Why does game journalism suck?: Angry Joe FTW!

So what sites are actually worth whitelisting? I’ve yet to find a single one

Too bad a lot of game journalist don’t even bother to check their sources or even contact a proper authority figure on a subject matter before they publish. They are also easily trolled by the likes of Kamiya (this guy does not give a fuck about anybody).

Just for reference the “Next week…xxxxxxxx” is a running gag on his twitter where people ask him shit.

On another note, I have to admit, I wish more developers would defend their product like Kamiya (though maybe in not such an expletive matter, but it is hilarious). I feel George Kamitani shouldn’t even have apologized for the whole kotakuy/Dragon’s Crown shit that still seems to be getting talked about. Even people from freaking Gearbox, which made freaking Duke Nukem Forever and Borderlands are calling Dragon’s Crown childish even though those are 2 designs out of the shitloads of influences in the game.

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Nailed it. Allow me to re-post a great quote from Newgrounds user “Lintire,” writing on the subject of “unpopular opinions”:

“Art is a worthless label used to categorize performances or media designed for aesthetic appeal or “thoughtful” interpretation, and people placing an inherent value on it are the reason why the art world is generally regarded has having the most bullshit elitism in any ring.
Gamers define themselves by their excessive media consumption, have bred a faux-culture around their unpleasant penchant for elitism and novelty, and as such are unsurprisingly the most disgusting self-involved community on the face of the earth.”

Just look at the FGC. We haze newcomers who want to learn these games, we pick our best character and hold nothing back, we chill with the others in our “circle” during events and mock people when they’re out of earshot (“Yo, that kid’s a fuckin’ scrub dawg. Yeah, he said he wants to learn and has never played a fighting game before, he asked thoughtful questions after I beat him instead of whining, but he a SCRUB, S-C-R-U-B, SCRRRRRRUUUUUUUUUUUUUUUUB”).

That’s why so many people “stay casual”; that’s why there are so many who would rather be stream monsters than “come out and support the scene” like the commentators tell us to; that’s why so many first time posters feel the need to write novel length apologies to their questions. Anything else leads to disappointment.

Off topic, I know.

If that last part was really the case then this site itself wouldn’t exist nor would youtube be littered with THOUSANDS of tutorial videos on ways these “scrubs” can improve their gameplay. These guys put effort into the community while stream faggots and everyone else just sit back and bitch. Fuck them and their lazy minded, carbon copy ways.

Eh. Video games are art, which is just a fancy word for entertainment. They are just as important as movies, comics, books, etc.

Entertainment is not “important” in the “world depends on it” sort of way. But they’re important because your life would be a lot less interesting without any of that shit. So yeah, they’re fucking important. In a not important way. YOU GET WHAT I’M SAYING OK.

What I’d like to be reading about is the actual design process. How the decisions that get made, get made. What thought goes into designing games. How the concept of the game started out and how it evolved. How they balanced it. What were their philosophies for things like depth, challenge, etc. Where they got their inspiration for the game and it’s various elements. Whenever I’ve read interviews with developers of games I loved, who spoke about those sort of things, it was enormously engrossing to me.

lol, asking for American devs only is just cheating and you know it. If you asked for Japanese devs, I could probably give you 10-20 names easy.

Imma just throw out some personal favorite names off the top of my head from anywhere (eh, except Edmund. He’s ALRIGHT but I only included him because his game can be interesting at their best and I needed another American name lol).

Mike Z
Ikeda (the main programmer/designer at CAVE. Forget his last name. For all intents and purposes, he’s the guy who invented and then popularized “bullet hell”)
Aeju Murasame
S. Yagawa
Daisuke Ishawatari
Edmund McMillen
George Kamitani
Jirurun (aka Siter Skain)
ZUN
The guy at Capcom who balanced both Vampire Savior and MVC2 (can’t remember his name, would have to look it up).
Kazuma fucking Kaneko - seriously this guy is awesome. And his interview on the inspiration for Shin Megami Tensei Nocturne was very interesting
Cozy Okada
Shinji Mikami
Hideki Kamiya
Shigeru Miyamoto

Just off the top of my head. I could probably find more by going through my library (also, with the exception of Mike Z, this is not counting devs I love who have made only one game. Needless to see, if I heard that such a person was making a new game or had an interview, I’d be following that pretty fast).

Point is, whenever I see a game announced with these guys being the main coders/directors/developers, I immediately get interested. I’ve read interviews from them as well, and it’s usually pretty damn interesting and sheds a lot of light on how the games shaped up.

I’m waiting for you to provide links to actual evidence of this scenario.

No need, I confess to being a victim and perpetrator of said stereotype.

Which is kind of my point. How great is entertainment journalism? Best case scenario is video game journalism gets as good as TMZ.

