We make an effort to make sure it's visually excellent, so that's pretty much my train of thought on that.

After what some readers characterized as a contentious exchange, Sheffield gives the team an even greater opportunity to discuss their design choices. But neither of them have anything to say:

GS: Driving around the environments, I noticed these bandits are incredibly artistic. They've got art up on the walls, they're building structures and sculptures, and things like that. I feel like I'm going around and murdering an artist colony somehow.

AC: Yeah. Someone pointed it out. He asked me if any of the artists had ever been to Burning Man. And I was like, "No, but we looked at lot of Burning Man pictures, so we tried to get in the heads of these guys." And you're right, they're probably found artists. They found garbage and they thought, "Hey, this looks light enough. Let's take it to our place and decorate with it."

GS: Within the mythology of the game, is there a reason why these guys are so art-inclined?

AC: It's because they were made by guys who were art-inclined.

One of the most important rules of being a good designer or artist (or writer, even): Be prepared to discuss your work and the choices you’ve made in a cogent manner. Good design is purposeful and deliberate. If someone asks you, “Why is this thing the way it is?” and your response is, literally, "Because that’s the way it is," then you’re not doing your job very well.

Another example: Sheffield asks about the variety of accents and motifs that exist amongst the game’s different factions and how the game’s fiction reinforces those design choices. Hollinsworth doesn't even answer the question. He just reiterates Sheffield's point:

GS: You've got some Southern dialects and some British dialects and others. Within the mythology of the world, what's that all about?

TH: The bandit clans tend to be culturally homogeneous, so the Wasted Clan's thing, for example, is that they're kind of punk-rockish -- you've got the Union Jack and all that sort of stuff. We just really tried to create different types of enemies who were distinct enough in all sorts of different ways, so that they sound different, they act different, they have different weapons, they're in different locations, they do different things, they represent different challenges to the player, so that you really get a sense of "these guys are not just bandits generically." It's this, and they do that kind of a thing.

Huh?

Wasted Clan

If I understand correctly, Hollinsworth is saying that those choices were arbitrary: They serve the gameplay but ultimately don’t mean anything in the game other than "these guys are different from those guys." But hey, maybe that’s not true. Maybe some of the game’s artists would have been able to give a bit more insight into the process of differentiating the clans. But neither of these guys can, and that’s kind of sad.

The harsh reaction to the interview in the comments really shocked me, but it probably shouldn’t have. The games community is so used to reading rote interviews. These questions and answers usually only end up serving the developers, and they don’t offer gamers anything of substance. So when a media outlet asks, "Okay, id, you've spoken a great deal publicly about how unique and your game is. Are you prepared to speak intelligently at length about why that is, precisely?" and they’re met with such a negative response, can anyone really afford to be surprised by the PR fluff that appears on so many video-game websites?

I understand how this thing works. Having good relationships with publishers and PR is important if game journalists want to be involved in coverage and obtain exclusives. But isn’t building a rapport with your readers just as vital?

These aren’t easy questions, and the answer varies depending on the type of coverage a given outlet is dedicated to bringing to their readers. But I, for one, want to commend Sheffield and Gamasutra for a successful attempt at solid journalistic inquiry.

 
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Comments (29)
Default_picture
October 03, 2011

I think we will start seeing more of this kind of real inquiry as more outlets find a need to differentiate themselves from proliferation of typical PR crap. With dozens of blogs reporting the same "news" from the same press releases and publisher-controlled press events, readers will eventually catch on to the fact that they're not actually getting anything out of it other than base titillation. There is a market for the topical sort of content the developers were obviously hoping to provide in this interview, but not nearly enough of it to sustain the current state of games journalism for long.

I hope.

Img950653
October 04, 2011

Fitting that this article appeared in my Twitter feed the same day:

http://nygamecritics.wordpress.com/2011/09/29/the-state-of-videogame-journalism/

The stakes have never been higher for the games press to start moving in a variety of bold new directions. Not just one will do. Experimentation with different creative ideas - to say nothing of new methods of profitability - are needed. Now.

Default_picture
October 03, 2011

The biggest problem I have with games journalism is the overall lack of real critical inquiry. The lot I've seen act less like journalists and more like giddy fans. This type of attitude doesn't serve their readers (who look to the journalists for editorial integrity -- yeah, I know, radical concept), and it doesn't serve the industry as a whole. It boggles my mind that, on the rare occasion when a games journalist shows some balls and does his effin' job as a member of the press, he's attacked by the same people who should be applauding him, If anything, I think we should be more critical. We should challenge the industry and hold them accountable to a larger degree. If we're just regurgitating press releases and talking points, then what's the point of having a middle man, as it were?

