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ABC: RIP The videogames magazine industry released its new ABC circulation figures yesterday. Despite being for the traditionally better half of the year (June to December), they showed a continuation of the downward trend of the last generation, with some spectacularly bad results (Xbox Gamer plummeting from 35,000 readers a month to barely 20,000) and some merely disappointing* ones (Official Playstation 2 Magazine failing again to increase its readership despite the PS2 userbase still rocketing up at record speed, leaving the mag with barely 40% of the sales that its PS1 predecessor had at a similar point in that console's lifecycle). PC games magazines, which should be immune to the volatile cyclical behaviour of the console market and ought to benefit from the ever-growing sales of PC games, also continue to slide, with the likes of PC Gamer and PC Zone having now shed a third of their readerships since their peak in the late 1990s despite the continued growth of PC gaming. (The number of magazines in the market has shrivelled too, with many traditional games-mag publishers having abandoned the sector in recent years, leaving one company - the Bath-based Future Network - with an effective monopoly.) Observers have reacted largely without any surprise to this trend, attributing it (depending on their viewpoint) either to the vast availability of online coverage of videogames**, or to the largely atrocious quality of the magazines themselves, which are produced on ever-decreasing editorial budgets by teams stretched to breaking point at the hands of a bloated layer of penny-pinching middle management which also exerts ever-heavier pressure on editorial teams not to do anything which might upset advertisers. (A combination of these factors led almost the entire editorial team of Edge magazine - the last even vaguely intelligent, content-led publication covering the console sector - to resign their posts en masse towards the end of 2003.)
Many of those same
observers, however, openly wonder why the many skilled and dedicated
games magazine staff (in whose number they often generously include your
reporter) discarded by the mag publishers over the years in favour of
cheap and enthusiastic school-leavers, haven't got together to do
something about this apparent gap in the market. After all, the industry
constantly tells us that the average age of gamers is increasing, and now
stands somewhere around 29 years old, a demographic which is clearly
unlikely to be satisfied with the sub-teenage tone and content of almost
all games mags. Surely there's a market out there just dying for an
intelligent, conscientious, well-written and funny magazine about
videogames? If none of the existing publishers want to produce it, why
don't we do it, if we're so smart?
A lot to overcome, there. But beyond all of the above, finally - fatally - you've got videogame consumers themselves, who show no desire (at least, none that they're prepared to back with their wallets) for a better quality of games magazine. Like the music and movie industries, the games business has pursued a policy of infantilisation, driving their product ever more towards the less-discerning and more hype-malleable juvenile market, which is also by nature highly conservative (and hence more predictable and more attractive to business). Games magazines with even a sliver of adult-focused content simply don't sell any more. The mature and intelligent, yet accessible and mainstream-aimed Arcade did pitifully (though in fairness it was dumbed down grotesquely by its publishers before it had any real chance to build an audience), and even with the benefit of high production values and 11 years of publication in which to create a loyal readerbase, Edge remains consistently anchored at the bottom of the circulation charts. Any magazine, in fact, which dares to stick its head above the parapet and deviate in even the slightest way from the crushing blandness pioneered by the original Official Playstation Magazine (which by sheer economic force became the model for all games mags which followed it) is punished savagely for it. The consumers who would support magazines like Amiga Power, which was prepared to bite the bullet and sacrifice "exclusives" for editorial integrity, seem to have given up in dismay and left at the end of the 16-bit era. The depressing conclusion, then, is that if you're waiting for a funny, intelligent, honest videogames magazine to carry on the legacy of Crash, The Games Machine, Zero, Arcade or even Official Dreamcast Magazine, you probably ought to stop holding your breath, before you do yourself an injury. Much like the games industry itself, the magazine industry is locked in the iron grip of a tiny number of people for whom the status quo works out very nicely, thanks.
Mags now have a symbiotic relationship with
the games industry - magazine hype helps sell games, exclusive previews
and demos of games help sell mags. The interests of the consumers have
long since been abandoned, and the consumers have understandably reacted
by buying fewer and fewer games magazines - but, crucially, still
enough to turn a profit, if those magazines are produced cheaply and
cynically enough, and sold expensively enough. Those in charge of
publishing them know this full well, and will have feathered their own
nests comfortably by squeezing out every last penny of profit by the time
print games magazines finally die, of abuse and neglect, altogether. If
you want a picture of the future of games mags, think of a jackboot
stamping on Duke Nukem Forever.
* Using "disappointing" from the publisher's perspective, there, of course. ** This is nonsense, though, as most strikingly demonstrated by the spectacular failure of the print mags' attempts to corner the market in online games coverage. Despite investing dizzying sums of money in online ventures like Future Gamer and Daily Radar, and having the enormous advantage of the vast resource infrastructure of their print-publishing arms to draw on, the ventures were all disasters and all the games-mag publishers now maintain only token web presences, usually consisting of nothing more than "trailers" for their print mags. The only logical conclusion that can be drawn from this is that consumers want fundamentally different things from online and print games coverage, yet the publishers stubbornly persist in producing magazines which are essentially mediocre out-of-date websites on paper.
*** For example: a
couple of years ago, when bad management got the Future Network into dire
financial straits, they got themselves out of it by sacking over 50% of
the company's staff of around 2,000 to cut costs. The following year,
chief executive Greg Ingham - who had, of course, as CEO been ultimately
responsible for much of the bad management in the first place - rewarded
himself for this shrewd bit of business genius by tactfully taking a
100% pay rise, bringing his salary that year up to £500,000 (a
sum which was equal to almost half of the newly-viable company's profits). |