Saving Games Journalism With Giant Bomb

21 May 2025 · 44 min

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Better Offline Podcast Episode Summary: Saving Games Journalism With Giant Bomb

Episode Title: Saving Games Journalism With Giant Bomb Host: Ed Zitron Guest Speakers: Dan Ryckert, Jeff Bakalar, Jeff Grubb (new owners of Giant Bomb) Air Date: (Date not provided in transcript)

Episode Overview In this episode of *Better Offline*, host Ed Zitron engages with the new owners of the gaming website Giant Bomb to discuss the future of games journalism, the challenges faced in the industry, and the potential for an independent, sustainable model that prioritizes quality content over corporate interests.

Key Themes and Discussions

  1. Transition of Ownership
  2. Dan Ryckert explains the recent transition of Giant Bomb from its previous parent company, Fandom, and how he and his co-owners were able to acquire the site.
  3. The conversation touches on the challenges of starting a new business post-acquisition, focusing on asset management and building a sustainable operation.
  1. State of Games Journalism
  2. The guests discuss the current landscape of games journalism, remarking that there is both a sense of despair due to layoffs and a glimmer of hope in the form of independent ownership models.
  3. They highlight the shift away from traditional corporate media to more personalized, independent platforms that can cater to audience preferences without the constraints of corporate profit motives.
  1. Need for Personality in Journalism
  2. The discussion emphasizes the importance of personality in games journalism, contrasting the impersonal nature of corporate outlets with the engaging and authentic content that independent creators can offer.
  3. They reminisce about the charm of past gaming publications and the way they fostered community and connection among gamers.
  1. Critique of Corporate Media
  2. The episode critiques the way corporate ownership has stifled creativity and genuine engagement in gaming journalism.
  3. The guests express frustration over the prioritization of profits over quality content, resulting in a homogenized and uninspired media landscape.
  1. The Future of Gaming Media
  2. There is optimism about the potential for growth in independent gaming journalism, emphasizing the need for collaboration among creators.
  3. The conversation suggests that a more community-focused approach to gaming content could lead to renewed interest and engagement from audiences.

Key Takeaways

  • Independent Ownership: The new ownership model of Giant Bomb serves as a hopeful example of how media can be run sustainably and authentically without corporate interference.
  • Audience Connection: Games journalism needs to foster a connection with audiences, prioritizing engaging, personality-driven content that resonates with gamers.
  • Collaborative Spirit: There is a call for solidarity among independent media creators, encouraging a collaborative rather than competitive atmosphere in the gaming journalism space.

Conclusion This episode of *Better Offline* offers a compelling look at the challenges and opportunities facing games journalism today. The discussion underscores the importance of independence, personality, and community engagement as the keys to revitalizing the industry amidst ongoing corporate pressures.

Links and Resources

  • Giant Bomb Membership: [Join Giant Bomb](http://www.giantbomb.com/join)
  • Better Offline Merchandise: [Shop Here](https://cottonbureau.com/people/better-offline)
  • Better Offline Discord: [Join Here](https://discord.com/invite/QUUQUP9szv)
  • Ed Zitron's Social Media: [Twitter](https://twitter.com/edzitron), [Instagram](https://www.instagram.com/edzitron)

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*This summary encapsulates the main points discussed in the episode, providing insights into the current state and future of games journalism.*

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Transcript

Automatic transcript. May contain errors.

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3:04Hello and welcome to Better Offline. I'm your host, Ed Zitron.

3:16Better Offline. As a reminder, you can now buy shirts, hoodies, and even mugs in our merchandise store. There's a link in the notes. God damn it. Give me money. I need you to wear the shirt for me. Today, I'm joined by the new owners of gaming site Giant Bomb, Jeff Bacalar, Jeff Grubb, and Dan Reichert. Fellas, welcome to the show. It's pronounced as Petron. Okay. All right. Okay. Most people get... I definitely, on an interview a few days ago, missaid my own name. And missaid better off... I was like, better off shit. and Matt Oselski, my producer, regularly hears these things. So that's always fun.

3:53But congratulations, by the way. So walk me through, Dan, perhaps walk me through what happened. So there was some filing in and out from Giant Bomb and then you guys kind of took it over. Yeah, so I started the longest ago in like 2014. So in terms of how the recent stuff went down, I think the Jeff's here. Fellas, tell me if I'm wrong. I feel like you maybe have had some more time on the phone with lawyers. No, this is good. I like watching this guy sweat. Let's see. No, I just wanted to make sure I didn't, I'm not like, oh yeah, I did all this work. You know, it's like, I just kind of fell into this.

4:29No, Jeff and Jeff left Fandom, our previous parent company. And as part of the deal, we're able to buy Giant Bomb and are bringing in, you know, me, Jana Chowa, our longtime producer, and our good friend, Mike Minotti, who has been trying to be full-time at Giant Bomb for a long time. And he completely skipped full-time and went straight from contractor to co-owner of the website. That rocks. Yes, yes. So yeah, long history of corporate ownership and dating back to 2008 and four different owners basically. And now I guess we are the fifth group. Nice. So what is the new structure? So you guys are all the owners.