To the gentleman who called Brandon Sheffield a jerk: This interview was extraordinarily tame compared to other forms of journalism. Sheffield asked a couple hard questions, and when the guys at iD gave a fluff marketing BS response (which happened more than once), he called them on it. The purpose of journalism (even the "enthusiast press") is not to faun all over your subjects. Journalists are meant to be critical...even if they enjoy the specific property.

Bizzle
October 03, 2011

What I have trouble grasping is why so many PR folks see transparency and substance as a bad way to go.  When you communicate truth to your people, readers, fans, etc. you build trust and rapport with them.  They learn to trust what you say consistently.  

Shatting out canned messages seems to work well enough, but I wonder why more journalists, communicators, etc have not seen the value in shouting out the truth straight from the gut. more often as seen in this interview.  

My guess is that the PR folks' principals give them no substance to share. They have to give fluff because they don't have enough facts to go on. Games are no different from any other deliverable. Most are created to sell first and to make an artistic statement last (if at all). Funny how the companies that do the opposite seem to often be the most profitable (Apple for example).  

Img950653
October 04, 2011

PR people are really given a difficult job. They sort of have the same job as presidential speechwriters/coaches: educate and inform the public, but within a limited scope of field - and always stay on message. When you allow your company to start going off on tangents about a game's creative vision, there's an opportunity for some interest on the part of the reader, sure. But there's also an increased chance that something could be picked up on by readers that wasn't meant to come across the way it was, or someone could flub a detail...and then it's PR's job to clean up that mess.

37893_1338936035999_1309080061_30825631_6290042_n
October 03, 2011

What's really sad is that Sheffield was called a jerk when really, he was trying to help id. Instead of accepting the meaningless talking points, he gave id a golden opportunity to tell me, the consumer, why Rage is different than Fallout 3 and Borderlands, and why a copy of it should sit on my shelf along with those two titles.

Game journalists need to start asking "Why should we care?" and game devs need to start coming up with more original answers for that question.

Default_picture
October 03, 2011

Games journalists ask fluff questions, and PR folk give fluff answers. It's as simple as that. Game devs and PR reps aren't used to people challenging them.

Jon_ore
October 07, 2011

Good on Sheffield for that article. Games PR people are about as furtive as politicians when it comes to questions. When he asks "Do you think people will really notice?" and Chang replies "We notice," it goes to show how little they actually want to answer a single useful question. We need to do more work like this - and hopefully the more we do it, the more readers will realize how important it is.

230340423
October 03, 2011

This whole situation is pretty interesting.

When I interviewed Reckoning lead designer Ian Frazier for a recent assignment, one of the first questions I asked was why gamers should care about a brand-new IP with a generic-sounding name. I asked how they would overcome the difficulty of getting players interested, especially launching after Skyrim.

He not only acknowledged that that would be a difficulty, but he took the opportunity to spotlight the legitimate gameplay features that (they hope) will set Reckoning apart from the crowd. I feel like that question served both of us -- it answered my concern, and it gave him a chance to expound on why he digs what he's working on.

I mention that not to toot my own horn but to illustrate how well interviews can work when both the journalist and the dev are up front.

Pict0079-web
October 04, 2011

I'm pretty impressed by Reckoning as a brand new IP. I saw part of the gameplay video over the EGM iPad app. That fighting system impressed me in the same way as Kingdom Hearts did back in the days.

It's interesting that this Bethesda game is more like a variation of the post-apocalypic theme of Borderlands, which seemed like a variation of Bethesda's Fallout 3. At least, I hope I've got that correct. I wonder if Bethesda reps would say anything different about their IPs, in comparison to iD. I certainly hope that both iD and Bethesda are not just expecting me to "go with the flow."

Pict0079-web
October 04, 2011

Don't get me wrong--I enjoyed watching the recent gameplay video. But there's no reason not to suspect that Rage was somewhat inspired by Borderlands and Fallout 3 and all those other dingy post-apocalyptic worlds. So the journalist was just doing what he should be doing.

Maybe the commenters at Gamasutra are afraid to admit that this is a setting that we've seen over and over again. Whatever the case, this is an interesting interview that exposes how some artists just go along with the popular trends.

