#oneaday Day 376: The death of ambition

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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#oneaday Day 339: Eras

I remember when I was growing up, and I'd hear about life when my parents were young, and thinking "gosh, that was all jolly primitive, how on Earth did people get by without televisions and computers and the Internet?" Sitting here in 2025, thinking back to my own childhood, I feel like we've gone through shifts almost as big once again.

I grew up surrounded by computers. My Dad worked for IBM, and I'm pretty sure we had at least one Atari computer in the house from the moment I was born. I learned how to use computers from an early age — not just playing games, but also using them for productivity, programming and creativity. And my enjoyment of computing helped me make some friends, too.

But by modern standards, those computers were limited. They could run one program at a time, and you had to do everything using removable physical media. Want to play a game? Put in a disk, tape or cartridge and load it up. Want to do something creative? Put in a disk, tape or cartridge and load it up, then make sure you have another separate disk or tape handy to save your work onto. Hard disks existed, but they were something like £700 in '80s money for 20MB, and thus very few people had them — more to the point, not much software supported them, either, at least until the 16-bit era, when they became a little more commonplace.

"Going online" was something you could do from quite early on if you had the necessary hardware, and it was a very different experience to what using the Internet (really the Web) is today. To even get logged on you'd have to enter a cryptic string of commands to the modem, and sometimes it felt like a bit of a roll of the dice as to whether or not it would actually work at all. When you did get online, it was pages and pages of text, no pictures, and an understanding that you had a limited amount of time to do what you had to do before either 1) your family kicked you off for tying up the phone line for too long or 2) the SysOp kicked you off remotely for spending too long, preventing others from using the service.

When "online" spaces other than bulletin board systems came along — accompanied by computers that could do more than one thing at once — it was a revelation. I have immensely fond memories of exploring CompuServe on my Dad's account, spending time on the GAMERS forum, reading and replying to messages, and, on one memorable occasion, making $200 from some custom Wolfenstein 3-D levels. But it was still very different to today; CompuServe was a walled garden of curated stuff to explore, and access to the broader Web didn't come about until later. I remember us having great difficulty setting up the Mosaic browser to view simple websites, and how exciting it was when we finally got to look at, say, pictures from NASA for the first time.

I don't think anything tech-wise has changed things as much as the rise and growth of the mobile phone, though. Getting a mobile phone when I was in my late teens made me feel like I had a whole new degree of independence, free to communicate with my friends on my own terms when and how I felt like it (Pay as you Go credit permitting). I recall long, drunken text conversations with people important to me at university; there was even a time when I'd voluntarily phone people up for a chat. I used to have long phone conversations with my perpetually absent university housemate, for example; she was a good friend, but I didn't see her all that much for a variety of reasons.

Then, when smartphones arrived, everything changed. It didn't seem like it at first, because the earliest implementation of the iPhone was very limited. There were no installable apps; you had to do everything via the Web. But sites were starting to get savvy to the rise of this exciting new technology, and were starting to serve up "responsive" pages that looked nice on the small screen of an iPhone.

I was working at an Apple Store when the iPhone launched. It was an exciting time, for sure, and it only got more exciting when the App Store launched. Suddenly, there was this brave new frontier for software, and we'd all download and experiment with all manner of different apps; not just games, but productivity tools, creativity tools and silly joke apps — who can forget the "drinking a beer" one?

When in-app purchases were announced, my heart sank. We were already starting to see some nickel-and-diming in the console gaming space, and it was about to get much worse in mobile. Free-to-play became the default, and aggressive monetisation came along with it. And there were people who would make excuses for this. People who are still making excuses for it to this day, to such a degree that we're never going to get rid of free-to-play and microtransactions at this point.

But I think the biggest change was how addicted people became to those black plastic slabs. And I'm not excluding myself from that description, either; I could feel myself being compelled to fiddle with it constantly, and I didn't like it. I still don't like it. I'm better at controlling it today, but I still feel the "urges" near-constantly.

Things only got worse with the rise of content designed to be deliberately addictive, such as short-form videos. For quite some time now, I've found a lot of tech to be scary and unpleasant; definitely a far cry from the excitement I'd feel every day when I booted up the Atari 130XE to do some BASIC programming.

It's not all bad, of course. It's great having satellite navigation in your pocket when you're trying to find things. It's great being able to stay in touch with people via a whole host of different means. And it's great being able to quickly snap a photo or video of anything without kicking yourself for not bringing your camera with you.

