on early review copies
This morning I woke up and saw the news about how Bethesda is no longer sending early review copies of games out. I then did the stupid thing I tend to do of tweeting out my own reductive take while completely oblivious to the fact that there is already a heated debate going on around the news. So here is the other thing I tend to do of explaining what I meant in a longer blog post.
My take was that I would sorta be okay with all publishers not sending out early review copies. There would be clear, immediate repercussions of this that are obviously bad:
Players buying the game on day one won’t have an opportunity to read critical writing about the game before they buy it, relying solely on the publisher’s marketing.
Freelancers who rely on getting review copies early and then pitching a review to an outlet would be screwed
It would allow publishers to much more tightly keep the lid on complaints about their game before those pre-orders have been claimed.
it gives youtube and streaming ‘influencers’ even more power over consumer choices.
Those are all valid responses and, without a doubt, the only reason Bethesda would want to not send out early review copies is because they think that will help them make more money off players. Just as they used to think sending out review copies will make them more money, which is also the only reason they ever did that. It can’t be stressed enough that publishers only ever give journalists access to anything if they think they can profit from that information being spread.
My issue is with the broader, ingrained culture of hype, pre-orders, and day one purchases (which I will now just call hype culture) that both publishers and the traditional press depend on financially. It’s a culture less concerned with considered critical takes of a cultural form (which is not to say the writers struggling to work in that culture aren’t concerned with this; they usually are and they manage to produce excellent writing in spite of this culture very often) and more concerned with pedalling enthusiasm to maintain attentive audiences always ready to be exciting about the next big thing.
Here are some words I wrote about hype culture after No Man’s Sky was released:
Pre-orders are the ultimate conclusion of this culture where we are so excited for what videogames will one day become that we would rather pay for future games—imagined games—than for games that actually exist. Preview material (straight up curated marketing material) becomes a replacement for the critical evaluation that is meant to take place in a considered review after the game’s release so that we can all buy these future, imagined games.
Gamers being excited about games that aren’t out yet benefits three parties:
The sellers of the videogame who can sell a creative work before any evaluative review or disgruntled mate can recommend otherwise.
The distributor of the videogame, for the same reason.
The enthusiast press outlets who, in reporting on imagined games, motivate the enthusiasm in their readership to keep being excited gamers about the future and, thus, to keep wanting to read content about games that are not out yet.
Videogame players do not benefit from being excited by imagined future games. They are made excited to be commodified.
But I wouldn’t even say it is the press’s ‘fault’ or that the press, now, could even change this. What I would say is that there is a complex, structural economy of parties that, for decades now, benefit from gamers being excited about videogames that are not released yet, and that player-buyers themselves are not one of those parties. The entire game industry and game journalism industry is built on this structure.
In that piece I was mostly talking about what is promised about a game before its release. I was talking about previews and marketing more-so than reviews, but it is a part of the same culture. Until a game is in the shops, the publisher has complete control over what is said about their game, in part through the non-disclosure agreements journalists are forced to sign in exchange for an early review copy. No Man’s Sky did not send out review copies so when the game leaked, Hello Games could do nothing to stop the outflow of negative responses.
But this is the exception, not the rule. Look at Twitter when an embargo lifts and see all the journalists tweet out their reviews at the exact same minute, now that the publisher has so kindly told them that they are allowed to talk about the game now. Every time it happens I feel a little embarrassed and a little frustrated. It’s like a desperate feeding frenzy. Everyone hoping their review is the one the reader reads, that it will be out just enough seconds before the other ones. But not too early. No. We promised the publisher we wouldn’t do that. I picture the publisher standing over the fish pond with some reader breadcrumbs, sprinkling them in the water for the desperate journalists.
My problem here is not some boring or cliche “the press is in the publishers’ pockets” straightforward accusation. It’s never that simple or true. My problem is that in the hype culture that both game publishers and journalism have cultivated for decades now, game journalism outlets are largely dependent on a drip-feed of information from the publishers. Without the publishers explicit support with preview events, developer interviews, trailers, and, yes, early review copies, journalists are locked out of that lucrative hype culture.
Which is a problem now that youtubers and streamers exist who are much more reliable, from the publishers’ perspective, to stay on-brand in their reviews. Not held back by critical or journalistic concerns, these influencers exist, largely, to be entertaining to watch. For a big publisher, the influencer is now a much better way to market the game than game reviews that always run the risk of being negative. Essentially, in the hype culture that both journalism and publishers created, the publishers are deciding they don’t need the journalists anymore, and they are correct.
Game journalism can react to this in two ways. The first is to try to keep up. To try to keep in the race and keep speaking to that hype culture that has served them so well for decades and which has all but shaped the popular game discourse we have nowadays. Most of the negative responses to my tweet this morning accept that this is how it must be. Game journalism must survive and must ensure those people buying the game on day one have our critical takes with which to make an informed purchase. So this is going to be shitty for freelancers and lead to more rushed reviews as everyone frantically tries to get back from EB or Gamespot and rush through that game and get the review up as close to yesterday as possible.
The second possible reaction is what I want to see happen, what I think needs to happen, but which would be a long and arduous slog and, really, probably isn’t going to happen in any immediate or straightforward way. Journalists can not care about keeping up at all. They can say goodbye to the hype culture that has served them so well for decades but which, really, was always dependent on the self-serving dripfeed from corporate publishers. They could stop trying to provide informed consumer advice for people who purchase a game on day one, because people who buy a game on day one (self included) are already not making an informed decision; we are making a decision based on marketing and brand loyalty, reviews or not. They can foster a readership that is less concerned with immediate reactions and more with reviews as actual, considered evaluations of creative works. Topical, but not immediate. A readership happy to read a review a week or two after a game’s release. This could quite well mean losing a bunch of their current readers. But perhaps it could cultivate a different readership.
Youtubers and streamers will always be more enthusiastic than the enthusiast press. Those readers who solely want enthusiasm will leave (are leaving) the press for the youtubers and streamers. I want to see a cultural shift in the game journalism discourse that adapts to this by abandoning that audience altogether and instead fosters one less concerned with what is coming out tomorrow and more with thinking about, for a little bit longer, what came out this week or fortnight or month. Unsurprisingly, this is something that was a lot easier to do when game journalism existed in monthly magazines and not the 24/7 news-diarrhoea of the internet.
I argue this from my own self-serving perspective of more considered takes being what I want to read, and hype culture being what I want to see dismantled—what I think needs to be dismantled before we can really begin to start preserving and maturing videogames as cultural works and not just commercial products. But I also think it’s the only real way game journalism can survive in a world where dudes who shout at a face-cam on youtube are much more immediately ‘useful’ for big publishers than critics. The enthusiast audience is lost. The post-enthusiast press (lol sorry) needs to adapt to and essentially create for itself a readership that is happy to read about a game a week after it comes out. Such a move would lessen game journalism’s dependency on publishers (increasingly a one way street), and it would essentially be more pro-consumer than one that pedals in and lives off hype culture, because hype culture is only ever anti-consumer.
As my second tweet said much better than my first tweet, Maybe the whole culture of feeling pressured to buy a game the day it comes out is fundamentally broken & only profits publishers. It used to profit journalists too! But increasingly that’s not the case, as Bethesda’s move makes abundantly clear. I would like to see that culture abandoned by game journalism, and I think game journalism needs to abandon it they are to survive the rise of influencers looking to just entertain.