5:11You're going to be doing the same kind of games journalism you're already doing. I know that the YouTube channel went offline. Is it coming back? Yeah, we were streaming to YouTube just right before we came here. Yeah, we were doing our Black Club show. So right now, the structure looks like, are we getting all the stuff from fandom that we need? And they've been very helpful in that stuff. But it's like just kind of getting the keys to everything. And then there is a whole other process of us getting a business started because this wasn't like us necessarily buying the business. We bought a lot of assets.

5:42So we have to start our own business to sort of take these things on and make it make sense. So in parallel, while we were goofing off, while Mike was playing Rascal for the PlayStation One for our game where we play bad games, Baclar was still working in the background, making sure that we'll have a bank account and stuff like that. But as far as like the overall idea of what this company looks like, yeah, it's going to be us kind of taking it all on ourselves, kind of splitting it up evenly amongst us and just getting to work and investing our time and seeing a payoff because now it's all on us.

6:15It's weird as well, because it's like both one of the most depressing times in games journalism history and one of the most encouraging because the amount of layoffs are horrifying. But you and Aftermath have really come out of, well, I don't want to say nowhere because it's been quite public and chaotic. You kind of seem to be building a new model for journalism writ large. Yeah. Well, yeah, I think the lesson everyone learned, they learned 10 years ago, where the contemporary understanding of games media, or really any media that covers some sort of entertainment, is probably not compatible with what a corporation would need out of that in terms of revenue expectations and just filing in in a way that makes sense.

7:05And that's fine. And I think, you know, what this, with the aftermath experiment and all these other sort of independent journalistic entities has sort of shown is that this can work with a private sort of consideration of ownership as opposed to, you know, just having it be another asset in the corporate media portfolio. right that and i think the value that these types of entities present make a lot more sense right under the guise of private ownership than they do you know under the umbrella so kind of yeah it kind of feels as well like games journalism gets pulled in very hard by these big private equity i'm not specifically referring to any of them just to be clear uh these large entities buy them because i imagine they're traffic drivers and there's always news and there's always kind of search traffic coming in from games and guides and stuff like that.

8:01These things have been honed to be SEO, you know, sort of machines for a long time. The people who have been in charge of them have once understood that to be very important. Now, of course, like Google has made things very complicated for a lot of sites that built their sites in one way. And now they have to shift and no one really understands the way the winds are blowing. But yeah, that traffic means something to someone for sure. And that's why you see something like a polygon becoming the target of of a Valnet. I guess the public understanding is Valnet approached Vox Media about Polygon and asked them about it like some time ago and they've been trying to make this happen since then.

8:37Vox wasn't necessarily shopping around, but it became the target of that because it does have this traffic. It has this built in. If you search for something, there's a good chance Polygon is going to serve it to you in the video game space. And yeah, so these kind of equity firms, they spot this and they want to extract that value, it means bad things for the actual people working at these sites almost universally every time. And that's why this other model of us coming and being like, we're going to own it ourselves and we're going to have a direct relationship with the audience. That kind of is the only ground to retreat to at this point.

9:10We are either going to keep having this stuff because we're all in it together, as hokey as that sounds, or we're just not going to have it at all. Those are the options now. Yeah. It's also, I think it's important to to call out that like there does exist a type of person that i think we all sort of slot into in this goldilocks zone that has sat on both sides of the sort of influential divide where you know we all began our careers in a very kind of like i don't maybe not antiquated is not the right word but it's certainly a traditional sort of like media and and and publisher relationship and I worked for a newspaper I worked for PC Zone and CVG and let's be honest we're not that old 99 years young we sit in this very weird sort of like like I said this Goldilocks zone where we're like we understand what came before what happened during and now what's after and I think that very uniquely positions a small slice of institutional knowledge where you can leverage that in a way that not a lot of people have that sort of insight from both sides of the fence.

