How To Get Into Game Journalism: Xfire Chat

Russ Pitts | 13 Sep 2007 20:30
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[Escapist] Russ Pitts: Question: Dr. Richard Kimble: Here's one I've always wondered about: Which do you consider to be a more successful form of writing, humorous or serious? I like to 'funny up' my writing, but will that hurt me?
Answer: It's possible to be serious about writing and still be funny. The audience is the key here. As long as you're writing for them, funny or straight doesn't matter. If it gets your point across, use what works.

[Slashdot] Michael: Question: Jantempler: What do you find is the best sort of game to be working an article on, which genre do you find to work on most is better?
Answer: A stock answer I give a lot is "Write what you're passionate about." That's why I write about Massively Multiplayer games so much. I love the things. They're teh hawesome, and I find I can pretty much spout nonse- ... say meaningful, insightful things about them all day long. That's why, in big game journalism shops, people get known as 'the guy' for something. "Oh, he's our Final Fantasy guy" or "Oh, he reviews all the Metroid games." The best thing to do is have one of those (who is obviously passionate about the genre/game series) and a total newb. Then you get the best of both worlds.

[Slashdot] Michael: Question: Dr. Richard Kimble: How often do you find yourself up at 4am struggling with writer's block?
Answer: Not so much writer's block, but 4am? All the time. The best part of working at home is that you don't have to travel to work. The worst part about working from home is that YOU ARE ALWAYS WORKING. The key there is to make sure you have a space where you WORK, and little else. Having a home office is like a tiny bit of heaven.

[Escapist] Russ Pitts: Not much, actually. Part of my checkered past was writing for a daily, live TV show. Having to deliver a script on time, every time, every day was an excellent experience. You learn ways to stimulate your mind to deliver when failure is not an option.

One suggestion is to write about anything your mind goes to. When you're blocked on a story, write about something else. You may find it will lead to a breakthrough on the block.

[Escapist] Russ Pitts: Question: {IW} MNET: How did you get introduced into the game journalism industry anyway? How did you get there? Any helpful hints?
Answer: I was very lucky to stumble on a community site seeking writers a while back. I worked with them for a while before trying to get anything published. I must have written for a year or two (weekly) for no pay before I submitted to a game magazine. This experience was invaluable.

[Slashdot] Michael: Question: Fallen Angel: To all guests: what can I do to increase my chances of getting a job in journalism for major publishings such as the ones that you are in?
Answer: My advice is to start small. (also, I'm not a 'major' anything. :) Pitch an article to someplace that relies on Freelancers, and go from there. The best thing to do is get your foot in your door somewhere (anywhere) and then consistently be the best written, friendliest, timeliest, smartest, funniest, most eloquent writer an editor has ever seen before.

[Escapist] Russ Pitts: Question: | PorkLord: How do you find the time to review BIG games? Wouldn't each review/article on a game be worth the same artistically and financially? If so, how do you differ your time between playing through a 5 hour game, or say a 80 hour Final Fantasy romp?
Answer: Unless you're determined to get all the way through an 80+ hour game before writing about it, it's not necessary to finish. You had a good idea 10 hours into FF if it was a good game or not. Write about that. And if you absolutely HAVE to know how it ends to write about it, but the Prima guide :).

[Slashdot] Michael: Question: Air_Storm: Pirates or Ninjas.
Answer: Pirates. ARRRR!

And nowigottago. I'm off to do a tabletop session. :) <- nerd.

[Escapist] Russ Pitts: Pirates all the way, baby.

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