But there have been some big changes. Whether or not they're as big as the differences between my parents' childhood and my childhood, I don't know. But I suspect the realisation that you've lived through some huge changes in the world and society is an important part of progressing through life; you often don't notice these changes while they're in the middle of happening, but when you look back on them you realise that they were pretty massive. And not always for the better.

Would I like to go back to earlier, less technologically advanced, less convenient days? Some days, I honestly do think that yes, I would. There are a lot of great things about our modern, connected society — and a lot of terrible things, too — but sometimes I just miss the simplicity of life as it was back then.

I find myself wondering exactly what I mean by "back then"; if it was possible to go back, exactly what point would be the optimal one? I think, for me, it would probably be the early 2000s. Mobile phones would exist but wouldn't be the life-consuming soul suckers they are today; computer and video game technology would be at a good point; and we might all see a bit more of one another in the real world.

I might not have this blog, though. Or maybe I would. Perhaps it wouldn't be in quite this form. Perhaps I'd be a trailblazer in the blogging space.

Who knows? You can't go back, more's the pity. So we're stuck with what we have, regrettably, constructed for ourselves. At least for the moment.


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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#oneaday day 335: Broken links

I like looking back over the mountains of nonsense I've posted on this site since 2010, but one thing that makes me a bit sad is quite how many of the links I posted years ago are now broken. You can tell at a glance, 'cause I have a plugin running that makes any broken links appear as crossed-out text, and the further back you go in my archives, the more likely you are to find these. (EDIT: I turned it off, because it was throwing up a lot of false positives.)

The same is true for YouTube videos I've posted. More often than not, any YouTube video I've posted that is more than maybe five years old has been taken down, made private or copyright claimed by someone. And, of course, with the mass exodus from Twitter since Elon went… the way he went, formerly embedded tweets that belonged to now-deleted accounts are just… gone.

One of the things I thought was supposed to happen with the Internet was that there would be a certain degree of permanence. You'd make something online, it would be your mark on the world. But, unfortunately, it doesn't work like that. There is no infallible means of making something on the Internet and having it stay as a permanent fixture. If it's your own website, it will cease to exist the moment you stop paying for hosting (or have something happen to you that precludes you from continuing to pay for hosting, like, say, dying) and if it's something you've hosted on someone else's service, such as a social media platform, your stuff is only as permanent as that social media platform.

There are exceptions to this, of course. The amazing work that the Internet Archive does with its Wayback Machine makes it possible to travel back in time and see websites as they appeared back in the day. Okay, it's not perfect — the archiving process often loses images and layout information, any interactive functions will inevitably be broken and anything built using defunct technology like Flash will remain inaccessible — but it's something, at least. I can still visit my website from 2004, for example. And, in slightly more broken form, my short-lived games blog from 2010.

But what about the stuff that, for one reason or another, has been impossible to archive? There is no longer any trace of the discussions the Squadron of Shame once had on the 1up.com Radio forums, for example, and while some of 1up.com itself has been archived, the Club pages, which is where a lot of our conversations took place, are not among that which has been saved from oblivion. Likewise, my old iWeb site, which I hosted on iCloud precursor .mac, no longer exists because at some point Apple discontinued the "iDisk" online storage that the site was hosted on. Those things are all long gone, and that's a bit sad.

This is one reason why I was so upset when WordPress.com made a hash of this site some time ago — against what some might call all odds, I have managed to keep this site in existence for 17 years, which is positively ancient in Internet terms, and the threat of having that all taken away based on a false positive from a stupid automated system was absolutely heartbreaking.

I guess the lesson is that if there's stuff you care about, back it up as well as having it online. Because one day, the online version might not be there any more, and it might not be through any fault of your own!


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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#oneaday Day 244: Is "best practice" the enemy of expression?

I, as you probably know, have a YouTube channel. I have had it for a grand total of about seventeen years at the time of writing, though I would say I've only really been actively, semi-regularly using it since about 2018, initially to host video versions of a podcast I was doing, and subsequently to kick off the series that I'm still running in one form or another to this day.

Over the course of those 17 years, I have picked up just over 3,600 subscribers at the time of writing, with the vast majority of those showing up since 2018. While that is obviously a drop in the ocean compared to big, successful channels out there, I am pleased with it, and honestly I don't particularly want my channel to grow any faster.