10:24And that goes back to the founding of Giant Bomb in 2008 because it was four guys that broke off from GameSpot, more traditional web-based gaming media and formed this very personality-focused thing. Kind of in the early days of YouTube gaming personalities and things like that, but it did come from that institutional knowledge. People that had work, E3s dating back to the 90s and things like that it wasn't just you know some kids that started youtubing and getting big it kind of straddled the line from the beginning i admit one of the saddest things to me was watching pc zone collapse it was the magazine i worked at the games magazine i worked in england and in a different time i think they would have come together we would have come together and done something but 2008 was when that happened i was moving to america as well but that was future publishing bought them fuck future i don't give a shit yeah what are they going to do to me so yeah and they repeatedly kind of do that stuff to people so yeah fuck for real real quick on that like i remember thinking like uh back when that was happening in 2008 when egn and one up was collapsing it's like it had the one up yours podcast kind of lasted a few more years they all could have easily just transitioned that into a a podcast with with ads for one thing and then a direct to a customer supported a way of doing things on the other hand and that really would have taken off for them instead they well maybe this guy had to go kind of filter into working in the the corporate side for making games the problem is with podcasts is as you well know like monetizing them is very difficult i mean people complain about the ads here being under iheart radio i mean it works great because cool zone media and iheart leaves us alone fairly but people complain about the ads it's like have you tried starting a fucking podcast it isn't cheap so it's it's just a frustrating but great time because aftermath's doing really interesting stuff that i feel is going to be i feel like giant bombs can be very like classic gamer stuff like creative but still very much about the games and aftermath is doing that plus what would have been called derisively new games journalism way back when god you remember that fellas yep new games i remember that i remember when people were talking about that let's talk about that ludu narrative dissonance there you go yeah oh Oh, fuck.

12:30Like the start of Polygon, press reset type stuff. Yeah. Yeah. Explain that for the listeners, because it sucks, but they should know. You talk about the Polygon thing or specific? Go ahead, Dan. Oh, it's just like games media going back to like, you know, EGM and Game Informer, like the magazines of the 90s to like the early, you know, web-based IGN GameSpot stuff. It was just, you know, we were parroting press releases and it's like news stories were basically like, there's a new box art for Assassin's Creed. How many guns does your game have? Yeah, exactly. You're getting more levels this time?

13:04That type of stuff. So it's like, that's why I even, back when I started, never considered myself a journalist because I realized it's just like, okay, I'm just kind of reporting on silly things here and giving a score to a game and things like that. But I think that there's something marvelous about that with games journalism. It's why there's, because I don't, like, Aftermath, they'll write, and Geeta especially over there has written like very long-form, thoughtful, emotional pieces. I think that that's what's, I don't want to say missing because it's happening, but that's what makes game journalism great.

13:29You can have stuff where it's just like, I played something, it stunk to shit, it made me angry, I want to kill someone, but I love it because it's got this one tiny, like there was, I remember reviewing a game, Zona, the Skyfall movie tie-in game. Oh my God, Activision and Bond game, yeah. Remarkably tight Gears of War clone. And I remember being like, this sucks, but I love it. That's great for gaming as well, but then the very deep emotional stuff. And I think that it's what lends itself to exactly what you're doing, which is this kind of, let's get together, let's make something about our hobby and our job and whatever.

14:05And the in-between part can be giant bomb. Yeah, I think there's very much room for both. Because I remember when Polygon was starting in probably like the 2013, 2014, whenever that was. And they were very much banging the drum of like, we are doing serious games journalism and telling human stories. And it's going to be this emotional, deep stuff. And I remember looking at that and being like, I don't know how the fuck to do that. But I can tell you if Never Dead is any good. But I think there's room for both. because someone like me broke in because I wanted to work with a bunch of dorks and talk about video games and now make videos about video games.

14:38But then there are important stories to tell. And I think, you know, to give Grubb some credit here, I think Grubb might be the best I've ever seen at balancing both. Like he does the daily news show on GiantBomb.com and will cover the serious stuff and layoffs and just kind of issues facing the industry. But then he'll also, you know, dress up like Bubsy and play Bubsy 3D for Blight Club, you know? So I do think Grubb is uniquely qualified to do both ends of that. Yeah, and I enjoy them both. I definitely remember growing up in like reading EGM or game players and being like, man, the people who are in this magazine, they have a lot of personality and they clearly fill every page with that.

15:14And I like know these people by name now. I kind of know what they're what they're into. And I built a real connection with them. And then, you know, that would actually lead me into some of their real reporting on stuff that mattered to them, especially in EGM and like Next Gen Magazine later. And I just remember like really enjoying both sides of that a lot of games are silly and stupid. And wouldn't it be fun if we took that seriously? And I really enjoy that aspect of my job. Yeah. And CVG used to have this kind of yellow. It was, I don't know if you ever physically read an issue of Computer Video Games Magazine.

15:47It's British and all, but they had this middle section that was in like, almost like Yellow Pages style. And it was just rambling shit. It was beautiful. for it's like games genuinely like i i was a loser up until like two years ago and like games were the one thing that i could bond with people over because it didn't require you to be anyone like i played a shit ton of everquest i was i think it was one of the first mmo like real mmo reporters in england ollie welsh as well legend sure yeah shots ollie but it's like and one of the leftover polygon people it's just what pisses me off about all this as well is it doesn't seem that hard to run a games journalism outlet well you just don't hire so many people and make them do 11 stories a day i mean the the real sad thing with polygon is they didn't make any of those mistakes i when people saw the layoffs they're like oh that's a lot of people it's like they were successful and profitable and could have kept growing but they had a very sort of like moderate take on okay yeah we could but let's just keep all this sustainable and a lot of that goes down to the leadership of Chris Plant, who I just admire so much.

