Press Released

Press Released
Who's Got Next?

Sean Sands | 12 Dec 2009 14:00
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I began my professional association with The Escapist in 2006, at which point I had already been writing about videogames for more than five years. At the time, I was aggressively pursuing a freelance career in games writing. Now a half decade later, as I enter the twilight of this effort, I leave behind a lot of friends, a lot of articles that I am very proud of and a number of pieces I wish my editors had burned on my behalf.

As I pen this penultimate contribution for Press Released, I am very conscious of the tone I want to go out on. When I step down fully over the coming months and years from writing about videogames, it is my expectations that writers more talented than I will fill the void to say all the things I never thought to say and wish that I had.

I offer a few nearly-parting pieces of advice if this epic talent is to spill forth from your pen.

Victory Through Overwhelming Force

If you want to be a games writer, one of the most important things that editors will be looking for is confidence that they will get a usable draft on time. Prove this fact, and someone will eventually give you a shot.

When I offer that hoary old advice to write every day, it is not because you need practice. Frankly I believe, cynically perhaps, that either a person is talented enough to be a writer or not, and no amount of effort and practice will turn a bad writer into a professional. I tell people to write constantly because you are going to need ammunition and visibility.

I did not attain my mild success by being an unusually talented writer. I succeeded by being a stubborn writer. What you gain from a career writing about games is not what you are given, but what you take.

When you professionally and respectfully pester editors for your big break, which you will need to do in order to succeed, you should have a cavern at the ready filled with previously written works to offer as your resume. You want to write for X publication? You have to walk confidently through the door with a bursting catalog of work at your disposal, even if it's just on your own blog.

Wear the Clothes for the Job You Want

The old saying "fake it til you make it" applies here. How did I succeed in writing about videogames? Simple, I worked with a partner to create my own game site and then convinced everyone I could that it was a legitimate delivery platform of content. There's only one person who will never reject your article, editorial, manifesto or diatribe, and that's you.

Getting a shot at the big time is ultimately about who you know and what you can do for them. There are plenty of people who sit around just wanting to write about videogames for a living, and there should be because it's a pretty awesome gig a lot of the time. The difference between those who want to be writers and those who are writers is right there in the verb.

If you want to be a freelance video game writer, then be one.

That means getting on the phone - yes the actual phone - with PR firms, or if you're lucky, developers and pretending to be the big shot you aren't yet to get the things you need to make it. That means posting and promoting your work at every turn. That means getting in front of actual people at actual events until the editors and developers know your name. That means sending actual articles to actual publications so that you can begin gathering that big stack of rejection letters you will inevitably love to hate.

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