How different do you think the development process is between one game and the next? It’s not really all that different. If there is something unique and different, it’s usually plugged as part of PR pushes, rather than being something reported by the game media, like this. Yes, I know, it’s part of Game Informer…but that was just because they paid off Bioware, rather than putting it on their own channel. Either way, it was just part of the marketing for the game, rather than an actual journalistic piece.

Actually, it’s really just a key difference between American and Japanese gaming. They build up personalities to associate with a particular game you like to make you more willing to buy another game from them. Even so, the big Japanese designers rarely, rarely, rarely end up talking with American media, and when they do it’s just to plug their latest game.

Me too. Hell I’ve said some stupid shit – more than enough to earn legit hate – and my local scene, and other FGC members I met on the road, have been welcoming and awesome. I doubt I’m the exception.

If it gives me some decent information that I want, then it’s fine. No need to overthink things.

Heavily, heavily, heavily disagree. The design processes and philosophies are massively different, even between two games that share the same genre. And they massively effect the feel of the game.

I hate to keep bringing up shmups, but I think think they work well to illustrate game design points due to how simple they are, and how the subtlest differences can have gigantic effects on the games unique feel. If you compare the level design in Gradius to the level design in R-Type, you’ll see that both games play and feel radically different and that their respective developers most definitely had very different ideas on what makes a 2d game fun, and how to go about designing levels and mechanics.

(edit If your familiar with either game, keep in mind I’m not talking about the Shield in R-Type or the Options in Gradius. While those play a heavy role, the way levels are layed out, the challenges that you face, and the skills demanded are incredibly different between the two games. This even carries over to other games by Konami and Irem that do not have such unique core mechanics. If you look at some of Irem’s other shmups and even action platformers, you’ll see that they have a very similar design and play style to R-Type. If you look at some of Konami’s other shmups like Thunder Cross and Axelay, you’ll see that they have also have a very similar design and play style to Gradius, despite the fact that the core weapons which are the selling point for the games are very different.)

These incredibly subtle gameplay design techniques are not the kind of thing you read about except in interviews with the designers on their philosophies of game design. Or you could just attempt to play the game with an analytic perspective, but it’s still cool to read about it in the developers own words.

Wrong again (at least for me.)

The reason I can’t name many american devs, is because most of the genre’s I’m devoted to are overwhelming dominated by Japanese devs. Believe me, I don’t believe that being Japanese makes you more creative or any of that bullshit, I know some western devs that I really love. But the fact of the matter is, the only western dominated genres I tend to enjoy are:

-A very specific type of western rpg
-Old styled fast paced fps
-Some indie stuff

That’s about it.

“Ever wonder why game journalism sucks?”

…because they don’t know shit about what they’re writing about?

So you act like a jerk yourself and then blame everyone else? Show me the link where we did this.

No, I’ve acted like a jerk because I still hold dear the old ways of hard knocks.

I will not typically go easy on newbies, unless its quite literally their first day or so. I have talked shit out of earshot, because its the lingo used in this situation amongst ones mates. There’s only so much time you can spend with newbies.

Who’s we? You want a link to something that is completely anecdotal, as if there’s cameras and streams capturing everyone’s every word and movement. Behaviour like this is something people tend to deny and sweep under the rug, you seriously expect people to come in by the masses and own up?

Every gathering I’ve gone to had the nicest people.

Don’t get me wrong, it’s not like people tend to do this 24/7. Generally speaking people are nice most of the time. But, if you think people never talk shit behind others backs…I don’t know what to say.

Everyone acts a little jerky from time to time. If you wanna avoid jerkiness all together, you gotta break off all relations with the rest of humanity.

Exactly.

All that means is that you need to be a little less thin skinned. As well as make an effort yourself to avoid thinking/talking that way as best you can.

To be honest, the fighting game community is one of the nicest and most easy going communities I’ve seen, out of the fanbases I’ve visited.

I will never for the life of me understand why someone would go into a COMPETITIVE space and then complain that PEOPLE WHO ARE COMPETITIVE act like assholes WHILST COMPETING.
I’m very well-mannered and respectful to everyone I meet at tournaments and gatherings… for years I was my local scene’s unofficial ambassador at events both home and abroad… People to this day come up to me to shoot the shit and ask me if I’m coming back to play full-time.

All that said, I am one of the loudest, most annoying people to play against. I will be as loud and straight-up annoying to play against as I can, because I am competing, and you are no longer my friend during that time. I am coming for you and I want to be the one that moves on, meaning I will scheme, plot, and assault you mentally if it means I get the W. If you are so thin-skinned as to cry about it, well let’s just say you’re the kind of person I love to play the most… I don’t think Kobe Bryant or Adrian Peterson are worried about hurting peoples’ feelings on the court/field while they’re running over people and trying to win championships.

actionbutton.net

check it out

also insertcredit

these dudes know whats up

edit- and as a general response to this thread, theres tons of great game journalism, its just on the indie side

ya gotta dig a little