Earlier today, Dave Gilbert, renowned modern adventure game developer and publisher, happened to point out that Adventure Gamers, a website with a near 25-year history, had, at some point, sold out and become an online casino shilling site, leeching off the prior content — which, after 25 years, you can bet had some decent SEO juice, even with the myriad changes to such algorithms over the years — in order to hook people into shady gambling sites.
My immediate reaction to this was "ew, gross", shortly followed by "I bet I could make a really good adventure game site". Unfortunately, this thought was then almost immediately followed by "…but why should I bother?"
This isn't the first time I've thought something along these lines. The modern Web is killing, stifling any sense of ambition I might have once had. It's not one, single thing like generative AI causing me to feel this way — though you better believe the amount of AI slop out there is a big part of it — but rather a continual piling-up of little micro-enshittifications. Over the course of the last 10 years in particular, these micro-enshittifications have all accumulated into the garbage fire that is the Web of 2025: a place where it's hard to find reliable information, where it's even harder to verify whether what you're looking at is reliable information, and where the people with the power to make a difference don't seem to give a shit.
Let me tell you a little bit about myself, in case you've not been here on the previous occasions I've done so.
When I was a kid, I grew up surrounded by computers: specifically, the Atari 8-bit and ST, with MS-DOS and Windows PCs following along around the early '90s. For pretty much my entire childhood, my Dad and my brother were both regular contributors to an Atari magazine initially called Page 6 and later New Atari User, after it took over the name from a publication that was bowing out of the Atari 8-bit scene.
I loved getting a new issue of Page 6 every couple of months; I loved reading through all the features, even if I didn't understand all of them, and it gave me great pride to see my Dad and my brother's name in print pretty much every issue after a certain point. My Dad would cover flight simulators, productivity software and the use of music technology, while my brother would cover Atari ST games. We got a lot of free software out of this arrangement — much of which is now in my possession — and it's fair to say that this played an instrumental role in defining my interests and hobbies growing up.
When my brother left home, he had decided to forego university in favour of a staff writer position on a magazine called Games-X. This was a risky and ultimately unsuccessful venture on the part of publisher Hugh Gollner, but it was a nice idea: a weekly games magazine that covered new releases for the home computers and consoles that were around at the time — the tail end of the 8-bit era, the heyday of the ST and Amiga, and the days when the Mega Drive and SNES were just starting to get some attention.
I was immensely proud to have a family member in the games press, published every week in an actual magazine you could walk into a newsagent and buy. (Page 6 had a stint on newsstands, too, but it eventually went back to its roots as a subscription-only magazine, clinging on to dear life until 1998, impressively.) And my pride only continued after Games-X folded and my brother followed Gollner to the then-fledgling Maverick Magazines, where he initially worked as a staff writer on Mega Drive Advanced Gaming, while his girlfriend at the time held the same position on its Super NES counterpart Control.
It continued further still as he worked his way up the ranks, through several publications and publishing companies, until eventually he found himself in the United States working on the Official PlayStation Magazine and Electronic Gaming Monthly, and helping to launch the pioneering video game social networking site 1up.com — dearly missed.
Every step of the way, I followed his career with interest, conscious of the fact that I was 10 years younger than him, thinking "one day I'll get my chance; I really want to follow in his footsteps, and one day I'll have that opportunity if I just keep trying."
I did keep trying. I did some articles for Page 6, just as my brother had. I did some freelance contributions to PC Zone and the Official Nintendo Magazine, back in the days when one article would get you the money that two months' worth of news posts nets you today. I worked on some little sites, most of which have now disappeared, sadly, and I eventually had the opportunity to work on both GamePro and USgamer, two decent-sized but, admittedly, American sites.
For some reason I had found the UK games press perpetually impossible to crack after a certain point, and after attending a few PR events on behalf of both GamePro I understood why: there was very much a heavily cliquey, old boys' club thing going on, and as a socially awkward (and what I now know to be) autistic loser, that was not something I felt in any way able to crack my way into.
But still I wanted to believe. I wanted to believe that GamePro was the start of something big, until we were told via email one morning just before Christmas that none of us had jobs any more. I wanted to believe that USgamer was another opportunity for something big, until I found myself screwed over and, once again, informed via email, this time on my actual birthday, that I no longer had a job.
After that, I didn't seek any further positions in the games press. I'd taken too many beatings. But I didn't want to give up. That's when I started MoeGamer, which initially began as a means of continuing some of the work I'd done at USgamer covering Japanese games that other publications didn't give the time of day. This was work that people in both the industry and from the "public" side of things told me that they found valuable and helpful, because I wasn't just going "ew, anime art" and writing things off as "pandering" or whatever.
Long-term, I wanted to build MoeGamer into something that really stood by itself: a site where you could look up information on a wide variety of games and find some thoughtful, well-considered writing about it. And I think I have achieved that, even if I don't have the time or energy to update it as often as I'd like; the one positive about my previous job, which was beyond tedious, was that it gave me ample time and energy to write new articles and make new videos.
I still never really "made it", though. Few people online know who I am; even fewer go "oh, wow, a Pete Davison article, gotta read that" — although I do have a pleasingly enthusiastic following in the Evercade community, at least, thanks to my work on the official site — and I just find myself wondering… was all this for nothing? Is there even any point trying any more?
The Adventure Gamers thing stings, because were it 10-15 years ago, I'm pretty sure I could have put together a banger of an adventure game-centric website, developed a decent following and kept it up and running for 25+ years without selling out to online casino shills. But now, from every corner of the Web I read horror stories about sites struggling for discoverability, struggling to earn the money to keep the lights on and struggling to get anyone to give a shit about the written word. There are rare outliers, and the rise of worker-owned, reader-supported initiatives such as Aftermath and Giant Bomb is encouraging — but both of those (and others like them) already had ready-made, built-in audiences thanks to the people involved and their prior positions; how long would a brand-new website with a specialist focus even last these days, if it wasn't "the next project from [insert big name site] alumnus, [name]"?
I feel utterly demoralised. I feel like what was once my dream career just doesn't really exist any more. I recognise that I'm extraordinarily fortunate to have fallen into the position I'm in now, where I get to work on games that I care about, crafting written material to help people understand and appreciate quite why I love them so much — and hopefully help said readers learn to love them, too — but there are days of increasing frequency when I wonder if anyone really gives a toss. The days when I have people screeching obscenities at me on social media because they can't buy a cartridge that is out of print. The days when I have to deal with endless, mind-numbing, Queen's Duck-level "feedback" from people who absolutely don't care about the games I'm working on as much as I do. The days when I'm genuinely fearful for the history and legacy of the hobby I love so much, and where I weep for the traditional, written-word games press, a side of the industry which almost doesn't exist at all any more.
I was born 10 years too late. And believe me, it really sucks to have spent a significant portion of your life thinking "I really want to do that", only to find out, much too late, that "that" just isn't really a thing any more.
The obvious answer to all this is something I've thought of and felt before — that even if there doesn't seem to be a "place" for something, you should do it anyway, because someone, somewhere, will appreciate it. But with every site sold to private equity companies and gutted to turn into an AI slop factory, the motivation and ambition to do something significant and meaningful diminishes, bit by bit. What was once a roaring flame of determination is now little more than a flicker. And I hate that.
Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.
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