Column: The Game Anthropologist: 'A Community That Writes About Games'
[The Game Anthropologist chronicles Michael Walbridge's ventures into gaming communities as he reports on their inhabitants and culture. This column is a summary of Michael's interviews with six prominent and prolific game writers and one professor who all have one thing in common: they spend a lot of time blogging, too.]
A Changing Industry
It’s no secret that game journalism and writing about games is dramatically changing, but what’s not so simple is describing or naming those changes. Even more difficult is determining whether personal, alternative writing spaces can be considered communities, and how they function.
Chris Dahlen’s Save the Robot and Leigh Alexander’s now retired The Aberrant Gamer are two of my favorite GameSetWatch columns. I have since followed these writers to their blogs, Save the Robot and Sexy Videogameland. I noted that in the blog chain they are a part of, sites such as Dubious Quality and Giant Bomb kept reappearing, as if there are common ties. I couldn’t see any explicit mention of these ties, however.
As a newcomer with a puny blog and very few paying game writing assignments to call my own, I thought it fascinating that so many overworked, 50+ hours a week journalists were, for no pay and not necessarily as part of their work, keeping frequently updated blogs. At work they write and when they’re taking a break they’re…still writing. “Why, when they’re taking a break, are they still writing? Why aren’t they, I don’t know, playing video games? They certainly don’t get to do that as much as they’d like….”
The Blogging of Champions
I’ve participated in these sites by reading, commenting, reading comments, and commenting on commenters and their comments. Still, these journalists (and one professor) must know their readers better than I do, so I interviewed some of the ones that have a stronger presence.
In order, I talked to N’Gai Croal of Newsweek’s Level Up; Kieron Gillen from Rock, Paper, Shotgun; Leigh Alexander of Sexy Videogameland (also an editor at Kotaku); Shawn Elliott, an editor at 1Up; Chris Dahlen of Save The Robot; Michael Abbott at The Brainy Gamer; and Mitch Krpata of Insult Swordfighting.
They had a lot to say: I talked to them for about 45 minutes each (though one was for only 20 and another was for about 75). They said so much that I don’t have enough space here to cover each person in totality.
To my advantage, however, is the fact that they have a variety of backgrounds despite having so much in common, and the fact that I have seven people’s opinions instead of just one or two. I discovered what they did and didn’t share.
We discussed the nature of current games writing in the games press, why they put so much work into their blogs when they already write plenty at their gigs, whether they consider their blogs as communities, and where they hope the industry heads next.
There Are Things You Don’t Talk About In Public
Things they have in common:
-- Dissatisfaction with the traditional way games have been covered and analyzed. From N’gai Croal: “The traditional models of games journalism are broken. People who have a curiosity about games don't want to be shackled by rules that are found in the enthusiast press and sometimes found in the mainstream press. The monologues and dialogues on blogs, forums, and now websites have generally become more interesting.”
-- A desire for their own personal space for writing and discussion - despite writing plenty for their workweek. Leigh Alexander on Sexy Videogameland: “I wasn't sure what it was for at first--it was simply a repository for my thoughts and a place to practice my voice."
“Well, you certainly have a lot of practice now,” I said. “Why do you have it now?” For the same reasons, but now that she’s become more successful, she also writes because: “It's still important for me to be able to say things I want when there is nowhere to publish them."
Kieron Gillen is also successful, having written at many mainstream publications. “I've been a games journalist for a decade at least. 13 years. RPS (Rock, Paper, Shotgun) is an outlet for our PC stuff because we're not seeing people write about the format the way we want to.”
“It's just part time. Games journalism doesn't tend to emphasize the PC. But I do. So commercially and intellectually, making and working on RPS makes the most sense because it's not something anyone else does. It's especially an approach that American readers don't often see, in terms of tone.”
-- The way they wish to write and discuss games. Mitch Krpata noted: "Much of what is being written is 'How fun is it to hop on this multiplayer?', but not 'How are the people really interacting with this game?' or anything else reflecting on the people who play it. That should be the real basis for what we're covering instead of the way they're being reviewed now."
