Tips for breaking into video games journalism

Default_picture
Wednesday, March 14, 2012
EDITOR'S NOTEfrom Jason Lomberg

Games journalist Andrew Groen recently used the bully pulpit to offer some valuable tips for breaking into the industry. Steven provides a detailed recap and connects it to community-driven sites like Bitmob.

The recent Twitter conversation among games journalists and the exploitation of unpaid writers is painfully relevant for a volunteer like me. It caused those like us to take a hard look at our own writing and weigh the benefits of "free exposure” on sites like Bitmob.

Joining in on the conversation, games journalist Andrew Groen's own Twitter feed lit up with some hard truths about our plight, sprinkled in with some solid tips and encouragement for the burgeoning writer. But I was surprised to find that many of his tips are naturally ingrained in Bitmob community members.

1. Luck has nothing to do with it

First, Groen acknowledged that success couldn’t always be attributed to luck. Saying so actually diminishes his accomplishments by saying he was just in the right place at the right time. Rather, hard work is the determining factor.

 

"I think a lot of really good writers do themselves a disservice when they say they broke in through luck," Groen said. "To tell you the truth, I’ve kinda got a chip on my shoulder about it, and I loathe when people suggest luck 'must' play a role."

Writer Kyle Orland added, "It's like rolling a pair of dice. Do it enough times,  and you're bound to get a 12," though Groen wasn’t convinced.

"Provided your ideas and pitches are good enough," Groen replied. "My origin story has no big luck beyond the everyday stuff like editors actually having time to read a pitch when I send it."

Taking luck out of the equation is good news for untested writers because effort -- something we can all offer -- is far more important, Groen said. "Hustle and legwork will get you further in games journalism than skill."

Bitmob's promotion process helps foster consistent, quality writing. When one of my stories catches an editor's eye, I often find myself resting on my laurels, assuming everything I write is gold. But then two stories go by without promotion. Then another. Suddenly I'm stepping up my game, reminded that it isn't about getting lucky...good prose will take you places.

2. Be ready to work, work, work

Secondly, Groen emphasized the kind of hard work that pays off for the writer.

"It's usually in the pitch," he said. "Maybe you should re-evaluate how/who/how often you've been pitching."

And unique, original work is key. "Write something that doesn't fit an established mold,” he said. “If you're trying to do the same work every other volunteer is, then you'll be drowned out for sure. So try something else."

But most importantly, he said that by writing unique investigative work, you can find a dozen publications willing to pay hundreds of dollars. And therein lies the danger of giving your work away for free, he said.

And Bitmob's willingness to publish unknown writers is a great way to hone our talents. Instead of copying proven styles or view points, Bitmob sheds light on and encourages original ideas.

However, Groen does warn against the myth of exposure saying: No one in games journalism will ever "notice" you (“At least not until you've been pro for years").

So, what's a games writer to do?

3. Believe in yourself

"I know that sounds weird, but a lot of people get trapped in the 'I'm not good enough stage' when they are," Groen said. "Just be honest with yourself about your work. Be willing to recognize when it's good, and start pitching."

It's been a rude wake-up call at times, but for me it's a turning point. Games journalism is a meaningful and valuable profession...something no one, not even writers, should devalue. Thankfully, Bitmob is a place to learn all three of Groen’s points. Bitmob has inspired me to keep working at my craft, whether it’s the writing challenges or the strong support of a fantastic community. I believe that without this site, many of us would never find a reason to believe in ourselves. But whatever our future holds, whether it's a paying job or an outlet for our creativity, we know that Bitmob believed in us first.

 
Problem? Report this post
BITMOB'S SPONSOR
Adsense-placeholder
Comments (19)
Default_picture
March 08, 2012

As far as #1 goes, I tend to promote stories that are either a) Highly personal, b) Highly creative, or c) Highly controversial (or a combination of the three). But then, I'm one of nine editors, and each has their own criteria for what they consider worthy of the front page. I also give top priority to well-written prose that requires a minimum of editing.

But I want to emphasize that I haven't really "broken into" games journalism, and it's very difficult to define what qualifies as such. Does one have to join a publication's masthead to officially "make it"? Or is getting a paid freelance opportunity sufficient?

It is extremely difficult to get consistent, paid work in this industry, and while a worthy goal (who wouldn't want to write about games for a living, or at least spare change?), I wouldn't recommend to anyone that they gauge their futures on "breaking in." I consider it akin to acting -- a really cool profession that lots of people want to do, but few can.