16:53Plant rocks. He's got such a good head on his shoulders, and it just filtered all the way down through Polygon. So it's like they were doing it right, and even Vox was letting them do it right. It's just like even when that happens, there's that buzzsaw that's going to show up and be like, we're going to rip this thing apart and find a way to make more money from it, so here's some money. It's fucking Vox. I didn't know they were profitable. That is so infuriating. It was a successful business, I think is how I would phrase it.

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20:22It's so fucking stupid because I feel like these outlets could on some level, maybe not a ton, print money. Like they, there are tons of gamers who love reading stuff. Sure. Like it sounds like Polygon hadn't a sustainable operation. IGN is insane. I don't know how many people work at IGN. IGN breaks on my phone. I don't know if you've tried to look at an IGN guide. Sometimes if you scroll too fast, it just goes, nah, sorry, mate. I think there's so many sites now. It could be a recipe for - You're going to have to play Ragnarok on your own. Yeah, yeah. It just goes to the top or pops up a thing and you accidentally click the wrong thing.

20:58Yeah, I hate that shit. Yeah, the internet sucks now. It really does. This is not an IGN problem as much as it is - Someone should do a show about that. A lot of those sites are not – it's tough to really say that they all have agency in a way that you want, right? And I think everything becomes this Frankensteinian creation of like sort of meshing it with other properties that sit alongside as sister companies. And you're just never going to have that organic feeling. I do think you're right. I think the Polygon example is good because it was sort of like this semblance of like, oh, this does feel sort of vacuum sealed off in a way that works.

21:41And everyone there, you know, really doing a tremendous job. But for the most part, whenever you see a lot of these massive behemoth legacy media sites, they are just this, you know, a Voltron creation that doesn't really allow for that amount of agency that, you know, I think the spirit of all those sites wants to be. Yeah. And I think that, like I've said earlier, they're kind of the obvious victim of any kind of acquisition partner because it's just, you can turn them into a slop shop and then immediately kill them. Immediately kill them. Right, and that's what the internet's allowed for, right?

22:17And I know that's what I read what you say. You always have it spot on, Ed. We are just sort of willfully watching the death of everything and calling it out and just being like, yeah, that's the next ship that came into the harbor filled with ghosts. And we're just going to watch it continue on its way down to its next port of call. And that's it. It's just this parade of dead websites and dead internet. Ed, you're familiar with the Tony Hawk's Pro Skater games, right? Of course. So I was watching, I was trying to read a story on Kotaku the other day. I can't remember what it was about. But it took me to a video instead.

22:56And there was a man talking over the video. And he kept calling it THPS. THPS. And I'm like, I don't think I've ever heard anyone say that before. And then it's like, oh, I'm listening to an AI voice. Of course I am. Of course I am. Oh, interesting. Okay. Yes, because you did it every time in the same time. THPS. THPS. Yeah, no one says that. No one says that. So I'm just like, that's, of course, that's, they all think they're going to be able to do that. That's the story we're going to have to keep telling over and over about what's happening with all these websites and these equity firms coming in here.

23:25And I mean, of course, I get turned off. I think most of the audience probably does get turned off when they experience that, right? Because the one thing about games and Stephen Spahn, who is an accessibility expert in the space, he used to tell me, like, why do we, why do I want to play video games? He's like, it's a currency. It's a social currency where I play something and I get to talk to someone else about it. and we get to share something we have a connection i mean you said the one thing you could bond over with people video games it's i think we all get that at the very fundamental level and so these corporations trying to find a way to take that out of there so they could save some money is obviously just going to blow up in their faces they just don't know it yet yeah and i actually think it could go the other way though which is as we get more independent gaming outlets i think that there could be real success there because yes i think that that's what people want to like Like there is a definitely a degree of hunger for when is a game coming out in the same way that people Google when the Superbowl is coming.

24:18Of course. When the Superbowl is coming out. When the Superbowl is happening. There we go. I do watch sports. I did a Superbowl episode. But I think no one actually reads these outlets just to learn that. They want a gamer who has played a shit ton of games who has a good voice to say, I like this or I'm worried about this. And I think the worst of games journalism has been when that's been dragged out of it. and even when like we were doing it was very early days of the website for cbg when we'd have to write shit and just be like this game's coming out it's going to be like this and i wouldn't say we weren't allowed to have character but it definitely wasn't encouraged which is strange because the cbg mag was always so rude it was it was utility you were doing utility work right as opposed to personality work that's kind of how it worked with like the old preview system with magazines is because like Like you weren't supposed to, since the game wasn't out yet, you know, it always turned around.