--The roughly common wish for the way they hope games writing will be covered in the future. Shawn Elliott is experimenting with this new style on his member blog on 1UP.com. Of change, he says that “The notion of a non-enthusiast style of writing is new, but it was inevitable that it would come.”
Mitch Krpata, who writes for the alternative weekly the Boston Phoenix, said “The more games are accepted by the mainstream, the more games writing can change. The New York Times, the Phoenix, and other mainstream publications aren't relying on video game advertising dollars--that's why they read differently.”
-- They really want you to really read and get to know them, and actually talk with them.
Regarding his blog, Chris Dahlen says that “The community side evolved on its own. There aren't many visitors, but those that do comment I know pretty well. It's more satisfying to hear from the narrow group of my own blog, not the few or zero I hear from regarding pieces I write at publications.”
Things most of them have in common:
-- A craving for approval amidst some general anxiety despite being highly confident about their ability to think and write. Many are used to criticism and flaming. Despite being highly polite and civil, they sometimes receive feedback that isn’t.
Michael Abbott told me about someone who disagreed. "I once got an email that just said 'Or you could just go read Hamlet.' I'm guessing he meant games don't have enough meaning and that they're inferior. There is resistance out there, but I think we have to plow through that."
-- They all know each other and interact on a regular basis, even if it’s not readily apparent. Phone calls, AIM, working together at different outlets, and recommending each other aren’t uncommon.
-- They are helpful and want more people to join the conversation by comments and writing. As mentioned earlier, all of the writers were generous with their time and honesty.
“Would you say there is a hunger for this [type of discussion amongst people who play games?]” I asked Michael Abbott. “I have a feeling that might be right,” he admitted. “My only evidence is from the emails I've gotten that basically say 'Oh thank God someone's talking intelligently about games', which is encouraging. And I’ve found older gamers are the hungriest….I'd say, 30s and older.”
-- With the exception of Michael, who is not a journalist, they wish there were more ways to be paid to write about games in the way they like.
Things about which they feel differently:
-- Having a name or label for the type of writing these blogs entail. N’Gai was hesitant: “I’ll let you pick a name; it’s your article.” Kieron Gillen certainly wasn’t going to; he wrote the treatise The New Games Journalism, which blew up in his face. “The way the whole thing turned was not something I foresaw," he said. “It was more of a letter, really. I was speaking to my peers, not the readers, and so it ended up seeming condescending to some people. Most people thought it said 'no reviews.’ People thought I was trying to change games journalism—I was simply trying to add to it.”
Leigh Alexander was confident with “Games Criticism”. I took that title to everyone I interviewed after her and they cautiously accepted it, though they weren’t sure what exactly constituted games criticism. “I think game criticism is a good term for us to use, but I don't think there's much being done. I'd say Ian Bogost is definitely doing it right, though,” Chris Dahlen mused.
Shawn Elliott said, “Games criticism has the potential to be a term we use. I come from a literary background, so I'd be picky about what qualifies. I'd say that some of the writing we've seen recently holds up to that term.”
-- Whether their blogs are home truly home to a community. Michael Abbott and Leigh Alexander considered their blogs communities, something I had to agree with. Not only are there plenty of loyal readers, but often the commenters hold discussions, something rarely seen outside of high-traffic sites like Slashdot or Kotaku.
Michael and Leigh’s commenters even influence content: Michael asked what RPGs he should include in a course he was going to teach and used the number of votes to influence his picks; Leigh once wrote a post giving full attention to a well-written, humorous comment on a post she wrote about EA’s attempt to buy Take Two. Others have fewer readers and commenters. N’Gai, for example, doesn’t consider his blog home a community, but simply a place for content—it has few comments and in his eyes is simply a golden opportunity (and though it’s his creation and idea, it is still the property of Newsweek).
-- What it will take to change the way games are covered and why they aren’t being covered the way they wish it were. Some believe it will change inevitably. Some are more cautious. Others think they can contribute to change, and others feel more powerless.
The two responses I received are best summarized as “I hope it changes, but I don’t see how it will or what we can do it about” and “I think it will change, but it’s an uphill climb and I don’t know what it would take to influence those changes.” They share a common goal, but the future of the games writing field is up in the air, even for these hotshots.
