The point of viral content, in part, is not to learn about “little girls in Afghanistan who are better at skateboarding than you’ll ever be” or other such stories (which often turn out to be untrue) but to be the person who responds correctly to them and who tells someone else about them. The function of viral content is to permit vicarious participation in the emotions of the story, and vicarious participation in the social. The perceived virality, popularity, of the content, illusory or not, elicits a richer emotional response in the consumer of the content. Virality may function as disinhibition for a reader, authorizing fantasy and emotional investment, a suspension of disbelief that is sustained by apparent social support. Everyone is talking about this! In that sense it is “real” regardless of whether the details are accurate. The circulation of the story makes it a social fact.
Much of it is quotable for insight about how viral content taps a desire to be viral ourselves, to have our own identities spread and carried through social media alongside the things we post. His points about how viral sites themselves have a limited half-life – a sort of meta-virality – are particularly interesting. Especially given that this is presumably an element of what Buzzfeed is attempting to avoid by growing its more serious reporting side.
Once everyone knows about Upworthy and can source viral material from it themselves, though, its thrill is gone. Virality settles into traditional mass-media reach. And Facebook’s engineers, whose algorithms underlie virality in practice, retool how their site’s newsfeed works, as Ezra Klein explains here, to thwart overpopular or overliked content. And so new viral-content providers must be uncovered, new ruses to evade filters and stoke consumers’ vanity devised. Viral content sites themselves have a viral life span.
He also talks intelligently about the problems of identities constructed solely or primarily through social media, the way that becomes a responsibility with a watching audience – something that I suspect bites particularly hard for online “anchor” journalists, who tend to meld professional and public identities into a single social entity, and who tend to set great store by the numbers attached.
It’s clear that the writer is searching for reasons for the incredible success of first-person shooters, but it ends up in some extremely strange places. For one thing, FPS games aren’t the majority of the market; while the CoD and Halo franchises are very popular, so are World of Warcraft, GTA, Assassin’s Creed, and so on. Even the Wikipedia list of bestselling games the article tries to link to lists Gran Turismo, God of War, Uncharted and Little Big Planet alongside FPS games in the Playstation 3 category. The premise that FPS games are somehow special, justified by the sales figures, just doesn’t stand up.
But the biggest problem is a fundamental misunderstanding of “flow”, and the mistaken belief that it’s somehow intrinsically linked to genre, rather than anything else:
What is it that has made this type of game such a success? It’s not simply the first-person perspective, the three-dimensionality, the violence, or the escape. These are features of many video games today. But the first-person shooter combines them in a distinct way: a virtual environment that maximizes a player’s potential to attain a state that the psychologist Mihaly Csikszentmihalyi calls “flow”—a condition of absolute presence and happiness.
Flow is not an intrinsic element of first-person games, nor of shooters. It’s not just presence and happiness: it’s concentration and absorption in a task, to the exclusion of all else. It is often an intrinsic element of good games – perhaps that explains why Kane & Lynch didn’t have the same effect as Half Life 2 – but it’s also an intrinsic element of lots of other experiences.
I get it from working out knotty Javascript problems in Twine, sometimes, from reading fiction, and from doing my day job during massive breaking news stories. I work like crazy to make sure that every player in our live games gets it at least once during the experience, too, because that’s often the clearest mark of a genuinely fantastic game. Whether it’s digital or physical, FPS or MMO, whatever your genre or even form conventions are.
And because of that, I’ve got to quibble with the assertion that “The more realistic the game becomes…the easier it is to lose your own identity in it.” The best flow situations I’ve built myself have come when people forget they’re playing, sure, but that isn’t linked to realism or to shooting or even to a first-person perspective and a sense of control. You can get it from dancing stupidly to disco music, from fighting in slow motion, from matching 3 jewels of the same colours over and over again, from Solitaire.
Realism and violence are not necessary for good game design. And good game design is not an adequate explanation for their popularity.
Ludonarrative Discodance is a pun that got really, really out of hand. It’s also, somehow, a game we actually ran this weekend in Melbourne as part of the Playroom at This Is A Door. I’m eternally indebted to Pop Up Playground for the opportunity and the time and the wine involved in making that happen.
Grant’s already posted an excellent write-up that you should read if you want to fully understand (a) what on earth we did at the weekend and (b) why on earth he now has that moustache. (As of current writing, he still has the moustache. He has shaved the rest of his face, but not that bit. It’s possible he thinks I haven’t noticed.)