In order to acquire those 3,600 subscribers, I have done… nothing particularly special, to be perfectly honest. I have steadfastly ignored the advice of YouTube "gurus" to pursue trends, to be clickbaity with titles and thumbnails, and to "edit for engagement". In short, I consistently reject what is supposed "best practice" in favour of just doing whatever the hell I want — and I have seen some success doing just that. Could I see more success if I was following the supposed "rules" to the letter? Quite possibly. But then I don't think my channel would be mine any more.

One of the things I object to most about online culture in general these days — not just YouTube, but this applies all over — is how no-one really seems to have a personality any more. Everyone says the same things, everyone responds to things in the same way, everyone uses the same bank of reaction GIFs when they can't be bothered to use their words. In YouTube, this is best exemplified by the way you could watch five randomly chosen videos from five moderately sized channels, and I bet you'd hear the exact same sound effects and music clips, and see the exact same visual memes, in at least half of them — if not all of them.

This is because these things, supposedly, work. But in using that "best practice", you are eliminating a lot of the soul from your own work. You're making something that caters to the mysterious "algorithm" — or rather, an imaginary audience — rather than expressing yourself, as yourself. It's the same with the way people talk to one another online; because those reaction GIFs and snippy retorts like "skill issue" are universally understood by everyone, everyone uses them because they're seen as an efficient means of communication.

But, again, there's no personality there. Any time someone comes out with "skill issue" or "tourist" or whatever the derogatory term-du-jour is, I lose all interest in getting to know that person, just as I lose interest in a YouTube video the moment they start busting out the Metal Gear Solid alert noise, The X-Files theme and Spongebob "a few moments later" interstitial cards… and just as, at some point in the last 20 years, you've probably lost interest in someone who won't shut up about bacon, won't stop saying "the cake is a lie" or thinks declaring that pineapple on pizza is "weird" is a daring and brave opinion to express.

People like that don't have a personality of their own; their personality is The Internet, Circa 2025. And, as we've pretty comprehensively established at this point, The Internet, Circa 2025 is not someone you'd want to bring home to meet your parents. It's someone who deserves to be kicked into a ditch 50 miles from the nearest town and left to rot.

So, as much as there are probably things I could do "better" with my YouTube channel, I choose not to do them. I don't feel the need to. I didn't create that channel to be famous, I didn't create that channel to be a huge "thing", I created it as a means of expressing myself and sharing my own, personal enthusiasm for things that are important to me. That's it. That 3,600 people like what I do enough to want to follow it without me resorting to "best practice" says something to me: it says "if you're happy, just keep doing what you're doing".

So that's what I intend to do.


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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#oneaday Day 195: Migration... almost complete?

Well, it seems my migration to a new web host has been mostly successfully completed. Both this site and MoeGamer are now safely ensconced on Zume's servers, and the nameservers have been switched over. There's a few little issues here and there which I'm hoping will resolve themselves as the DNS propagates or whatever it has to do, but other than that, things are looking pretty good!

I have to give a huge shout-out to Ross from Zume's support here, as he was inordinately patient with Bluehost's many, many attempts to make it as difficult as possible to just transfer your website from one place to another. Bluehost, like many other sites these days, seemingly insist on making you use a chat facility to get any sort of support, and, like most chat support services, seems to be staffed almost exclusively by people who don't really know what they're talking about. This meant it took several separate chat sessions by me to get them to do something approaching what we needed to perform the migration, and even then they still did it wrong multiple times.

I have confidence, though, that even if there are any lingering issues from the migration, Zume's support staff will be able to sort them out. Like I say, I'm hoping that most of these will be resolved by the DNS propagation completing, so I'm not going to worry too much about things for a few days. And in the meantime, it's nice to know that I can just get on with blogging here; I didn't even lose any posts from the last few days, which is great.

Anyway, that's that. If you happen to see any weirdness here or on MoeGamer for the next couple of days, that's why. Hopefully it will all be sorted soon, and we can return to business as usual!


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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#oneaday Day 128: Imminent Holiday

As I may have mentioned once or twice recently, we're going on holiday tomorrow. We'll be away from Monday to Friday visiting Center Parcs in Elveden Forest, which has been a thoroughly nice place to have some time away on all the previous occasions we've visited.

