I tweeted a bit today about writing in the passive voice. I want to stress that I see this a lot, but this time around, I wanted to reach for my metaphorical red pen because of Jenna pitcher's preview piece about
Bioshock Infinite:
http://www.polygon.com/2013/2/21/3994560/more-than-just-a-pretty-faceRelevant excerpt:
"As soon as Booker gets himself free from the rocket chair,
he is
tasked with getting to an immense floating statue where Elizabeth is
locked. You are aware of her in-game presence long before you see
Elizabeth in person. The
propaganda of her is saturated throughout
stunning Columbia — dolls, statues, posters — it seems that she is the
city's revered golden child."
And, also:
"Quite a few
battles were encountered along the way to Elizabeth's tower,
each with increasing difficulty and each time with increasing options
to use in combat."
Perhaps Polygon prefers using this distant, passive voice? I can't tell if the editorial staff encourages this, or not. If other people see a pattern here or elsewhere, they can comment. I want to stress here, also, that I am NOT saying Pitcher's writing is "bad" here -- it's a specific tone that some people prefer. It doesn't happen to be my preference, but that's just opinion. Also, Pitcher probably had to put this piece through multiple editorial rounds; more than one person made the decision to keep this phrasing and structure throughout the piece. The decision to use this voice and style rests on Polygon, not Pitcher per se.
To provide a contrast, here are two recent pieces that also describe the experience of a writer at a preview/press event. The first: Cara Ellison's Crysis 3 preview piece.
http://www.rockpapershotgun.com/2013/02/14/cara-vs-crysis-3-was-never-a-fair-fight/(Related and also a joy to read: her follow up on press previews in general
http://www.rockpapershotgun.com/2013/02/20/theyre-all-like-this-the-weird-land-of-preview-events/)
And, also, Kirk Hamilton's play-by-play of the press event for the new Sim City game:
http://kotaku.com/5978882/my-day-with-the-new-simcityI love these pieces because the writer makes themselves a character in a story, which provides a sense of immediacy and action, and which helps me better understand the experience of playing the game
with them. I think some writers hate this and "just want to talk about the game" -- which, I mean, fair enough. I want to hear about the game. But I also want to hear
what that writer thinks about the game -- not what a presumed "anyone" would think. Some people may well prefer that a journalist be "distant", but I'm not sure I think that's possible, or effective.
Let's say that a writer does want to go with the "distance"/"professional"/"businesslike" method of writing. I still don't know if I agree that using the passive voice works to the writer's advantage. What do you all think about this?
More issues that I didn't address here -->
Gender: women writers get more scrutiny than men, and so might want to further distance themselves from their work and/or be afraid to position themselves as an authority. I dealt with this insecurity in my early work, and I still deal with it now.
Experience: writers like Kirk Hamilton can "afford" to take a risk because they have proven themselves to be an authority already.
But why is writing from the first person still considered a risk? Why is including oneself in a story still considered a risk? Why is that considered unprofessional? Isn't it a bit old school for us to still be following the rules of high school essay writing (no first person)? And if we ARE following high school rules, then why the crap are we using passive voice?