Ultimately, these writers and bloggers see a demand and an interest in the kind of writing they love most (which is not the writing that supplies most of their income), even if they disagree how large that demand is. Whether the field of games journalism changes the way these game critics want it to, the discussion will inevitably continue in this form.
[AUTHOR'S NOTE: all these writers said very interesting things that are beyond the scope of this article but which I think should still be printed. Also, the way my own opinions and perceptions came about were highly influenced by the order in which I interviewed them, as well as the flow of the discussion. More details and more of their opinions will be posted on my own humble blog in the coming weeks.]

['Quiz Me Quik' is a weekly GameSetWatch column by journalist Alistair Wallis, in which he picks offbeat subjects in the game business and interviews them about their business, their perspective, and their unique view of life. This time, an innocent bystander and a nearby train wreck.]
Marko Hautamäki: The initial contact was in May 2006 via an internet forum. They posted an ad looking for composer and I replied and got the job.
MH: At the time of composing I didn't have a playable game to work with. Instead I got written descriptions about each level - what's happening, what kind of place it is and what kind of mood it should have. The guys of Majestic Studios also encouraged me to feel free to interpret their descriptions musically, so I was having pretty free hands with the score.
MH: Not as such. The difficult part is keeping in mind the contracts and NDA and what they allow me to say in public and what not. When posting my initial announcement about the matter, I was only concerned about clearing my own name. Understandably, after that I got a lot of inquiries related to the stolen assets and actions of Majestic Studios. Unfortunately I can't answer those - not because of an NDA but simply because I don't have any more answers than anyone else outside the Majestic core team.
MH: Of course I'm not happy about it, and that's also the reason I went public trying to clear my name. Such accusations can be disastrous to the career of anyone doing creative work.
As the weekend grinds to an inexorable halt, a plethora of GameSetLinks are upon us, with one of the more fun being the (pictured) concept of a nutritional-style label for video games.
If you are at all sensible, you will likely have purchased the
Finishing up the GameSetLinks - that is to say, the best original writing from big sister site
['The Z-Axis' is
This isn’t just a surfeit of choice, it’s a tidal wave of gaming. There can indeed be too much of a good thing. The result: gamers who stand in front of their television sets or sit at their computer desks and stare in mute horror at the 

Time for weekend GameSetLinks, innit, and some of the highlights this time include another look at (the pictured!)
['Homer in Silicon' is a biweekly GameSetWatch column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This column looks at gameplay mechanics in PC casual exploration titles.]
Note that I'm not complaining about the fact that the player can become powerful. I always find it a bit frustrating when I play a game with really cool upgrades but it turns out that you can never get the best ones -- that in practice the game always ends before they become affordable. It's just that, given that this happens, it's a good thing the game offers something else to be interested in -- a set of threats and concerns that goes beyond pure buying and selling.
[Every week,
[Ahead of covering the Blizzard Invitational in Paris for us, N. Evan Van Zelfden was kind enough to stop off in Holland to check out the NLGD show, and so he caught ex-Spore designer Chaim Gingold talking about the surprisingly complex, loving thought processes behind building things in the game.]
[In this article, Mister Raroo takes a look at the assumptions that are not only made about gamers, but that gamers themselves make Along the way he manages to discuss a potential murderer that frequents the library, a "bear" meet-up at Disneyland, discussing games with a UPS delivery driver, and more!]
I often make assumptions about library patrons, too, usually based upon their looks, the materials they check out, and the habits they display. One of my favorite patrons is a man I like to call The Killer. He lacks any type of computer literacy, so he’ll ask me to “do a Google” and “download everything” about particular homicides.
Making assumptions based on appearance is not only something that we all do, but it is something that we all are subjected to as well. In terms of my physical appearance, I definitely fall into the “guy” category. I’m tall, beefy, have a shaved head, and spout a beard on my chin. I’m the type of person people address as “bro,” “dude,” or “man.”
