It's a sad day today as I hear from my good buddy Ryan Olsen that Kombo.com is no more, with the URL now simply redirecting to GameZone.com, who purchased the site a while back.
Kombo.com holds some particular personal significance for me, as it does for many of the great friends I made while working for the site. Compared to many of the grizzled old veterans who had been working on the site since 2005, I was a relative newbie, only joining the team last year.
As most of you probably know by now, last year was Not a Good Year. Having been forced out of a job I genuinely loved by bullying management at the end of the previous year, finding employment in a primary school 40 miles away from where I lived, discovering that yes, Aldershot is indeed a shithole, even when dealing with 8 year olds, I quit my job in March of 2010 to attend PAX East (to this day quite possibly the best few days of my life EVAR) and around a similar time I started contributing to Kombo.com as a news editor. A short while after PAX East, my wife and I separated and I found myself alone in a flat I couldn't afford with no job and seemingly no prospects of finding one that wasn't supply teaching — a career path which would have likely ended rather abruptly with me flinging myself off the nearby Itchen Bridge had I pursued it.
As time went on and my finances dwindled, writing for Kombo every day — even if it was at US-friendly, UK-antisocial hours — gave me something stable to cling on to. This was something I desperately needed during those difficult months. There were many days when I found it very difficult to function as a normal human being, so badly was I hurting. But when it came to time to sit down and work my shift at the virtual news desk, that all went away for a few hours. It was just me, GamesPress, a lot of Chrome tabs and the Worst CMS In The World.
One of my favourite things about working for Kombo, though, was the people I had the good fortune to meet as a result, all of whom I'm happy to count among my friends today. All of them have gone their separate ways since September of last year, when most of us departed from the site due to its heading in a direction that wasn't for us (with some of us forming our anarchic rainbow unicorn collective The Big Pixels, still ably maintained by Geoff Calver). But we all still talk to each other daily — through email, through Twitter, through Facebook, through G+. It's great to see that Kombo, despite being a relatively small site compared to the giants out there, managed to give a lot of people the foot in the door they needed to pursue a career in various parts of the games industry. Some went into PR. Some went into development. Some still write on a hobbyist basis while pursuing other careers, and I write professionally.
It's also been nice to see that diverse members of my groups of friends online knew the name Kombo — even people that I wouldn't necessarily have expected to. The site will be missed, and not just by those of us who wrote for it. It's the end of an era and — sadly — the end of some people's portfolios (archive.org notwithstanding) as the old content seems to have vanished altogether.
Kombo.com gave me a leg-up into the industry and it's part of the reason I write about games as my full time job now. I'll miss it, and I invite you to doff your caps and raise a glass as its flame goes out for the last time.
As I sit here on my friend Tim's spare bed (which just a few short moments ago had the entirety of Helm's Deep atop it) typing this entry using a piece of software that runs on a computer several thousand miles away from the tiny computer that I'm actually pressing the keys on which has no physical connection to this thing we call "the Internet", I'm reminded, as I often am, of how much things have changed.
It's coming up on a year since my departure from the obnoxiously-named "world of work", when I left my employment at a primary school, went to PAX East and had what was to this day the happiest week of my life, then came home only for my life to completely fall to pieces two short months later.
It seems every other week, particularly in tech-related industries, there is some sort of discussion over whether this or that is "dead". Inevitably, the answer is usually some vague waffle about how most people may have stopped using their Nokia N-GAGE but there are a few people out there utterly determined to beat Tomb Raider on a portrait-wise screen on a device which can survive being run over by a bus (I speak from experience) and thus the thing in question isn't dead, just on perpetual life support. Until it gets run over by one bus too many, of course.
I'm almost entirely certain I have ranted on this topic at least once in the past. But, well, it bears repeating, given what I do both here and professionally.
They—I'm not sure who, just, you know, "them"—say that you should never write about writer's block. Which is why I'm not writing about writers block; I'm writing about how I avoid it. An important thing to consider if you're going to be writing something every day, I'm sure you'll agree.
The few of us who are still flying the #oneaday flag are closing in on the grand finale. 365 posts of non-stop bollocks, some of which might have been entertaining, some of which may have been utter nonsense. If you haven't checked out the fellow survivors' blogs yet, I encourage you to pay
There is an increasingly popular—and increasingly worrying—tendency for games journalism and writing about games (which some people are keen to point out are two different things) to be judged as "broken" or "lame".
Yes, you have read that correctly; one of the options for reporting an article as unworthy of appearing in the N4G news feed is that it is "lame".
Take a minute, now, to take stock of yourself. Specifically, take stock of the skills you have. And don't say that you don't have any. Everybody has skills of some description, whether it's the ability to make the perfect Angel Delight without the use of a measuring jug, the ability to excite women simply by looking at them, an understanding of the various wires, pipes and bendy things that make up a car engine or being able to do something awesome like play the piano.