Default_picture
March 08, 2012

That's an interesting thought I never considered, how do you know you've "made it"? And is it important to go pro? I would hazard a guess that many of us bitmobbers really don't aspire to quitting our day jobs and becoming full-time games journalists, just as many theatre students don't expect to be the next brad pitt etc. So where would you consider Bitmob to be in the theatre analogy? Maybe a community theatre group? Or a college theatrical production? A chance to do what we love in front of an audience?
 

Default_picture
March 08, 2012

I would consider Bitmob a full-fledged internship, where you learn the tools of the trade and -- depending on your position -- hone your editing and/or writing skills...skills that can be applied toward a paid position.

But here's something else to consider: Most of us on Bitmob (myself included) do it because we love it, and would do it irrespective of compensation.

Default_picture
March 08, 2012

That's why I love Bitmob myself, there's no better educational crash course in games journalism! But can I ask you how you got a spot on the Bitmob staff? Did many of you guys start as community writers?

Default_picture
March 08, 2012

I responded to an open call for editors and they subsequently offered me a position. Prior to that, I was a community writer.

A good portion of the Bitmob staff (both writers and editors) started out as community writers and -- through various means -- earned a spot on Shoe's dream team.

Default_picture
March 08, 2012

Not gonna lie, I am a little jealous right now haha. Next time there's an opening you'll let us know right? ;)
 

Default_picture
March 08, 2012

I'm in a jolly mood today, so I won't burst everyone's bubble by deconstructing the romantic myth of games journalism :D

That said, I'm sure that Shoe will let everyone on Bitmob and/or GamesBeat know if he's looking for more able-bodied recruits; the greater industry aside, it's been a pleasure being a part of his baby.

Default_picture
March 08, 2012

The only issue I take with Groen's advice is on doing "unique, painstaking, investigative work." I'm not sure if he means doing big expose's like we normally see on corrupt companies or something else, but as amateur writers, we lack the contacts/resources and networks that "professional" journalists have. Sure, we can still peruse legal documents, press releases, blogs, forums, etc. but in the end that's all second-hand information -- it's very rare that a developer/publisher/theoretical frustrated employee will give us the time of a day for an interview when we don't work for some big publisher or site with a wide reach. I'm not saying it's impossible, but we're definitely at a disadvantage (as community writers) for provinding that kind of "meaningful" work. 

 

We have to write what we know, and for a lot of us it seems, that involves review pieces, speculating on upcoming games, analyzing specific aspects of these games, etc. His advice seems just a little bit out of reach for someone like me. 

Default_picture
March 09, 2012

Yeah, I know exactly what you  mean, so many times I've been like, hey I should interview someone from (insert big game company) and then wondered how i would try contacting them and the chances they would give me the time of day. But I've never seriously tried so maybe they would? It's especially hard if you don't live near a city where the big trade shows happen, cause I don't know about you, but I can't really afford a plane ticket and to take a week off of work to go interview people at GDC etc.

But i know guys who start small, and request interviews from smaller indie devs working on ios games who are more than happy to do interviews. It may not be the writers of Mass effect 3, but you can still ask someone what it's like to write a story for a game, and one day that experience will help you when the writers from mass effect 5 come calling

Default_picture
March 09, 2012

Actually I do live in SF, so I attempted to go to GDC a few times in the city, but man, you can't get anywhere in there without a media badge or thousands of dollars to pay for an all-access entry ticket. Heck, I couldn't even get a free energy drink that was outside the Moscone Center because they were instructed to only give them to badge holders lol. 

Default_picture
March 09, 2012

Yikes! So you only get media passes from being associated with official media outlets or paying thousands of dollars? How many thousands of dollars? haha

Default_picture
March 09, 2012

http://www.gdconf.com/attend/passes.html 

Well there's different tiers, but if you want access to all the talks/seminars/award shows/etc., it's well over a grand to get in (these are the prices that the developers themselves, indie or not, have to pay). Alternatively, for the last Friday (as in today) of the conference , there's a special "Student Pass" for $75, but from my understanding, it's only more valuable to those who actually want to develop games in the future -- seminars today mostly focus on critiquing art work, those interested in programming, etc. It still has access to the expo itself I think, but by then most of the major developers are gone and it didn't seem of much of a value for me.

But yea, media gets in for free (or on the company's dime? I'm not sure). Which sucks, because there are a lot of interesting seminars going on that these journalists cover that I'd love to see in person. 

Default_picture
March 09, 2012

phew, that gets reals expensive! I don't think I could afford it, but it would be so worth it to stalk "real" games journalists and listen in on the seminars.