My intentions for this holiday are to unplug almost completely. I will post on this blog daily because of the whole #oneaday thing, but outside of that, I intend to avoid any sort of attachment to the Internet whatsoever, except where absolutely necessary to research things. That means I am making the following promises to myself:

  • I will not worry about writing anything for MoeGamer or making any sort of video for YouTube.
  • I will not poke my head in on Discord channels that are likely to annoy me.
  • I will not look at Twitter at all.
  • I will minimise my use of Bluesky.

I haven't really talked about the last one at all, but as you may have surmised from the sidebar, I have been dipping my toe back into social media with Bluesky recently. And for the most part, I've found it a thoroughly pleasant environment that feels very much like Twitter did in the early days. It's very left-leaning, which can at times be a little insufferable, and wherever you look you're very likely to run into either a particularly horny furry or someone proud of the fact they're wearing a cage on their cock, but for the most part it has been a remarkably stress-free social media experience so far.

Part of the reason for this is that the platform is built to discourage "dunking", whereas Twitter outright incentivises it these days. The main way Bluesky differs from Twitter is through its absolutely nuclear block function, which means that if someone quote-posts or replies to someone they have subsequently blocked, if you are following the person who made the quote-post or reply, the original post will appear as blocked to you also. This discourages people from going "looking for trouble" because you can't even see the username of the blocked post. This can be frustrating at times if you missed the original context, but for the most part I think it's a positive thing.

So anyway, as a result of all that, and the fact I have a few friendly faces there, I have been using Bluesky a bit recently, and thus, if I'm going to share anything about the holiday that isn't on this blog, I'll likely do so there. If you're a Bluesky user and want to follow me, here.

But yes. Anyway, the main point of this post is to note that I will be disconnecting from the greater part of the Internet as much as humanly possible while I am away, because I need it. I need some time away where I just don't put any unnecessary pressure on myself, or potentially put myself in situations where I might end up getting annoyed. I'm tempted to outright leave a few Discord servers to remove the temptation altogether, but probably won't go that far.

This holiday is to rest, relax and genuinely get away from it all. My mental health has been in the toilet of late, and the Internet has played a big part in creating that situation. So instead I'm going to be among the trees, play some video games, go swimming and look at friendly deer. We might go and fire a crossbow (not at the deer) and play some pool, too. We haven't decided yet. But it's going to be nice.

Today, meanwhile, it's last-minute packing and tidying up ahead of my mother-in-law coming to look after the cats — sorry burglars, the house will still be occupied while we're away — and perhaps finishing off Silent Hill 2 later.


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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#oneaday Day 98: Feature Creep

One of the things that really annoys me about modern websites is the obsession with feature creep, and nowhere is that more apparent than on social media and adjacent sites, with YouTube being a particularly prime example.

As if the scourge that is YouTube Shorts wasn't enough, the latest feature that it's impossible to dismiss permanently — telling it to go away only makes it disappear for a month at most — is "YouTube Playables", a range of bottom-of-the barrel mobile game crap designed to placate the ever more attention-deficit body of users who can't possibly just do one thing at a time.

I honestly don't get it. Who looked at YouTube and went "you know what this needs? Shitty mobile games!" Who looked at Netflix and decided that needed to be a gaming platform? For that matter, who looked at fricking Facebook and thought games on there would be a good idea?

The argument that usually gets trotted out with this sort of thing is that it "gets more people into gaming". Frankly, I've always thought this to be bollocks. Gaming has never been more accessible and affordable on platforms that are specifically built for it, and there is only one possible reason it is being shoehorned in everywhere that it doesn't belong: to monetise the crap out of it, be it through ads, in-app purchases or subscription price hikes.

At this point I'd almost pay YouTube a fee to not have to see garbage like Shorts and Playables ever again. There are fundamental features of their platform that still don't work properly and they waste time with this shit? Someone wants firing.

But I guess someone, somewhere has decided this junk "adds value", so here we are, stuck with it, in yet another example of the Web being enshittified. At least there's no "AI" features in YouTube… yet. Don't you love our cyberpunk dystopian future?


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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#oneaday Day 88: Is social media marketing over?

Just recently at the day job we've been having some Thoughts about using social media for marketing. I won't go into the details for obvious reasons, and I will note that everything I say here is my own opinion and no-one else's. But I feel like the age of social media marketing is coming to a close.

To be perfectly honest, I've never been on board with social media marketing from a consumer's perspective. Facebook went from being tolerable to almost unusable once The Brands™ arrived, and it's only gotten worse year after year. And back when I was an active user of Twitter, I not only didn't follow any Brands™, I actively went out of my way to block any that ended up in my feed through "promoted" tweets or whatever.

