Update On My Book

22 04 2011

My book was released this week! Or at least,  it was meant to be. Amazon UK stated an April 18th release date, but that came and went without any copies being sent out. Then I was told the actual release date was April 21st – which also came and went without a word.

Lots of people let me know that they haven’t received anything, which obviously has me a little worried/flustered/stressed. I emailed my publisher about it, and they’ve got back to me saying that April 21st wasn’t the actual publish date either, and that Amazon is displaying the date that the books were being sent out to various retailers, rather than to customers.

To put it into perspective, I haven’t even received my copies yet! I’m assured that they are indeed on the way and, although I’ve not been given a set date for release yet, I’m hoping it’s going to be sometime in the next couple of weeks.

If you have pre-ordered my book, you are a legend among men/women,  and I apologise for the delay. It’s pretty furstrating that it’s completely out of my hands, and there’s nothing I can do to speed up the process, but I thought I should give an update – it’s the least I can do.

(PS: Click the pic of the book above for a huge, lovely crisp version!)





“So… you just play games all day?”

10 09 2010

My family doesn’t understand exactly what it is that I do, and even those that do understand are a little baffled by it all. It can make for some awkward conversation.

At a funeral we all recently attended, my uncle decided to make with the small talk, and then probably wished he hadn’t.

“So you write computer games now, eh?” he started.

This is a common opener from family and acquaintances. I studied Computer Science at university, so the obvious next step is to go into programming of some sort. Hence, when someone who doesn’t know my life all that well hears that I’m doing something to do with ‘games’ and ‘writing’, the connection there is clear. I must be writing games.

“Well… no, not exactly” I begin to explain. During my explanation, my uncle’s face moves in ways which suggest he’s now a lot more confused than he was at the start of the conversation.

“So… you play games all day and write about them then?” he inquires, with a look of ‘that’s not a real job’ about him.

Again, a common question. The way I answer this question depends on who I’m speaking to – if it’s a friend, I’ll fire back “Yeah I do. See how crap your job seems now?”, while if it’s someone I don’t know as well, I’ll sheepishly reply “Well, not all day…”

Trying to convince people that games journalism is indeed a ‘real job’ is far more effort than it’s worth, and sometimes it’s easier to simply go along with the ‘Yeah, it’s proper cushy’ angle. Of course, any games journalist knows that it’s far more work than anyone will ever give us credit for, but pretending to outsiders that all you do all day is ‘have fun’ is actually rather entertaining.





My First Writing Gig

6 09 2010

I wrote a piece today for Strategy Informer, in which I talked about in-game voice chat and whether there’s any point. As part of the discussion, I threw in some relevant details regarding how I began my writing career. Would you believe it all started over a game of Counter Strike Source:

“To cut a long story short, after a couple of months the Dutch owners of the server asked me if I’d be interested in writing for their gaming website, as they liked my demeanour and thought I’d work well with them. I then spent the next 18 months writing for them – and all thanks to my trusty microphone.”

Who would have thought that shooting people in the face would eventually earn me some cash, eh? For those interested, the site in question is Steamfriends. I still play online with the SF guys, although they’re in the process of changing to the name GameConnect.

So there you go, now you know.





August Happenings, Capeesh?

1 09 2010

Been getting my hands dirty with more editorials and AAA reviews this month, along with my regular interviews and casual/indie stuff. I’m also working on something new and very exciting, which I can’t wait to talk about. For now, you’ll have to be content with what August brought my way:

That’s your lot for now. I am, of course, still constantly posting the latest indie news on IndieGames.com, so feel free to check that out.





Stuff I Gone Done in July: Interviews, Beta Rooms and Walkthroughs

4 08 2010

As mentioned previously, July was the month I started writing about games full-time. Since that decision, quite a considerable amount of fortune has come my way. I’m now freelancing for the likes of Play.tm, Strategy Informer and Resolution Magazine, in addition to all the sites I was already smithing words for.  I also received an email from Justin McElroy at Joystiq regarding my word-to-site services, but then nothing more. Which was a bit odd. Maybe my being British put him off.

Anyway, here’s some interesting stuff I did this month.

  • I visited the Playstation Beta Rooms press event, played some games, drank free booze and chatted with some Playstation employees who were alarmingly – and refreshingly – open about what they thought of the games on show. Upon pointing out to one of them that upcoming PSN title Dead Nation was pretty much Left 4 Dead + Alien Swarm, he paused for a moment before replying “Yeeeeah… it’s kinda come at a bad time, hasn’t it?” Anyway, I’ve done a series of previews from the show, two of which are already online – LittleBigPlanet 2 and Killzone 3.
  • Written a couple of reviews for Resolution Magazine, both of quite disappointing games – Commander: Conquest of the Americas and Castlevania: Harmony of Despair.
  • I spent 8 hours writing a full walkthrough for the excellent Limbo. 8 hours! It was totally worth it, though, helping DIYGamer smash their monthly hit target.
  • I’ve started doing a series of interviews for Gamasutra and GameSetWatch with well-known indie developers., including the likes of Alex Vostrov, Dejobaan Games and Nitrome.