LD was a bit of a shot in the dark, a silly idea that got out of control, but it worked. The core of the game is performing a silly dance and, across a crowded room, seeing the person who’s performing your dance too – then running up to them, confirming it, and smiling broadly before running off to collect another card. It’s clubbing rendered down into shorthand: a breaking-down of boundaries, feeling more comfortable with our own bodies and the bodies of other people, a game of connections and performance and acceptance. People told me it recreated the poor impulse control of being drunk, too, which I like.
Despite the daftness of it, it is a game which lets you say – “Do you want to dance with me?” and for the answer to be yes more often than no. Which is pretty neat for a lot of people, including me, who are used to the opposite. And for it to be a safe question to ask, too.
The gist of the game is paired charades with dancing. Disco music plays and you dance, while also trying to find the other person doing the same dance as you. Round one is nice and easy: you have to act out disco moves – the hip thrust, the hand jive, the Uma-Thurman-in-pulp-fiction. Round two is harder – the lost keys, the high-noon shootout – while round three has you act out films like the Lion King while trying to find someone else crawling around, roaring, holding small lions up to the sunlight etc.
We didn’t get chance to do a full playtest before we ran in Melbourne, which meant the first few plays needed some tweaking. More disco admin staff, different balances of cards – having both Dungeons and Dragons and Lord of the Rings didn’t really work, for instance, but Star Wars and Pirates of the Caribbean worked perfectly as foils for each other to make the game a little harder. (Both involve a lot of waving swords around, which can also be mistaken for Harry Potter.) I’d like to run other versions, other editions, perhaps tailored to different crowds or different themes. But there’s something about disco that really, really works.
Fundamentally, the game’s about being silly in public, and being rewarded for it. The more exaggerated and daft you are, the better you’ll be at the game – if you hold back, you won’t score so many points. So it’s in your best interests to throw yourself into things and shed a few inhibitions in the process. Something about disco music just works for that, somehow; lots of us have mental images of Saturday Night Fever (though not the rape and drowning bit, obviously) and memories of school discos to use as touchstones for that kind of dancing. If you don’t, well, there are instructions on the cards.
It’s equal opportunity silliness: everyone looks as daft as you, so you might as well have fun with it. And it’s a good way to get people mixing and mingling, talking and laughing – you present your silliest, most overblown, daftest self and then someone else dances up to you and there’s a moment of recognition where you both grin.Often people would add little flourishes, dancing together for a moment before coming to hand in the cards – synchronised disco pointing, putting on Cinderella’s shoe, twirling towards the disco admin team in time to classical music no one else could hear.
My personal favourite card from this play was the dad-at-a-wedding. Everyone interpreted it differently, but it was surprising how recognisable it was. I got to see people’s joy as they worked out what was going on and got into the groove; actively encouraging people to dance badly is, it turns out, a great way to get them moving and laughing.
We played perhaps a dozen other games – eight shows in three days, two hours each, with Ludonarrative Discodance just a small part of the proceedings. Rainbow Running has a similar physicality, but it’s competitive in a broad way rather than collaborative, and it’s definitely not silly. Impossible Book Club is all about discussing a book that doesn’t exist, so it’s performative and intellectual and silly in a slightly different way. But my personal favourite from the weekend was The Ride, a game about slow-motion fighting and Valkyries.
You start with a cardboard axe or sword. You challenge an opponent from the other army. Then you battle in slow motion, not landing a blow until the Valkyries decide who should die. There’s smoke and dramatic music and shouting, and dramatic deaths on the floor. Then you do it again, but this time the dead fighters are spirits who can help out their living comrades, by helping them throw weapons or carrying them across the battlefield or repelling enemy attacks. Even if you lose, you get to lose in the most epic and glorious way possible, and then you get to help your fellow players to achieve even greater heights of epicness and glory.
It is a gorgeous game, absorbing, entertaining and delightful. It is beautifully, wonderfully silly, in a way everyone can get behind, because once again everyone is being silly, playful and physical, in public together at the same time. That’s something we don’t get to do as adults nearly often enough.
Serious Business is premiering a new game this weekend at the all day playroom at This Is A Door, an excellent month-long festival of interesting games and play run by the Pop Up Players in Melbourne.
The game is called Ludonarrative Disco Dance. It’s possible we started with the name and then worked backwards until we had a decent concept. If it all works as well as we hope it does, we’ll be running the game in other places, cities and quite possibly continents in the next few months.
The playroom is happening at Theatre Works in St Kilda, and tickets are $20/25 from the Theatre Works website or on the door. If you’re in the city, please come along, say hi, and let us know what you think.