Real journalists always need to question people about these issues. After all, there has to be some reason why the post-apocalypse is all the rage.

Robsavillo
October 04, 2011

Another aspect of this that we haven't mentioned yet: Games journalism suffers from an inherent structural problem. Most of the time, a games journalist's only source of information is from the subject that she is covering. In other words, games journalists rely on official sources. Publishers and developers hold all the keys, and they can easily cut off access to those who don't want to play ball.

I'm not sure what the answer is, though, because we're talking about entertainment journalism. It's not the fourth estate, which has an ethical duty to serve the public interest to maintain a check on power for a functioning government that works for the people.

Aside from the excellent discussion of games journalism going on here, I find the lack of concrete answers from id to be extremely revealing. Not just that they wouldn't budge from their PR talking points, but that neither Hollenshead nor Chang seemed to actually have any answers for those questiions at all.

That's troubling. If we're trying to push this medium forward artistically, we need more purposeful design beyond what feels "fun." Exchanges like these sort of validate views like Roger Ebert's, and that's not a good trend. I want to see games celebrated beyond a checklist of features -- we should elevate them above the designation of mere product.

Bizzle
October 04, 2011

A plausible, if unlikely answer is competition.  You need a company to rise to the likes of Activision fame based on the principles you've laid out.  

Truly "successful" companies see profits as a result of great and innovative work to serve their people--Not as the purpose for the work.  

Pict0079-web
October 04, 2011

Video game developers have an extraordinary amount of power to shut off access. It's hard enough to gain access to them as it is.

I certainly hope that video games have evolved past the point of simply a "fun" diversion. It's a shame that developers like iD aren't providing any original ideas beyond the typical PR spiel.

I know Western developers are much better than that. I really appreciate original franchises such as Monkey Island, Bioshock and Mass Effect. I hope that people don't end up perceiving video games as empty sadist entertainment, because they are much more artistic than that.

Default_picture
October 07, 2011

Gee, where's Dan? I would have though after his (in)famous interview with Peter Moore he'd be all over this article.

Default_picture
October 07, 2011

Ya know what's funny? In any other thread of journalism, Dan's interview would be par for the course. Not taking anything away from him (because it takes courage to go against the grain), but I wish more games journalists followed suit.

Shoe_headshot_-_square
October 07, 2011

Just read this now, because Rob front-paged it.

Very nice job breaking this down and getting into why those responses are so worthless. And "don't need investigative journalism in video games" is one of the most ludicrous things I've ever read.

Brandon's a long-time industry vet, so I think that gives him the the balls to challenge a developer like this. The reason you don't see more of it: Games journalism is still so young. Go to any events, and you'll see throngs of inexperienced kids who have only been doing this a very short while. It's intimidating for someone so green to go up to designers at id and ask them the real, tough questions.

That's why you don't see this kind of interview very often. It's just not in them quite yet, and if the answers *sound* OK, that may be good enough for them. They're more nervous about getting to the next question on their list and making sure they don't sound stupid. :)

At the same time, developers aren't used to tackling such tough questions because of exactly what I said above -- they ususally don't get them. So I don't doubt that this is as much the developers not quite prepared to address the game's concerns as it was they just didn't make strong, consistent design decisions to begin with. (I wrote a bit about that here: http://bitmob.com/articles/how-to-enjoy-the-inconsistent-rage.)

The thing is, id really needed someone with a stronger vision to speak to a journalist, and maybe they didn't have that on this particular team. I think someone like Will Wright or David Jaffe or Cliff Bleszinski would not only have the experience to talk these things through, from my interactions with them, they'd have the real answers to questions like these, too.

Default_picture
October 07, 2011

I think a lot of that "just not in them quite yet," has to do with many people who write about video games for a living, whether it be full-time or freelance, don't have journalism degrees.

I'm not saying those people can't do the job -- many writers don't have those degrees and are boss at it -- but it seems like a lot of people just happen to get lucky and get noticed based on a couple articles, and many of those aren't researched or even have sources. Granted, not everyone writes interviews, features or hard news. And hell, how many people want to actually read that over a preview of Next Big Generic Shooter 12? I do, but not many others.

Anyway, I just feel like it would be different for someone with a journalism background. It was beat into my head to go beyond just asking basic questions in college, and many other related things. I once spelled a name wrong (this has only happened twice in 7 years) and I was seriously upset that I did it... for a couple days.