25:11But I remember I went to like a Xbox One pre-launch event thing and I played Rise, Son of Rome. And I remember just thinking it was like, I think the headline I used was like, oh, it's as fun as dialing a phone number because it's just like waiting for something to turn red. Then you press the red button and it just sucks. They're calling it Microsoft Snack. Yeah, yeah. And so I wrote that and it was like, it had a negative tone and the game was about to come out in like three weeks. And it's like, and I kind of said like, this seems like it might suck in the preview. And I remember like both like comments and stuff and people at work being like, whoa, whoa, whoa.

25:41We can't have this much like opinion in a preview. It's like, I think I can. This is going to kind of suck. You know, there's no, no rules there. I remember when, uh, uh, Mark McDonald over at EGM, uh, said he played too human and said, it's going to be terrible. And Dennis Dyack like, like insisted on coming on their podcast and talking to him about it and like scolded him for doing that. You're going to regret everything you said when you play the final version. We'll rue the day that you insulted two humans. I don't think he rued anything. There was no ruling. Jesus Christ. But this is even this conversation is what is fun about games journalism because even a shit game you have the kind of horse trading like shit.

26:21Do you remember that terrible preview? I do genuinely miss this about games journalism. Like it's the one it's probably I miss it more than the writing about the games because back at PC Zone we had like Loggs, Steve Hogarty, Will Porter um we had all sorts of like fun other people like ryan all the people from the mag who just yell at you and i think the and actually i'm curious your thoughts about this i think what this industry also needs to do is rebuild the solidarity because it was quite there was quite a lot of it in 2008 feels like it's kind of drifted and i feel like that's it's something in tech media i want to do too i want people to come back together and realize it really is us versus them then yes well i'm curious to hear where you think like the friction primarily lies i think what it is is the so many people have been hired fired hired fired so many people have left games journalism gone into pr and then the people that own these companies have stopped even being the classic like fortune as fortune future or dennis publishing it's the people so you've always This head IGN is this kind of thing over here, this juggernaut.

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27:30And then remote work to an extent as well has done it too. It's just there's less events when people are meeting. I don't even know how we fix this, but it's something that I'm very big in, in tech media at least, trying to bring people together and be like, hey, look, it is really us versus the largest corporations in the world. I mean, that's absolutely been my primary thought that pops in my head throughout this entire experience is we really are in this together. And that, I mean, when I say us, that we're in this together, I am thinking about the other people who are in this creator driven space.

28:00So, Kind of Funny has been super supportive and helping us out and giving us pointers and stuff like that. The guys over at Nextlander have been pointing out, like Dan was on Jeff Gerstman's show yesterday. It's like, we did realize pretty quickly when Greg Miller did take that team, Kind of Funny, to go independent, that there isn't that real competition. Like the more people that care about the kinds of ways that we talk about video games, the better for everybody. And people can bounce around between these various sites that have a slightly different take on it. So we keep growing that space.

28:32It's good for everyone. So how do we turn that into something? And it's like definitely I'm coming into it with I'm going to like reference a book that I haven't read yet. But I saw the interview on Daily Show. I'm going to do it. I'm probably going to misrepresent it. But it was like Moral Ambition was the name of the book. And it was this idea of you should, in the system that we have, have ambition to try to do big things, cool things, try to go make money. That's fine. But when confronted with a fork in the road about, hey, I could do this or I could do that, in that moment, go with the one that feels the most morally correct with you.

29:07And now we're in this moment where it's like we could hunker down and try to make as much money for ourselves as possible. But clearly the right choice is let's work with everyone, get everyone sort of moving in the same direction, get people feeling good about this space again. And then maybe we can kind of heal some of that riff that you're talking about a little bit. I don't know. We're not going to be able to get back to people who are reactionaries that have turned to right wingers on YouTube. And they would never pause. And they were never part of it. Exactly. So we just got to focus on the ones that are available.

29:35Yeah, exactly. And there's a lot of people who are right there ready to listen again. And we just got to let them know it's cool in here again. Yeah, I think we need to get back to a lot of smaller teams. I think that because I'm actually really glad you corrected me. I thought Polygon was that they grew too big. That was just the assumption I made, which was incorrect, clearly. Yeah, not what I've heard from anyone that I've talked to. It sucks because I was originally, they talked to me at the beginning of Polygon. I was in PR at the time. They're like, yeah, do you want to come over here? I was like, no, I must stay at a job I'm unhappy at.

30:10they were too big probably in the beginning for sure but they definitely kind of figured it out over time oh no no no they genuinely they wanted me to do pr i think it was just mcelroy and it's i think that the future is going to be lots of smaller ones i think the games as well there is less competition because it's not like scoop heavy i guess you could play a game first but at that point you're just you played the game like i still think there's a semblance of that There is, but it's not like compared to getting a massive funding announcement in tech or like a breakthrough technology. Sure, sure, sure.