Now it’s easy to see what other Steam users think about a product before you buy. With Steam Reviews, you can browse for reviews that others have found helpful, or write your own reviews for titles you’ve played on Steam
A few quick thoughts in no particular order:
Valve is displaying the time you’ve spent on a particular game next to your review. That’s interesting; that suggests they might also use it as a ranking factor for your review. It certainly means people will judge your review as less helpful if you’ve spent less time in the game than others. For positive reviews maybe that makes some sense; for negative reviews maybe it doesn’t, so much, because I don’t need to play 20 hours of Duke Nukem Forever to know it’s awful, or more than 5 minutes of the PC port of Fez to know it’s unplayably crashy on my setup, for example.
They’re also flagging up the number of things you’ve bought on Steam, even ahead of your Steam level (which is to some extent a proxy for money spent). That’s an even more interesting choice, because it is almost certainly going to affect how people see the review on a subconscious level.
You have to launch the game via Steam in order to review it. So I can’t review some of the games I’ve played most, because I didn’t buy them on Steam. Platform lock-in. But I also can’t review games just for the sake of hating on them from a distance, which deals with some of the Metacritic & Amazon swarming problems.
But what I can do, if I want to game this system, is launch the game once, leave it on overnight to gather Steam cards & game cred, and then review it. Whether anyone will care enough to actually do that is an open question at this point.
The only ranking factor they specifically mention is time – ie more recent reviews will be visible on game pages – and that’s framed as a good thing for the devs. But there will be others – game time and helpfulness are the obvious ones, but Valve would be daft not to include things like friendship data, similarity of game libraries etc in personalising reviews for individual readers.
They’re defaulting to post-moderation, removing or hiding things when flagged, and not giving devs the ability to hide things directly without moderator input. That makes some sense (hide all negative reviews won’t be a valid strategy) but is also potentially concerning (we don’t yet know how much moderator support they have, or the moderation guidelines by which they’re operating, or the speed with which they’ll respond, or… etc).
This could be a serious Metacritic competitor, because of Steam’s metadata about who’s played what games for how long, which could tie into an authority system using upvotes and activity more generally…
…but (at the moment) they’re not including a scoring system, just recommend vs not recommend. Thankfully. Any numerical system would be exactly as open to abuse as the current Metacritic system is, with all the existing issues about people only looking at the score when purchasing or devs’ pay/bonuses being dependent on numerical scores that are, let’s be honest here, based on spit and whimsy and nothing more.
The language stuff – allowing users to review games in their own languages and search for reviews in particular languages – is great for users especially in areas underserved by games press. And potentially a nightmare for devs, if they can’t translate.
Helpful vs non-helpful is a nice way to harness the middle bit of the 1:9:90 rule.
Mutualisation is interesting. I wonder how many devs and users were clamouring for this feature.
I made a story game called ibis, fly! It’s about being an ibis, and not really fitting in, and simple pleasures. It has four possible endings and a (sort of) win condition, if you’re into that sort of thing.
Structurally it’s far simpler than Detritus, and it should only take you five minutes or so to play it through from beginning to end. If you have bug reports or feedback please let me know.
Played Miasmata today for the first time, and had some loose thoughts about islands and slowness and learning terrain in fictional landscapes. Morrowind is still one of my favourite games and the one that I know best, and every time I move house significantly I tend to fire it up out of some deep need for a familiar space. I didn’t notice I did this till the Sydney move, when I didn’t feel properly grounded till I’d managed to get the PC set up and then walk at starting-character speed from Seyda Neen to Balmora, for the thirtieth time or so.
Morrowind doesn’t have fast travel, or regenerating health or mana. Depending on your character choices at startup, you’ll start at a level where you have difficulty defeating even the weakest of enemies, and going up against bandits or other human attackers would be impossible. There are travel networks – boats, silt striders, the Mages Guild teleportation system – and some spells that will teleport you to the nearest shrine or temple. And one that lets you set a waypoint then port back to it.
That’s enough to let you navigate and move quickly between major cities, but most of the time the things you head out to do are in the wilderness, in the areas that those systems don’t reach.
That creates a world that demands time, exploration and slow discovery. If you want to experience all the different parts of the game you will have to walk the same paths many times, growing accustomed to the geography, finding shortcuts as you go. With no way to port back to town to pick up supplies then pop back to where you were, you have to plan your trips based on how remote your destination is, what supplies you might require, where you pass through on the way, which tasks you can do together to save travel time.
Your quests are not marked on any maps, so you find yourself leafing through journal pages to find the descriptions that will take you where you need to go. North-east of Vivec into the Daedric shrine Ald Sotha to find the flower Roland’s Tear growing on the east side. South past the Dwemer ruins and take the second road heading west to Malacath’s shrine.
