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In Response to "Fear and Laoding in Games Journalism" from The Escapist Forum: I found it refreshing to see someone finally attempt a more constructive look at video game journalism and reviewing. And while I appreciate that sentiment, it is unfortunate that your article cites some of the very same sources that tend to produce poor game writing themselves. Put differently - if you want a fair, thoughtful analysis of the quality of game journalism, why would you be asking game journalists themselves? The people qualified to make judgments on the quality of game journalism certainly are not those most deeply financially invested in it. Chuck Klosterman demonstrates precisely why having professional writers is truly important: compare his article with any of the mass-media columns you offered at the beginning of the article - there can be no doubt that trained, professional critics are a necessity.
And finally, to answer your challenge, there is already a movement of writers attempting to make the very connections between human truth and games as an expressive medium! Not to sound punitive, but had you spent the time exploring other sources of game writing than the mass-media stuff that you presented, you would have found a treasure-trove of philosophers, scientists, artists, writers, psychologists, sociologists, and "ludologists" who have been trying to break through the superficial technofetishism of the mainstream media. These writers all serve a different kind of audience however - one that does not immediately translate to the kinds of audiences that buy advertisement-laden gaming mags, 'read' Kotaku, and rush out to buy the newest Halo game for their 360. In fact, most of these writers are writing about games published years ago! Most importantly - these folks are also writing their own informed analyses of just how the game industry can change through strong, ethical, lyrical, writing without the financial burdens that mainstream media faces.
In response to "The Open Source Canon" from The Escapist Forum: In the early days of the public net, there was a site that was similar to this general idea. It contained a pirate story, where many of the characters were real people. Players would read the previous story entry, and then email to the author what their character would do, given the circumstances laid out. The author would then compile all of the responses, and come up with the next chapter, adding in his own dramatic flair. At times, he (she?) would post a request for new players, and then work them into the storyline. Other times, characters were killed off. Though it sounds like an RPG, it came across as a continuing online novel, and there were no skills, items, dice rolling, and such. Perhaps it was ahead of it's time.
In response to "Pinball Revived" from The Escapist Forum: Ah, very nice article! I think there's kind of a reputation among the most recent class of hipster gamers that pinball "sucks." They could stand to be taught otherwise.