Y'see, I've always had the somewhat controversial viewpoint that social media is best used for socialising. I used to actually quite enjoy using Facebook when it was a place to interact with friends. Likewise Twitter used to be a ton of fun when it was just people hanging out and shooting the breeze. But today? Both of those platforms are nigh-unusable for different reasons. And with people jumping ship from both, I struggle to see how their usefulness as marketing tools can continue.

This comes particularly to mind after the recent news that the "live service" game Concord has taken the unprecedented step of not only ceasing its online features, but actively refunding anyone who bought the game just 11 days after it hit store shelves. The writing was already on the wall for it; reports shortly after its launch suggested it had made "just" $1 million and only about 25,000 sales; these might seem like big numbers, but they really aren't in today's gaming industry, particularly towards the big-budget end of things, which is the space Concord occupies.

This occurrence got me thinking: how much of Concord's disastrous launch was down to the troubled landscape of social media today? A few years back, a big game launch like this would be accompanied by a frenzied Twitter campaign in an attempt to drive "organic" (ugh) word-of-mouth promotion. To put it in non-marketing speak, the game itself would post something on social media, then other people would share it, gradually spreading word of the game through shares, replies and retweets.

Today, we live in a world where Twitter is fast becoming a dirty word, as Elon Musk's "X", as Twitter is now known, is increasingly becoming prone to the "Nazi Bar Problem", since his constant bleating about "free speech" and "wokeness" has meant pretty much the only people left there now are some of the absolute worst dregs of humanity imaginable. It's no longer fun or useful to the vast majority of people who used to hang out there, so a lot of people have jumped ship — either abandoning social media entirely, or moving to alternative platforms such as BlueSky. So one has to wonder how much value there is in marketing to what is rapidly looking like a room full of Nazis.

The same can often feel like it's true of other platforms that are less of a "problem". I talked recently about the issues we had attempting to enforce rules more specifically on a Discord I help manage, and it's hard not to think about that "Nazi Bar Problem". We don't have a problem with "Nazis" as such (the few who have shown inclinations in that vague direction have been shown the door) but there are a few people who have become so entrenched that they're a problem… and it's honestly making us wonder if the time, effort and mental health expended on said server is worth it.

Can a product or Brand™ survive without social media? The assumption has always been "no", but like I said above, I've found myself actively repulsed by Brand™ presences on social media for the most part, and I'm sure I'm not the only one. Sure, there are some Brand™ accounts that post interesting things — and the one I'm in charge of I try and make an effort to use in such a manner — but are they really adding any value?

I'm not convinced they are. We are living in a peculiar time, and I don't think anyone quite knows what's going to happen next.


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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#oneaday Day 58: Was Ignorance Bliss?

There's some nasty shit going on in the world right now. Without getting bogged down in the details, there are some vicious riots going on "Up North" in this green and pleasant land, following the horrible killing of several young girls at their dance class.

It's hard to understand quite how outrage over the murders has escalated to what it is, but it's fair to say that things have gotten A Bit Racist, to say the least. Last I heard of the situation, a Holiday Inn Express that was supposedly housing immigrants — immigrants completely unrelated to the murders, I might add — was besieged by exactly the sort of people you're probably picturing when talking about people who are A Bit Racist Against Immigrants.

I won't dwell on the situation because I haven't read up much on it, so I'll refrain from commenting further about specifics. But it's brought something into focus for me which is a tad worrying: the fact that despite how we're supposedly a lot more tolerant, progressive and understanding these days, as a society, a lot more of this horrible shit appears to be happening.

Whether it's racist riots against people who had nothing to do with a horrible crime, transphobia at the Olympics (against someone who isn't actually trans) or just general foul behaviour and intolerance, we seem to have hit something of a bump in the road in attempting to create a 21st century utopia.

Who am I kidding; we absolutely were not on the road to a utopia. Everything has been going to shit for a while, so it's perhaps not altogether surprising that people are starting to act up, even if their behaviour and attitudes are completely misdirected. So I have to ask myself: was ignorance actually bliss?

I think back to my time living through the '80s, '90s and '00s and I don't remember ever feeling the sense of existential anxiety and dread over the world that I do these days. It's entirely possible that this was entirely due to our collective ignorance of various groups of people who were downtrodden and oppressed, which of course carries its own problems, but I don't remember encountering anywhere near the sort of outright hatred that is expressed today towards certain groups.