I’ve also done lots more, but I don’t want to appear (too) boring, so I’m going to stop there. Expect more interviews, reviews and job-gets in August.





Hello, My Name is Mike, and I Write About Games… Full-Time!

19 07 2010

The plunge has been taken, and I am gloriously wet. Sorry, what I mean is… let me try that again.

I now refer to myself as a freelance games journalist. When people ask me ‘What do you do for a living?’, no longer do I say ‘oh well, I write about games a bit, but I have another job as well because I don’t earn much from it’. Now I look them straight in the eyes and shout ‘I. WRITE. ABOUT. GAAAMES!’. It doesn’t earn me many friends, but hell, it earns me plenty of video games.

I’m now writing for several gaming sites, including Gamasutra, Gamezebo, GameSetWatch, DIYGamer, IndieGames, and some other sites too which probably have the word Game in them. I’m having an almighty blast.

I’ve also got a sort-of portfolio now i.e. a page onto which I’ve chucked tons of links to stuff I’ve written. Check it out if you’re, you know, bored.

Of course, if you have any freelance work – reviews, previews, interviews, features, etc – I am your man. Email me at michaelrose86@gmail.com.

[Image sourced from the Writers Cabal Blog]





These New Security Measures Will Not Stop the Tramps Getting In

5 04 2010

[This DRM/homeless-related story can also be found over on Gamasutra.]

A few weeks ago, I arrived home to find my girlfriend thrusting a letter in my face excitedly.

“Look! They’re finally doing something about those tramps!” she exclaimed.

Apparently the word ‘tramp’ is considered vulgar in American English, so let me first assure you that she was in fact using British English, referring to homeless people. Still a slightly vulgar expression, but when they’re living in your basement, it can make you a little crude.

We live in an apartment building in the centre of Manchester. It’s a lovely little place, but recently it’s had a bit of a problem. A few homeless people have been using the apartment block’s basement for escaping from the bitter cold.

Entry to the block is through a main front door, unlocked via key. Keys are held by every apartment resident. The homeless are apparently getting in by waiting for a resident to come along and unlock the door, then following in behind them.

I say ‘apparently’, because I’ve never technically seen one of them. The basement is only accessible via a lift, and there is no reason why a resident would want to go down there – it’s just a bunch of boiler rooms, fuseboxes and the likes. I’ve been down there once to check my power usage.

To this end, I’ve not really been bothered by the news that there are guys in the basement. I mean, they’re not bothering me and to be fair, it was stupidly cold this Winter. I can completely understand, however, why other residents would be a little uneasy about it all.

My girlfriend is one of these uneasy residents. “Take a look, they’re changing the security to keep people out” she said, handing me the letter.

The letter, from the owners of the building, explained that new security measures were being put in place to stop unwanted visitors getting into the building.

These security measures involved the front door. The door would be replaced with a state-of-the-art magnetic locking system. A keypad panel would be installed next to the door, and a code would be given to each resident. Entering the code would unlock the door. No more need for keys.

The moment she saw me frowning, she knew I had some smart-alec reason as to why this was pointless/tedious/bad for some reason. “Don’t you think it’s nice to see them actually addressing the issue?” she asked.

Well, I explained, I’m not exactly sure how this addresses the issue at all. In fact, if anything, it makes the situation worse.

The homeless people were getting in by following residents through the front door. How exactly does a keycode entry stop them from continuing to do this?

Potentially, the homeless could now watch someone entering the code from a distance, then have free access to the building without having to wait around for people. Beforehand, they couldn’t very well have forged their own damn key.

If anything, this new system is bad for the residents. Whereas there was no way I could ever forget my key – since I’d used it to lock my front door as I left – I could now potentially forget the code and be stuck outside the main front door waiting, ironically, for another resident to come along so I can follow in behind them.

The building owners were to introduce new security measures which, once you got down to the nitty gritty, did nothing to stop the problem (as long as the basement residents simply learnt the new system) and actually ended up hindering the people who paid money to live there.

Sound familiar?

I couldn’t help but laugh to myself about how this was all very much like the whole DRM situation. Just replace the tramps with pirates, and the electromagnetic door and keycode with online verification and code registration.

Developers have every right to safeguard their work and try to keep non-paying gamers out. But introducing security measures which (1) make the experience worse for the paying customer and (2) are easily worked around by pirates with way too much time on their hands… is that really the best course of action?

We are all very much aware that piracy is a huge problem, but bringing down the experience for everyone through ridiculous DRM measures is fruitless. So is the effect of DRM on me, that over the last year I have gradually been moving over to console gaming. I now barely play any big releases on my PC anymore.

When the power to my front door fails and the code no longer unlocks it, will I be locked out of my apartment, with no means of getting in? I’m looking at you, Assassin’s Creed 2.








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