Posts Tagged stories
GameFan Journalism
Posted by The Management in miscellaneous on August 28, 2010

As the games-journalism debate of consumer evaluations vs. artistic critiques continues, it’s almost refreshing to look back on the sordid history of GameFan Magazine.
DieHard GameFan Magazine was an unabashedly fanboy-ish publication that spawned in the backroom of a videogame store. It started off as a catalogue promoting Western and import titles, but quickly grew to a widely syndicated magazine that competed with the likes of EGM and GamePro. It was filled with hyperboles, factual errors and made-up rumours, but it also had lovingly arranged layouts, superior print quality and a contagious enthusiasm for the medium.
I fondly recall pouring over GameFan’s spreads of popular games like Earthworm Jim and Street Fighter Alpha, and lesser known titles — which I didn’t hear much about in other publications but was pleased to discover — such as Dark Savior and Lucienne’s Quest. Like many young videogame enthusiasts, I eagerly awaited the treasure trove of text and colour that came with each issue, but I was oblivious to the magazine’s crazy behind-the-scenes antics:
- The company behind GameFan was perpetually on the verge of bankruptcy, resulting in re-enactments of Cannonball Run by its employees who did not want their checks to bounce.
- Review copies were burned and leaked out, much to the dismay of Capcom.

The layouts of GameFan Magazine were fantastic, often incorporating a title's concept art and overall visual style.
- Dubious lawsuits were launched.
- Writers took on multiple roles, including those of fans writing to the magazine, and of the Postmeister responding to said letters.
- Illegal workers were employed while magazine covers were sometimes given to the most attractive PR girl.
- Drug binges and reviews occasionally went hand in hand.
- Fake ID’s were obtained under the name of “Guile.”
- Dogs were routinely jerked off.
- Investors were swindled, with the boss allegedly breaking into company property so he could purchase expensive videogame memorabilia.
- Event budgets were spent on prostitutes.
- Racial slurs occasionally slipped through the cracks and made it into print.
It’s hard to defend GameFan after reading the above, and the magazine itself was as far from real journalism as videogame publications got, but for many it was also a labour of love. As such, it still stands heads and shoulders above all the other fanzines, and its tumultuous history is rich enough to fill a book.
If it ever does, I’d sure like to read it.
controversy, diehard, game fan, GameFan, layout, magazine, scans, stories
Melodrama
Posted by The Management in writing on February 11, 2009
The term melodrama comes from the world of theatre. More specifically, it stems from plays that used music in unison with the on-stage action, i.e., a series of quick bow slices to the violin would accompany the entrance of the evil, mustache-twirling landlord. Melodramas were widely laughed at by the critics, yet lapped up by the common folk.
Today, most forms of entertainment media are melodramas, and the “common folk” are the mainstream audience. Even when aiming for the so-called lowest common denominator, though, melodramas don’t have to be bad.
There are a lot of negative connotations that accompany the term: black and white characters, formulaic stories, sensational confrontations, implausible coincidences and a rigid commitment to happy endings. Still, these can easily become positives by embodying: unambiguous characters, clear plotlines, emotional climaxes, exciting twists and satisfying finales.
This is the difference between pathos and bathos.
- An element in experience or in artistic representation evoking sympathy, pity, compassion or sorrow.
- An insincere or overdone pathos that fails to evoke sympathy, pity, compassion or sorrow.
Unfortunately, stories in videogames tend to fall into the latter category. It might simply be an after-effect of their heritage — after all, games are still largely perceived as toys, and everyone (including most publishers and developers) seems to have a hard time accepting the fact that the average gamer can legally purchase alcohol. Of course I also understand that it’s safer to accommodate the youth while banking on the loyalty of older, nostalgic fans, but the same writing principles should apply regardless of the target age-group.

I wouldn't be surprised if this character turns out to be a fun but gruff rebel with a heart of gold. As leader of the resistance, he'll probably be punching out tanks with a bunch of other teenagers as they attempt to save the world.
Final Fantasy is a good (or bad, depending on your outlook) example of this. The 8-bit/16-bit games were great for grade-schoolers, and while the later ones swung their focus to teenagers, they were pretty trite and not nearly as sophisticated as one might think. Someone on Slashdot: Games once responded to a post about Square-Enix’s titles saying (and I’m paraphrasing here): “They’re to deepness what Goths are to people with severe clinical depression: showy, self-infatuated shells that take on the trappings instead of the content.” Regrettably, that’s a very accurate description.
So how do we avoid this? If we have to stick to melodrama, how do we fill it with pathos, not bathos?
It’s quite simple, really: respect the setting, the story and the characters.
That’s it.
You don’t have to be Shakespeare, you just have to examine your own work and ask: “Is this good, or is it…laughable?” Everyone has their own subjective preferences, but this alone would eliminate a plethora of banal storytelling in videogames.
bathos, characters, drama, FF, Final Fantasy, game, melodrama, pathos, plot, stories, story, videogame, writing, XIII
About
Hi, my name’s Radek Koncewicz, and I'm the Creative Lead of Incubator Games, a small development studio I started with a few former coworkers.
I think a lot about videogames, and when I find the time, I post those thoughts here on this blog.Game Commentary
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