But I was conditioned for that. I've interviewed a chancellor about economic development at my college and the falsifying of student and monetary figures, a CEO of a rocket launch site about money (usually where problems stem from), one of the highest ranked coast guard peeps about gays in the military when don't ask don't tell was big last year, and other such stories that have been picked up by bigger newspapers.

Sometimes that has helped me with some of the video game journalism I do, but I noticed a lot of the time people don't really care about that in their video game journalism. Some of the stupidest things written will be super popular, but I've noticed some guys put together some great articles that take weeks and talking to a lot of industry people only for it to garner no attention whatsoever.

But then again, just because people don't want it doesn't mean it's not valuable. It's just hard to write about what people don't care about. The expectations are different from local newspaper to video game website or magazine.

It shouldn't be (I enjoy great features and hard-hitting questions over Top 5 Sexy Video Game Broads), but that's my take on it. So I guess the audience might factor into this as much as unprepared journalists and developers.

Speaking of the developer aspect, the guys you mentioned are pretty damn good during interviews I've read.

Img950653
October 07, 2011

@Bobby and Rob - kudos for bringing up Shoe's 2006 conversation with Peter Moore. That was the first thing that popped in my head when I read this interview.

In a way, id's responses in this interview seem far more disconcerting. Peter Moore could be forgiven for his answers - he was the face of the XBox's marketing campaign at the time. This interview included id's CEO, sure, but it also included one of the game's artists. That neither of them were able (or willing) to adequately articulate why their game is, like, so totally awesome is pretty crazy.

@Shoe I agree wholeheartedly. These guys could have benefited greatly from a personality like Bleszinkski or Jaffe in their camp. Regardless of how you feel about those guys, they always manage to be both candid and on-message.

Img950653
October 07, 2011

@Rob - minor correction needed in the second to last paragraph. Tried to email you but couldn't track down your address.

Robsavillo
October 07, 2011

Spotted and fixed. Thanks!

Default_picture
October 08, 2011

Typo: Second Paragraph

"of what makes Rage a such a hotly anticipated release." Extra a after Rage.

Robsavillo
October 09, 2011

Thanks Fox! By the way, did you ever find your sister?

Default_picture
October 09, 2011

Who could keep track?

Default_picture
October 10, 2011

I went by my professor's office today and brought him up to speed on this post and the interview primarily because I wanted to hear his thoughts, and his opinion centered mainly on the unfortunate politics of journalism in any field. It is a melancholy truth that Publishers and Devs are the main (sometimes only) source of information, and they can decide exactly who gets that info.

Sheffield performed his function as a journalist admirably, and id was perhaps ill-prepared for some of the harder questions, but this interview should be utilized as a perfect example of where the standards should be. We as journalists should not be timid in asking these questions, and publishers should be ready to answer them to the best of their abilities. What is unfortunate, however, is that there exists a disparity of respect from developer to journalist. If we must take the time and consideration to show the developers the proper respect to achieve the information we need, I believe the developers should also respect our job to ask them serious questions.

To help further the field of game journalism, I believe our sources of information need to acknowledge that games journalists aren't meant to write fluff pieces about every single product that comes out. Spending two years making a video game does not mandate a great review or high score; if they want that 9+ rating, they need to be ready to explain why they deserve it.

Shoe_headshot_-_square
October 10, 2011

Well said. Why do you think, however, there is a disconnect with the fans? Why are so many gamers angry at the journalist for doing his job exactly how you said he should? Unless they're all id employees in disguise, that's the rather disturbing thing in all of this...that they're actually upset with the interviewer for asking serious, independent questions.

Default_picture
October 11, 2011

Why doesn't anybody make the same ridiculous demands of film critics? One part of me says that games cost more, giving their proponents a greater sense of ownership. Another part insists that films, unlike games, are accepted as a legitimate art form. In the public's eye, games are still a child's hobby, and games journalists are all overweight goobers who live in their parent's basement and exist for the sole purpose of suckling at the developer's teat.

Robsavillo
October 19, 2011

Sheffield published a follow-up to this interview yesterday. This excerpt is interesting:

The evening the interview went live, I received an email from an anonymous "AAA creative director," saying that "on the basis of your hostile and clearly biased line of questioning I have instructed my PR manager to refuse any and all future requests from you and your outlet regarding our game. Having spoken to industry peers in similar leadership positions, I can assure you that I am not alone."

Shoe_headshot_-_square
October 19, 2011

Thanks for that link. I'm totally behind Sheffield on this one. That blacklisting shouldn't surprise me, but it does.

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