“Brian, this is an email I was really hoping I would never have to write, but it is what it is,” wrote Dave Karraker, senior director of corporate communications for Sony Computer Entertainment America, in an email to Brian Crecente, editor of gaming blog Kotaku. On March 1, 2007, just days before the Games Developer Conference (GDC) in San Francisco, Crecente reported on a rumor about Sony’s upcoming, ambitious, and previously unannounced online service called Home. The rumor turned out to be true, and it also turned out that Sony had planned on an elaborate unveiling of the service at GDC. “I am very disappointed that after trying to work with you as closely as possible and provide you and your team with access and information, you chose to report on this rumor…. I can’t defend outlets that can’t work cooperatively with us,” continued Karraker. He went on to explain that “for this reason…we will be canceling all further interviews for Kotaku staff at GDC and will be dis-inviting (sic) good you to our media event next Tuesday. Until we can find a way to work better together, information provided to your site will only be that found in the public forum.”
This event highlights one of the unspoken truths of videogame journalism: the press are almost entirely dependent on publishers. It is the publishers who provide them with early access to games, media such as screenshots and trailers, invitations to press events, not to mention a great deal of revenue from advertising. While in this instance Kotaku stood their ground despite the negative ramifications, this is not always the case. Many times an outlet will bend to a publisher’s desires to keep a good working relationship with the people who provide the information they desire and the advertising dollars they need. This creates a pressure on those working on the editorial side, who must constantly worry if they, or their publication, will be punished if they write something critical.
But how common is an incident such as the Sony-Kotaku one? Kyle Orland, a freelance journalist and co-host of National Public Radio’s Press Start podcast, believes these types of occurrences aren’t all that rare. “I have heard my fair share of stories,” says Orland, “some that I can’t share with you, that point to advertiser pressure being a pretty common occurrence in this industry. Most outlets have the good sense not to pay any attention, though I imagine there are some who don’t want to risk losing the money.” Because gaming outlets rely heavily on endemic ads (ads that relate directly to what they are writing about), writing a critical review or a negative preview is essentially biting the hand that feeds them. And if rumors are to be believed, this is exactly the case with former Gamespot editorial director Jeff Gerstmann.
At a time when Gamespot, one of the “big three” gaming news websites (the others being 1up and IGN), was covered with ads for Eidos Interactive’s upcoming action game Kane and Lynch, Gerstmann posted a rather unfavorable review of the game. Calling it “an ugly game, and we’re not necessarily talking about the graphics,” Gerstmann’s review had a distinctly negative tone before settling on a score of 6.0/10 (which is a “fair” on the Gamespot rating scale). Soon after, the text review was edited (with the extremely negative first paragraph being scrapped), the video review was pulled, Eidos’ ads were no longer on the site and Jeff Gerstmann no longer had a job.
Due to California state law and corporate policies, neither Gerstmann nor Gamespot’s parent company CNet were able to comment on the specifics of the dismissal. However, in a public statement, CNet did say that “legally, the exact reasons behind his dismissal cannot be revealed. However, they stemmed from issues unrelated to any publisher or advertiser; his departure was due purely for internal reasons.” They went on to explain why the text review was altered (“Jeff’s supervisors and select members of the edit team felt the review’s negativity did not match its “fair” 6.0 rating…the copy was adjusted several days after its publication so that it better meshed with its score, which remained unchanged.”), why the video review was pulled (“the video was taken down due to concerns of quality…specifically, its audio was deemed inferior due to a faulty microphone.”), and why the Kane and Lynch ads were removed (“media buys on Gamespot are made weeks in advance…the timing of said ads was extremely unfortunate but was purely coincidental and determined solely by the game’s release date of November 13, 2007”). They then went on to admit that Eidos did express displeasure with the review, but that this had no connection to Gerstmann’s firing.
But even if the rumour is not true, the Gerstmann incident is still very indicative of how the games industry works. “The rumors seemed plausible, and that’s what was really shocking,” says Orland. Similarly, Jeff Green, editor-in-chief of Games For Windows: The Official Magazine (GFW), wrote on his blog: “it doesn’t really matter anymore whether Gerstmann lost his job as a direct result of Cnet/GameSpot buckling to pressure because of Eidos’ unhappiness with his Kane & Lynch review. The real problem is just how f@#*ing believable it is.” The reaction from Gerstmann’s peers seems to indicate that this is in no way an isolated incident. Jeremy Parish, features editor for 1up, explained that “the very first thing I did when the first rumors hit the wire was walk into my editor-in-chief’s office and thank him for all the times he’s run interference for me.” In fact, soon after the Gamespot incident, several different sources revealed that Sony had expressed a similar displeasure with the website over their review of the Playstation 3 title Ratchet & Clank Future: Tools of Destruction. So with all of these pressures on gaming journalists and news outlets, how are they able to prove that what they are writing is indeed fair and unbiased?