30:43Like a partnered sort of embargo thing. I mean, yeah. But there's still competition. Certainly. But you're right. Like there's like everyone is small. That's what the landscape is. And it's the reckoning of corporate media having this realization of like our competition is 30 ,000 small independent creators. and how do we come to terms with that in a way that will satisfy what we need this thing to do. No one has the answer to that. Yeah, and the answer is no one knows how to do it because probably there is no answer. So that realization, that epiphany, which I think everyone has to have for themselves at one point in their life, kind of lends you to why things like this wind up happening.

31:25And I think that there's also the problem of all of these big entities buying things and draining all the personality out is it's replaced all the personality with people on YouTube that post pictures of themselves frowning and saying the Dragon Age has got woke in it or whatever. Oh, we got to take those pictures of us frowning, guys. Yeah, yeah. I have a big frowning-based organization. I got to work on my pointing. And this is a reference as well, just to any listeners. It's like, Uber driver sucked me off. And it was like the Rob Wissman picture. Anyone who doesn't know what that is, I swear it's not just me talking about that.

31:58But my favorite is The Undertaker got a podcast not too long ago, and seeing The Undertaker do YouTube faces is very, very funny. Oh, hell yeah. That's so special. It comes for everyone. But we need the opinion. Like, we do actually need the opinion back. It's just the gaming online. I feel like I got the last dropper out of an arm sometimes because it's like gaming online was like, oh, you don't like fucking Sonic and Mario? I will kill you. Yeah. Yep. You insult Bubsy the Bobcat? I will. how I can and I have. I'll do it again. Fanboyism is a currency for sure. And I think that argument of position, as much as it sucks, is a thing that probably too many people are finding the worst things about themselves and placing it into the energy of that discourse online.

32:48And I think that's what probably separates, for my personal taste, what I want to watch and what is out there. And I think, you know, the fact that you, you know, I think like personality is another form of currency that is a thing that is all but lost in a lot of larger, you know, media outlets. That is a thing you can't replace. That is a thing that AI is not going to replace. That is a thing that, you know, has to be genuine.

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36:14yeah we were asking that question like where's the lester bangs of video games journalism that was part of that new games journalism thing and it's like it did happen it was probably donkey like it's probably it's probably oh he's like a big youtuber he's like uh just kind of does funny talking over gameplay and he's got a pretty good eye and he got yahtzee probably thought he was yeah but yeah and i mean yahtzee's definitely part of that lineage for sure 100 angry video game nerd you know youtube guy i saw yeah yep yeah i and i i like the artsy's original stuff i really don't want to look what's happened since it's one of those things where i hope nothing bad happened yeah you know yahtzee's still kind of doing his thing i think he's over at second wind now which is a patreon the back thing it's uh yeah it's and i think that every time the ground is seeded away from personality it is kind of feeding into the right wing type people though because it isn't like you get a bunch of clicks just for being nice or loving stuff.

37:12Right. It's very easy. I think it's very easy for the people who are able to make that pivot into hate currency and hate juicing where they're just like, oh, I can easily hate on things and use that as ammunition and weaponize this and that becomes my primary mode of revenue generation. I can pick a target, juice it for all it's worth, like a cancer, and then move on to my next victim. And as long as I'm able to just jump onto the next melting iceberg, I'm going to be okay. So whoever it is is the target online, that's how that strategy goes. And logically, it works for people. They're super naked about it.

37:58Like this, like this in this past week, there was one of these creators who was someone like screenshot it and posted the blue sky or whatever. Him complaining that his videos he does about one individual woman video games journalist no longer get very many hits. For months and months and months, he's like, this was my whole business. Now I'm not making any money. This was my whole business. Yes, he's like, it was harassing someone. Explicitly saying, woe is me. I'm not making money from harassing this person anymore. It was one of the most insane things I've ever seen. You turn it into a conspiracy and you say, oh, I've been shadow banned over the algorithms against me because I'm telling the truth.

38:36Of course, of course, yeah. You know what, all these creators seem very, very happy too. That's the one thing about it. Yeah, they all seem very, okay. It's like a good line of work. Very normal and happy with their life. Yeah, and they don't seem to like games. Mental health's good for that. They genuinely don't seem to like playing video games on the computer or console. Nope. I mean, they could just do it and they always choose not to. We get to look at everything through the lens of like, okay, what's the angle on getting people pissed off about this? And that sounds exhausting and miserable.

39:05That stuff is a little bit low tide right now. I mean, that stuff did pop off again in the last few years, but it didn't last as long. Everyone kind of saw through it. And now you are seeing people who were probably pretty young and impressionable in like 2014 when the original Gamergate stuff was happening. Talking about, man, I wish I just didn't click on that one video telling me all the things that all the ways that feminism was ruined video games. Like I can see now that that was a bad choice in the path of my life. I wish I wouldn't have done that. I wasted years. And it's like these kids are growing up and seeing stuff.