Christian_profile_pic
March 14, 2012

"Hustle and legwork will get you further in games journalism than skill."

Not to come in here and sound all bitter, but that up there is why I've effectively given up on this dream. In my experience, actually being a good writer, honing that craft and becoming a better writer, a better editor, hasn't meant jack.

Business cards, branding, networking, marketing and hustling seem to be all the skills you need. Being a good writer just seems a plus to anyone who might actually want to pay you for anything.

I still write something occasionally, when I feel that I have something worth saying, but mostly I'm just too busy trying to make the last six years of my life have meaning now that I've... well... failed at "games journalism."

 

Default_picture
March 19, 2012

I was a part of this Twitter conversation.

I agree with Christian on this one. There are too many bad writers, and writers with no journalsim skills whatsoever that are making careers at major outlets and it seems out of place for something that wants to be taken seriously (it reminds me of when Shoe once wrote a comment on Bitmob that writers will become better at asking the hard questions to developers, yet no one in a position to hire actually takes on people who would field those questions, such as a real journalist). Then again, if you peruse the hits on the Game Informer site you'll notice that many of the recycled stories found across every gaming site/blog are the ones being read the most. So why even bother writing a good feature or piece? We touched upon that in our Twitter conversation a bit, but I'm still not convinced that the majority of people even care about that kind of writing. Call of Duty gamers are the majority, not Journey ones, for instance. So it makes sense that most people want the fluff, and not the different, or fresh approach to their gaming literature.

There are some very fine writers at a lot of places, but then you read things that are just terrible. Often times a writer will write the whole, how they got famous bit, and it's really all luck.

Granted, you need some sort of writing clips when you do get lucky and someone asks to interview you.

Luck and knowing the right people seem to be very important aspects of this whole charade. It's just weird. As a newspaper editor I feel like "our" writers are treated much better in terms of opportunities and how to earn them.

I hope I don't come off as sounding bitter! These are just some things I've noticed, and there's no point in not being honest.

Default_picture
March 19, 2012

@Louis It's a strange dance, you work your butt off creating and honing your unique voice, you write things that move people, you impress the right industry editors and you get a job... writing about how COD eats Battlefield's face. Ok, maybe that is truly being bitter haha. And I agree, it seems "regular" journalists actually have a ton of opportunities to find meaningful work and regular pay, and more than that, we receive a lot of general respect! Personally, I would tell aspiring game journalists to do just that, become a journalist. If you're serious about it, there's no better training than covering business news, human interest stories, politics, etc.

@Christian I am in the same boat, wondering if all this time spent writing about games is going to "mean" something if I never get that job or validation. But if we both know that we are going to play games regardless, it can't hurt to think critically about our experiences, hone our communication skills and have some fun doing it. I think writing about games actually makes playing them more meaningful, it's that whole "unexamined life not worth living" Plato or someone said.
 

Default_picture
March 19, 2012

Having read a diverse selection of "professional" games journalists, I can definitively say that most either don't have a journalism background or they display no traces of it. I'm not saying a journalism background wouldn't help...far from it. If anything, I think "professional" games writers need to up the professionalism bit and act like real journalists for a change. But it just doesn't seem like a job requirement.

Default_picture
March 14, 2012

Being someone who wants to make a career out of writing about games I find it to be a back and forth battle with myself on if this is possible. At times I find myself thinking that I can do this and I can bring something new to the table that will get noticed making me an asset.

Then there are times where I question if this is something to pin my future on and if I'm correct in wanting to put a huge focus on this. I'm gearing up to return from deployment then a few short months later I'll be separating so I'm at a cross roads on what to do. Going back to school is pretty much what I've decided on but for what? Focus on writing or do I keep this on the back burner writing in my spare time while going to school for something that has more of a guaranteed paycheck?

Guess you could say my biggest fear is putting my heart into something and not having the pay out at the end that I'm looking for. Not expecting to get rich or anything like that but being actually employed somewhere with a steady paycheck.

Articles like this always get me thinking about what would be the best approach and I love having this kind of food for thought instead of just blindly moving forward.

Default_picture
March 19, 2012

They say never advise a man to go to war or get married, and i would add, never advise a man on which career they should follow. But when you say your biggest fear is putting your heart into something and not having the pay at the end, I want to know, how much would you regret not trying? My other question is, why do you want to write about games? There are plenty of great jobs out there for creative people like journalists, editors, teachers, technology etc. I am a cautious person, so I would feel more comfortable finding an enjoyable and creative, regular paying job, and write about games in my free time.

You must log in to post a comment. Please register if you do not have an account yet.