Stop the high-quality-fanzine presses!
But Kennedy said something that goes to the heart of why game mags are lacking:
I find our industry's reluctance to actually help push journalism forward a mighty shame. I can't tell you the number of times I've worked on potentially incredible stories that just fell apart because of the uncooperativeness from a publisher. ... it seems as though a lot of companies are simply reluctant to give you access to their talent unless it's directly tied to the promotion of a game. It's such narrow mindedness, and it really hinders us from moving things forward. I remember God of War developer David Jaffe recently griping about not enough great stories in gaming publications -- hate to say it, David, but a lot of the blame also falls onto you (well, not you specfically -- you're one of the few really vocal people we've got -- but publishers and developers as a whole).Leave aside the fact that game companies can get away with this largely because magazines have been in the business of promotion for so long. Kennedy is right: When I was writing my article on next-gen game prices, it was very hard to track down people at game companies. Out of at least two dozen calls and emails, I spoke to four people in the industry. Most of the time, people just didn't call back, but a couple times I was asked to submit sample questions and then was refused interviews (or given one-sentence, utter PR answers).
But that's what journalism is. A majority of the time, people don't want to talk to you. A reporter's job is to figure out how to get around that. I'm not even a reporter -- I'm a copy editor and wrote the game prices story on my own time -- and I was able to write a decent article. Blaming the gaming press's failings on a lack of cooperating sources says a lot about what "game journalism" means to Kennedy and his colleagues, and goes a long way toward explaining why game magazines are the way they are.




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