39:37And like the next generation will be a little bit more cynical about that going forward, I think. But it's always going to be there. And they're always going to be trying to. The reality is if they do it and they get rewarded, the algorithm is built to reward them. It's going to keep happening no matter what as long as that's the case. See, what always pissed me off about that other than all the hate and the getting people angry and the attacks on journalism. on top of all of that they don't seem angry at the fucking games companies who are actually making the real put aside the made-up sexism or made-up misandry it's all bullshit not even going to humor it i don't know look at the fact that nfl has given one company electronic arts these one game madden and it has been bad for 15 years it has been the same game for the last three and they did that right when there was good competition and they're like oh crap we better to lock this down and they did yep yep they did they did and that feels like something i'm not saying there should be a hate campaign against anything but maybe if you're going to do one choose an actual giant company doing horrible shit yeah they they it's because they don't care they're that's not what they're interested in right like that is not the story for them the story has to be deeply personal and and accessible i don't i think uh you know an expose about that is like sort of boring in a way to, you know, where it leads you to the thing, as always, it's like, oh, the whole capitalist system is causing these are all symptoms, and that is not going to help them with them trying to sell this idea that you're isolated because the feminists want you isolated, yeah.

41:11You're right, yeah, because you're isolated because the system you're within has kept you separate from people that aren't walkable cities. Right. There is content to antagonize you. No, it's woman. Yeah, that's it. It all comes down to that. In our space, it's women. In common politics, it's immigrants. It's, yeah, always the scapegoat. Yeah. Well, as the son of a woman and an immigrant, I think. As the father of daughters. Always the line from Spider-Verse as well as like, as the son of a mother and the father of a daughter. But it's, I do have hope. seeing giant bomb do what you do guys when the bad stuff happened i was definitely like games journalism's fucked like this is just like polygon everything just like look at it just was very dark about it but like actually i feel like there is an independent wave happening and there are so many like amazing creators like lucy james of course former giant bomb she's amazing i only found her work fairly recently it's like you've got all these amazing creators out there gaming is becoming more mainstream and i think that there is genuine hope here there's genuine mainstream interest it's just a question of cracking it yeah i mean i think everyone likes that it's it's because it's a good story it's it's a good story with you know i don't want to call it a happy ending right but a a very like you know a positive way a positive outcome of a thing that seemed to not have any uh realistically happy you know turnout And it came from the fact that the audience was so excited.

42:47It's like, oh, they wanted that thing to keep going. We were able to keep it going. And so, yeah, you can match that up and make that make sense. And it feels like that should be a business. And we all agreed. Yeah. Yeah. And the tone of our conversations internally, you go to a month ago versus how we're talking now, which is like, oh, my God, it is a world different. We've got optimism and we were always passionate and everything. But now it just really feels like we're free to directly make this stuff the audience wants. Yep. Yeah, but I think you're right. I think you're right about an independent sort of wave happening because I think, you know, I'm not a big, like, fate or, you know, destiny person.

43:21But what I am is that— He does believe in ghosts, though. Yeah, well, obviously. But I think, like, on a long enough timeline, you have, you know, doors that open that allow the sort of, like, spread of a thing that people kind of want to put their energy into and have that, you know, proliferate in a positive way. And I think, you know, like I said, on a long enough timeline, like odds are I do think that's going to break through the surface and come out in a way that makes everyone happy. And I think that is a bit of what happened with our story. And I can be, you know, super jazzed about that, especially in the manner it did.

43:58I would like it not to have had to happen so quickly. I wish maybe I had another week or two where Grubb and I could have landed this plane. But yeah, it is definitely a bright future in that regard, for sure. Yeah, and I also think that, I don't know, personality is profitable. I think that there's real, it requires patience, which private equity does not like. But like Coolzone Media, we've done pretty well giving people a runway to not fuck up, but learn what you're doing. I feel like you guys have an advantage. Here's a question, though. So it's just you, how many people are you right now?

44:39So it's you three and a few other, five people. Are you going to be bringing on others? Are you going to be bringing back any of the original GB people who haven't been there? Like, what's the plan to expand if there is one? Because it isn't a problem if you haven't. I mean, the reality is like, Bacala is right. This stuff came together so fast that we don't really have insight into what like our own personal financial futures look like with this thing. We have an idea. We feel pretty okay about it. But it's like, you know, we're going to keep pushing to try to grow because as fast as we can grow or as many as many people as we can get to support it, we can then begin to look at doing other things of bringing other people on.

45:15But it's it is scary. And so we want to try to figure out as much as we can on our own so we could be solid. And then all the growth can just make sense naturally after that. It wouldn't be like, I mean, guys, I couldn't imagine ever having more than 10 people. Oh, my God. Like you said, we haven't even seen the first dollar yet. We have no idea what to expect in terms of this. Even though we were a small outlet under the corporate umbrella, there was a freelancer fund and budget and things like that. So we were able to bring people on and pay them regularly and things like that. And just the business realities of it, the Jeffs here, I definitely looked into it a lot and we don't know yet.