Before the driver left, he inquired to what I thought of Grand Theft Auto IV. “Hey bro, it’s pretty sick, huh?” I actually have very little interest in the game, but for the sake of being polite and to get the driver on his way, I just gave a canned response. “Yeah, it’s pretty impressive.” He gave me a “fist pound” then hopped in his truck and sped off to make his next delivery.
In fact, having different tastes in games can sometimes lead to an inability to relate to one another amongst gamers. For example, I have a coworker who likes games, but he pretty much sticks to sports games, which I rarely play.
Some more GameSetLinks up your wazoo, happily, starting out with the marvelous concept that is Dungeon Runners' 'bling gnome' (pictured). I'm pretty sure I want one of these in real life, picking up behind me.
[In a fun opinion piece, pseudonymous game designer 'Spitfire' references comments by Harry Potter creator J.K. Rowling to discuss why game creators should aim to "Fail faster... fail sooner" to more quickly reach their ultimate goal.]
Sister web site GameCareerGuide.com has been running a weekly design challenge for a good while now, and I wanted to point it out again and encourage GSW readers to enter it.
The return of the GameSetLinks is here, with the back catalog of the 'Strafe Left' cartoon over at RockPaperShotgun (see left!) still providing some fine amusement, for starters.
[In the wake of Gamasutra's
[“Why We Play” is a weekly column by NYC freelance writer Chris Plante that discusses how videogames benefit us when we are away from them, in the real world, and what brings us back. This week, he elaborates on some
So, this year's European iteration of Game Developers Conference - co-created by my colleagues here at
[This is reprinted from big sister site 

A little more GameSetLink-age as the week continues, then, and I'm heading things out with the announcement of Topspin, a company in the music space which looks to help independent artists do digital (and bonus physical) distribution bundles and loyalty-related 'clubs' easily - they already helped out Nine Inch Nails and are working with The Dandy Warhols and a bunch of other independent artists now.
[Andrew Doull is an IT manager from New Zealand who spent the last 5 and a half years working in the United Kingdom. He's just emigrated to Sydney, Australia, and spends his free time developing
[Known best for ambitious Xbox mech title Steel Battalion and its similarly expansive PlatinumGames DS RPG Infinite Line, developer Nude Maker's flipside is as an adult game creator. Designer Hifumi Kouno explained to our Brandon Sheffield why he thinks the industry is still afraid to tackle sexuality.]
Recently, there's been a significantly greater profile for the video game chart compilation site,
Having, once again, scoured 600+ RSS feeds to bring you interesting GameSetLinks to you don't have to do the legwork, here's the latest set - headed by Troy Goodfellow looking at the new AK Peters book from sometime Gamasutra contributor and serious video game historian Matt Barton.








Woop, time to finish off the GameSetNetwork links for the week, highlighting some of the best original posts from big sister site
S: It was officially formed on May 1, 2007. But before that,
GSW: How many do you normally have going at one time?
GSW: On a similar note: why translate Honoo no Doukyuuji: Dodge Danpei and its sequel?
S: Well, the game's just like a Super Robot Wars title, with the exception that the battle phase is in a pseudo action mode using the pad and buttons.
[Cross-posting this from
[Every week, 
Bonjour, my friends, and welcome to another fun-filled set of GameSetWatch links - headed by the news that the awesome 




['Chewing Pixels' is a regular GameSetWatch column written by British games journalist and producer,
Aha, time for a midweek round-up of some of the original stories we've been posting on big sister site
[So what is Warren Spector up to now, hmm? Given his tone in this Game Education Summit lecture, I think Quartermann's 




['Design Lesson 101' is a regular column by Raven game designer Manveer Heir. The challenge is to play a game from start to completion - and learn something about game design in the process. This week we take a look at Ready at Dawn's PSP prequel, God of War: Chains of Olympus]
Ah yes, the GameSetLink-age, it does continue, and today we're starting out with Peter Travers actually devoting a lot of his Rolling Stone film column to why Grand Theft Auto is important, even to, uhh, the film column.
[Considering the GameSetWatch Comic was
[In this editorial, game commentator
Well, time for some new GameSetLinks to usher in the new week, headed by the neat idea of having audio commentary to explain your super-speedy game speed runs - thanks for sorting that one out, Speed Demos Archive.

