Woah, you go away for a weekend and... I've only had an iPad and so I've had to watch this conversation unfold without contributing to it!
Firstly Joe, thank you so much for taking the time to leave feedback on the magazine. Ultimately as the guy who commissioned the pieces, it falls to me to defend everyone's honour, so I'll try and explain some of the thought processes and what I'm doing to address your concerns.
The opening piece in particular seems to be only about personal history, or at least I'm not entirely sure what deeper argument the tale is communicating. "Things sure have changed" seems such a banal observation to make.
It really only is a personal history, as you say. There's not really a deeper argument to it. I guess you could argue that it is often unclear why people become disenfranchised, but it's my fault that we didn't go deeper with the piece, not the author's.
I like Cameron's and Jordan's entries, but they too seem to make their points a bit hastily, towards the end.
I don't agree. Cameron's point seems clear to me from the first section, and Jordan's blindingly obvious from the first page of the DSM. Perhaps the take-home messages are a little forced, but the arguments are continuous. But I'm glad you liked them anyway ;)
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So with that out of the way, there's been a bit of back-and-forth about my 'philosophy' when it comes to Five out of Ten, and perhaps that has been misconstrued given the material in our first few issues. So allow me to explain:
First and foremost, Five out of Ten non-themed pieces have to pass 'the granny test'. That is: "assuming my granny was interested in reading about videogames, could she read this?" This is where most pitches get rejected: the very academic, the insular and technical. It's not that there isn't a place for these pieces, just that I want to cast the net wider rather than deeper. Hopefully this explains why Robbie's piece was included: it's a good primer on the state of PC games and why they have changed, that is aimed at a layperson rather than a 'gamer' per se.
But the main focus is that we're talking about games, more than just the people that play them, so to move on to a point Cameron raised:
Alan made it very clear to me when I pitched to write for the issue that the kind of games writing that FooT does comes is more about the essay first and mechanical/object analysis second.
Well, it is and it isn't! Since I commissioned the work for the first three issues, I've now written a 'manual' for contributors. It includes the following:
"We are writing videogame criticism, not life stories. We aim for what has been called “game-centric” criticism, where our experiences inform the critique, but they are not the point of the article. People aren’t buying the magazine to read your life history; they want to read about videogames and their culture. Experiential writing is an important part of what separates us from other game magazines, but it needs to be grounded in a conversation that is ultimately about the games themselves."
This raises the question: why doesn't the writing in Issues 1-3 match this description? The answer is that such a mission statement didn't exist at the time! While I am very proud of all the work in our first three issues and wouldn't change a thing, one thing I am keen to do is focus on the games themselves and ensure that experience is one facet of the essay, but not its totality. I actually stole "game-centric criticism" from Cameron's blog.
There is an inherent tension here: most people that buy Five out of Ten are people who play games already. A significant number of them are games journalists. I won't deny that it is really difficult to strike a balance between accessible writing and articles that go deep enough. It is probably impossible. As we go forward with the magazine, my job is really just to steer the ship.
Yes, it does worry me that people will read Five out of Ten and think it is too much about people's personal stories, not enough about games - although to be fair I don't think we go as far as Kill Screen or Unwinnable, whose connections are much more tenuous at times. But if you want, as I do, to reach out to people who don't play games, then your stories do need to be about people as well as the games they play. That's why our heading reads 'videogame culture' and not 'videogames', after all.
Just to re-iterate: I am really grateful for all of your feedback. I want a magazine everyone can enjoy, not just me.