45:56But yeah. I mean, I feel like there was a time where people were sort of like, oh, another one of these? How can the market handle another Patreon or independent thing that needs direct support to sustain itself? And, you know, I kind of throw that argument away. I think it is truly a rising tide situation because you, you know, the independence allows for collaboration in a really positive and organic way. And I think a lot of people who tell themselves that story, whether they're involved in the business or they are on the audience side of that, are really not seeing the forest for the trees and understanding like, no, look at how YouTube creators and Twitch streamers and all these people help each other grow.

46:53It is all about genuine collaboration and audience sharing and like exposing yourself to the people who, even if it's someone who just very slimly overlaps in that Venn diagram, you know, that is the best endorsement you can get. And I think there's, you know, to your question out of like bringing on new people, like I don't think there's really ever a situation where we wouldn't want to collaborate with anyone. Obviously, having someone on in the full time capacity is a limitation of just what, you know, the business is able to bring in. But, you know, I don't think that means that in no way we wouldn't be open to really exploring all kinds of stuff with people.

47:31I mean, that's the point, right? Like that is what we talk about when we say we're in this together, as you said, right? Like that is the spirit of that. And if we don't do that, well, then we're not holding up our part of the bargain. Are you going to do any event stuff, live stuff? I realize all of this is very new, but what are you thinking? And it does not need to be specific. We announced at PAX East, the timing worked out crazy. Signatures were signed the day before PAX East, and we were able to do this big announcement. And in the future, we've always loved doing PAX. Giant Bomb's always had a big presence at PAX, and would love to keep doing that.

48:05And whether it makes sense to, unless we're getting flown out for something, are we going to pay to send the whole crew out to Gamescom or something like that? Probably not. Probably not, especially not this early on. But a lot of times, places will offer to fly you out for preview events or these bigger conferences. And yeah, when it makes sense, we will definitely do that stuff. Well, Ed, you're going to bring us out for CES, right? In January? I don't know how the hell I'm going to get you there or where you're going to sleep. But if you have to be in town, I'd love to have you on. because that ces has become like the fucking solidarity fest if anyone like we're gonna we're extending ces to two hours per episode to two a day like we're gonna have tons of people on i and i just think that that's what the indies can do for each other i'm not even saying like put me on i'm just saying that acknowledging and working together on this shit is actually how better stuff will be done back in the old days with dennis and future all those fuck nuts used to hang out and i say that with deep adoration of said fuck nuts me being one of them but it It's just, I think that any independent listening to this needs to know that this, like, the allies are the people doing this independently too.

49:13Not to say people at big outlets aren't, but it's like, we only have each other. Yes, without a doubt. Yeah, I'll do the, you know, we're going to try to do GB at Night at Summer Game Fest and things like that. That's a lot of work right now because it's less than a month away and this all kind of happened real hot. We're doing our best. But, you know, for that, you know, GB at Night is this thing where we just have our friends come sit on a couch and I interview them and we do like six segments a night. And the whole idea is just about like getting cool people from the industry into the same room together so we could just talk this stuff out.

49:42And it's very cathartic. It's like, oh, yeah, we you do come out of that feeling more connected and like, oh, there is one of the ladders up or there's one of the ladders someone else is sending down. So other people can maybe just have a chance to grab a foothold on something. and yeah, that's been important to me for a long time. So I'd love to keep doing something like that. And to me, that's the only path forward for getting new people into these spaces. Well, guys, thank you so much for coming on the show. Where can people find you other than giantbomb.com? No, let's hit giantbomb.com slash join if you want to become a member and support what we're doing.

50:18Yeah, we'll give you all the information there. But other than that, I'm grub.wtf on Blue Sky and that's where I'm mostly posting these days. yep i'm uh danreichert.com on blue sky danreichert on instagram yes i am jeff backelar pretty much everywhere and yeah you know like uh that's another good thing right like we're you know we can kind of serve people wherever they are right so like it doesn't matter where you're looking for us we don't have this kind of like shackle around us where we can only do a thing here or there and you know uh it's a lot more accessible now which is awesome thank you so much for joining me guys and thank you everyone for listening you can find me at google.com that's where i live and you will now hear a message that i will never re-record it's going to be the same one from when i was a weird band that was uh unconfident in my podcasting ability thank you

51:16thank you for listening to better offline the editor and composer of the better offline theme song is Matosowski. You can check out more of his music and audio projects at matosowski.com. M-A-T-T-O-S-O-W-S-K-I.com. You can email me at ez at betteroffline.com or visit betteroffline.com to find more podcast links and of course my newsletter. I also really recommend you go to chat.wheresyoured.at to visit the discord and go to r slash betteroffline to check out our reddit. Thank you so much for listening.

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From the publisher

In this episode, Ed Zitron is joined by Dan Ryckert, Jeff Bakalar and Jeff Grubb, the new owners of gaming website Giant Bomb, to talk about the hopeful, independent future for games journalism - and media at large.

http://www.giantbomb.com/join

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