Name: Gaia Online
Overview: Gaia Online's community originally solidified around its forums, and the majority of Gaia Online users still spend most of their time there. However, the site has a massive range of other community options, with customizable avatars and home pages, an online world with towns full of user-owned homes that are just as customizable as the avatars, and games to play (with or against other members of the community).







[Missus Raroo takes the lead and brings her unique perspective on gaming to this week's
Prior to our son Kazuo's birth, my image of motherhood did not involve me strapped down to our little loveseat of a couch with a Wii-mote in hand. I had seen too many black and white photos of that woman with a newborn nestled in her arms, dreamily staring out at the world through a window.
It was so bad that one afternoon I even went online and did all kinds of ridiculous searches, such as "c-section recovery AND feels like my guts are falling out." I ended up finding some Yahoo! discussion board post that claimed it's possible that doctors will just stuff all of your organs back in your body without taking the time to properly sew each layer of tissue back together. I madly tried to convince Mister Raroo that this scenario must be what had happened to me. Needless to say, during those first couple weeks after Kazuo’s arrival I was definitely not that woman in the window.
My biggest complaint with the Wii’s web browser is that it wasn't very good for typing anything long, like in-depth e-mails. But, the fact that the browser works so well for watching YouTube videos more than made up for that deficiency. If you haven't watched videos of babies spitting up before, you must go and search them out now! Perhaps it's just because we're so used to the gross bodily functions of Kaz, but in any case, Mister Raroo and I thought these videos were genius.
Although I hardly ever use the Wii to surf the web anymore, Kaz continues to find new ways to love the Wii. Mister Raroo is a fanatic when it comes to keeping up with the Everybody Votes Channel and so now Kaz not only reacts to the sound of the Wii turning on, but also to the specific music which accompanies that channel. He stays glued to the screen and is mesmerized when the "Results are in" and the sea of Miis form a pie chart. It can be a little creepy at times to see how entranced he gets by these images—that he is truly so impressionable. But, I guess I'd rather have him obsessed with seeing that the "Results are in" on the Wii than via those gosh darn addicting paternity results on Maury.
Totally, totally the weekend, and in between the Spore fun we're attempting to have in the Bay Area haze - and watching some completely eviscerating
['Quiz Me Quik' is a weekly GameSetWatch column by journalist Alistair Wallis, in which he picks offbeat subjects in the game business and interviews them about their business, their perspective, and their unique view of life. This time, we get a little weird.]
Aha, time to round up some of the best original features and interviews this week from big sister site
[This Chris Remo-penned piece actually ran earlier in the week on
No Barrier To Customers
Following Microsoft's announcement that it would
[Every week,
['The Z-Axis' is a bi-weekly column from game writer Michael Zenke, stretching games and gaming trends out planarly to poke, caress, and pinpoint the innards of what makes them great. This first week, he finds out how the folks from Penny Arcade laid their web strip end to end to make a deftly simple episodic game.]
So the very fact that their first playable offering is as identifiably Penny Arcade is notable. At roughly six hours in length, you’d be right in thinking that the transition from 30-seconds of humor to the equivalent of an epic poem results in some significant changes. The changes, though, are all fundamentally consistent with the comic’s internal reality. What results is an extended strip, three panels stretched and warped out to encompass a full-fledged story.
In an era where Xbox Live Arcade games and PopCap candies are becoming just as much a part of the gaming scene as 60+ hour JRPGs or hard-core violence shooters, this should come as no surprise. I personally view it as an epicurean turnaround. Just as many fine dining restaurants seek to emphasize the inherent flavors in their meals, so too do modern games seek to offer a palate-cleansing purity.
Returning for a near-weekend brush with GameSetLinks, we feature such delights as the (pictured) GameStop trade-in air freshener gimmick, which I am still recovering from opening, nasally, and those awesome Blik Nintendo-themed wall decals.
[Spore creators Maxis held a near-final preview of Will Wright's eons-in-development 'everything' game Spore at its Emeryville studios the other day, and our very own Chris Remo was present to see presentations and ask: Who's this game for, and why should they care?]