And it wasn't as if we weren't aware of the people who come in for the brunt of the abuse today. I just legitimately don't remember the hatred being anywhere near as vicious as it is today.

At least some of that is down to social media, of course. It's entirely possible that hatred like this was going on, but no-one saw it because not everyone had the means to plaster all their odious beliefs over every available space online. There was no "collective public space" like Twitter once was (and I don't think it is that any more, since a significant portion of people have abandoned it completely, and the most active of those remaining tend to veer fairly hard right) and so people tended to stick to their own communities.

On the one hand, that probably allowed hate groups to thrive in private; on the other, well, you can see the result of everyone being thrown together just from a casual glance at Twitter on any given day. It's not pretty.

Part of the existential anxiety and dread I feel over this whole situation is whether or not I "should" be doing something more, or even if that's possible. I've always settled for some variation of "treat others as you would like to be treated", and even take that as far as not commenting mean things on YouTube videos I really dislike (because I hate it when I get horrible comments). But is that really enough today? And if not, what can one do, other than simply actively not be a racist transphobic shit, and not go deliberately seeking fights?


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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#oneaday Day 32: Lies, Damned Lies

A lot has been made about the supposed proliferation of "fake news" and, regrettably, because discussion about it started around the time of Trump's last ascendancy (and to quite a significant degree from the Trump camp), not everyone takes the concept entirely seriously. But it's definitely something that happens, and it's making the Web less and less useful.

Earlier today, a member of a Discord I'm in posted a link to the following tweet:

The screenshots are of Windows Defender supposedly finding a plain text file containing nothing but the text "This content is no longer available." to be a piece of malware — specifically a Trojan called Casdet!rfn. Obviously a plain text file is not malware, so this is ridiculous, and thus Microsoft must have made a silly mistake and we can all laugh at them, ho ho ho.

I tried it.

Windows Defender did not find it to be malware.

I Googled it and found several outlets reporting on this "story", including some that really should know better (looking at you, Tom's Hardware) — and not one of them had seemingly put in the minimal amount of effort required to verify that this was actually a thing. In other words, none of them had done what I did above: recreate the situation by composing a blank text file, putting the words "This content is no longer available." in it and then scanning it with Windows Defender. A two-minute job, tops.

No, instead the most rigour anyone put in was to look at the replies to the Twitter post, which are fairly slim in number, making me wonder exactly how this misinformation had spread in the first place. The tweet in question has nearly 700,000 views, though only 800 of whatever the Muskrat is calling "Retweets" this week, suggesting the majority of its minor virality has come about through situations exactly like the one I describe above: people sharing it via means other than Twitter.

Now, I don't blame the chap on Discord. He was just sharing something he thought was funny. I don't even blame the original Tweeter, because it's entirely possible that this was true once and it was quietly fixed in a Windows update. But I do blame all these people, and Google.

Not only for reporting on this without doing the absolute bare minimum of fact-checking, but for not correcting these stories if indeed it was once true and now is no longer correct.

Either way, the result is the same: a lot of misinformation gets spread very easily, often by people who have no ill intent. It's not the fault of the people who share this stuff — although I personally would check any sort of claim like this before resharing it myself — but it absolutely is the fault of outlets authoritatively sharing this as "news" without doing any sort of research beyond looking at a few Twitter posts.

Sadly, this is what "news" is these days. Get a good hook for a story that might be the slightest bit clickable and/or shareable, then write it up (with at least 600 words for SEO purposes, of course) and just make some shit up in the middle if you need to. Doesn't matter if the story is true or not; by the time people have clicked or shared, the article has done its job, and it doesn't matter if anyone twigs that it's bollocks or not.

In some respects, I'm sad that I'm no longer working the games journalism beat. But in others, I know that if I was still a newshound, I'd likely be gently encouraged into this sort of odious practice in order to get the numbers up.

I had more integrity and rigour when I was covering stuff for GamePro and USgamer. I'd find stories, research them myself and report on them only when I was good and sure that there actually was a story there. And I didn't have to make a big deal out of doing that at the time, because that was the expectation for someone working a News Editor position.

Now? Engagement above all. Who cares if something is true? Numbers go big, suits stay happy. Fuck the actual audience who might want the publications they read to be reliable and trustworthy; they are, after all, the least important part of the whole equation these days.

If you're looking for the Web as it once was, then I'm sorry to inform you that This content is no longer available.


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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