One way is through the exclusive. Or, to be specific, by refusing an exclusive. One of print’s biggest weapons against the increasing threat of online news outlets is to have a story that you can’t find anywhere else. According to Parish (who also writes for Electronic Gaming Monthly [EGM] magazine), “ultimately, we rely on what information publishers are willing to give us as “exclusive” content. When a publisher hates you, they don’t give you good content.” In the videogame world this means early and exclusive access to a blockbuster title, which can take the form of a cover story, a preview, or even a review of the game. Given all that we have learned so far about how advertising deals are cooked up, it seems obvious that an exclusive review would most likely be far from impartial. For this reason many outlets, including GFW, have stopped doing exclusive reviews not only to remove any doubts of a lack of impartiality from their readers’ possessive minds, but also to relieve the pressure that writing such a review has on an editor.
Another more recent trend that has come from the medium’s increased influence on popular culture, is that of mainstream news outlets covering videogames extensively. Writers such as N’Gai Croal from Newsweek, Chris Kohler from Wired, Seth Schiesel from The New York Times, Stephen Totilo from MTV News, and Dean Takahashi from The Mercury News, are some of the most respected people in the industry. And one of the main reasons for this is that game publishers would never even attempt to bully these outlets around the way they do with the enthusiast press. “Eidos wouldn’t have the audacity to strong-arm any of us over a review or some other piece of writing whose facts were not in question” wrote Croal on his blog “and if they did, our employers would back us to the hilt.” While Sony and Eidos received a great deal of negative publicity for the way they attempted to control the media, since it was with relatively smaller niche websites like Kotaku and Gamespot, the results weren’t as bad as they could have been. Imagine, for instance, that it was revealed that Bungie Studios had paid large sums of money to get their game Halo 3 on the September 2007 issue of Wired. In this hypothetical situation both parties would be punished. Bungie would be lambasted for attempting to control a major magazine, while Wired would lose a great deal, if not all, of its journalistic credibility. But situations like this don’t happen in the mainstream press, and for this reason readers don’t have the same doubts that they do when reading videogame centric publications.
Speaking of Bungie Studios, they have their own idea of how to control the media: bypass it all together. This may be hard to believe considering that the recent release of Halo 3 was one of the most hyped entertainment events in recent memory, but it’s true. After hiring former 1up news editor Luke Smith as their new content editor, Bungie now has a way of getting their information directly to the public with no middleman to muck it up. Through blogs, forums, and podcasts Bungie now has complete control over the message they send out. And they are not the only ones. Bungie’s former business partner Microsoft has a similar program in place. Larry Hyrb, the director of programming for Xbox Live, also known as Major Nelson, has a blog and a podcast where he both reports, and puts a corporate spin on, Microsoft related gaming news. These practices are ideal for publishers because they can put out the same information they could through the enthusiast press, but without the risk of any negativity. But unfortunately for them, they don’t have the same widespread appeal a magazine such as EGM or a website like IGN has.
In Croal’s essay, he wrote that “publishers generally hold the enthusiast press in utter contempt, and they have for a long time. This disdain began as scorn for the enthusiast media’s roots in videogame fandom, rather than traditional journalism from “respectable” publications.” Even though videogames have grown from a small niche market to a billion dollar a year business, the publishers are still clinging to the practices they used when the industry was in its infancy. But as the industry has grown, so have the expectations of the audience in terms of what they demand from videogame journalism.
Though in the end, incidents such as those discussed seem to simply be growing pains for an industry that has to fight for every ounce of respect it receives. But as it continues to venture out into mainstream culture, it will become more and more difficult for game publishers to have complete control over the way their products are portrayed to the public. Not only because major publications like Newsweek and The New York Times are now covering games, but also because the enthusiast press is finally starting to learn from its more established counterparts. As Orland pointed out “an issue of Game Informer earlier this year had ads for the Bowflex home gym, AboveTheInfluence.com, “Got Milk,” and an insert for the Columbia House DVD club…as these types of ads become more popular, the potential influence of game advertisers on editorial will continue to diminish.” And this is welcome news not only for those who want to read about games, but for those who make their living writing about them as well.