Later Elder Scrolls games let you fast travel between landmarks, which promotes a completely different engagement with the landscape. Instead of carefully plotting your caving trip to make sure you can survive it, weighing up the wisdom of leaving your course for an unexpected dungeon, you can wander off-track however you like and take on new challenges knowing you can simply teleport back when you’re done. You find new locations not through landmarks and directions but through a marker on a minimap and then charging directly towards it, detouring to unlock new locations so you can teleport back next time and have a shorter distance to walk. You rarely walk the same path twice.
Let’s be clear: this is, for most people, a vastly less frustrating system; Morrowind now feels antiquated without fast travel, and Miasmata a little old-fashioned. But it has its drawbacks too. For one thing – despite its limitations, alchemy in Morrowind is a more satisfying skill than in later games. The gathering of ingredients is a natural part of travel: I am walking south of Balmora towards Hla Oad for a quest, so on the way there will be cornberries to make Restore Magicka potions and corkbulb root for Restore Health.With fast travel, gathering relies on serendipity and snapping up what’s there, and much of that synergy is lost.
I’m not too far along in Miasmata yet, but it shares a lot of design similarities with Morrowind in the way it slowly opens up deep knowledge of its landscapes to the player. Like Morrowind, it is an island, though a much smaller one. Islands are different metaphors to walled cities or vast plains: they’re exciting and exotic, sometimes dangerous and sometimes unexplored but always distinctly separate, finite and bounded spaces that seem knowable, understandable, if you put in enough time. Proteus takes advantage of this, as do GTA3 and Assassin’s Creed 4. On one hand it’s a simple way to gate locations and avoid invisible walls; on the other it’s a canny way of making self-contained worlds. Morrowind’s and Proteus’s are about uncovering, exploring and making known; Miasmata’s is also about those things, but it adds in being cut off, having no escape, being trapped.
Miasmata’s map is manual, and if you don’t know where you are – if you are in the woods with no landmarks visible – then you are lost. You can find maps that fill in blank spaces for you, but if you don’t have a map then you must start to triangulate your location using the landmarks you do know about to help you. Location in Miasmata (as in Morrowind, as in survival Minecraft, as in Dark Souls) is a resource, something that can be lost, something that requires significant player effort to maintain.
The game forces you to husband resources before you make foraging trips, plan your proposed routes carefully, make sure you can carry back everything you might find, think about timing to avoid being stuck in the woods at night with no light. So it’s sensible to keep to the paths, so you know where you are and where you are going. But your objectives, the flowers and plants that hold the cure for your mysterious plague, are generally off the beaten track. Leaving the path is a gamble you must make.
I learn cities by walking them. Two months after we moved to London I decided to walk all the Tube lines in segments as long as I could; tendonitis meant I only got about a third of the way through, but by that time I already felt much more like I owned the city. You can walk it, so it’s yours. You see the details, the shortcuts, the things you miss on subways (which are basically fast travel with really long loading times). You know the bones.
There’s a quest in Morrowind, a pilgrimage, in which you visit a priest in Vivec, the largest city in the far south of the map. You take a vow of silence, which prevents you from using any of the transport systems because you can’t speak to pay your fare, and you must travel to the Sanctus Shrine, at the absolute north edge of the map. There are some things you can do to make the journey shorter, using teleportation spells or spending significant time first to restore a semi-secret transportation network that doesn’t rely on speech. Given the choice, though, I would always rather walk.
“I think of competing for users’ attention as a zero-sum game. Thanks to hardware innovation, there is barely a moment left in the waking day that hasn’t been claimed by (in no particular order) books, social networks, TV, and games. It’s amazing that we have time for our jobs and families.
“There’s no shortage of hand-wringing around what exactly “engagement” means and how it might be measured?—?if it can be at all.Of course, it depends on the platform, and how you expect your users to spend their time on it.
“For content websites (e.g., the New York Times), you want people to read. And then come back, to read more.
“A matchmaking service (e.g., OkCupid) attempts to match partners. The number of successful matches should give you a pretty good sense of the health of the business.
“What about a site that combines both of these ideas? I sometimes characterize Medium as content matchmaking: we want people to write, and others to read, great posts. It’s two-sided: one can’t exist without the other. What is the core activity that connects the two sides? It’s reading. Readers don’t just view a page, or click an ad. They read.
“At Medium, we optimize for the time that people spend reading.
Medium, as a magazine-style publisher(/platform/hybrid thing), wants a browsing experience in which every article is fully read through and digested, and where the next piece follows on from the former serendipitously. News publishers don’t necessarily want that, or at least not across the board. For features the approach makes a lot of sense, but for news that’s geared towards getting the important facts across in the first paragraphs – even the first sentence – it’s fundamentally at odds with the writer’s goals. News that aims to be easy to read shouldn’t, and doesn’t, take a lot of time to consume. So generalist publishers have to balance metrics for success that are often in direct conflict. (This is one of many reasons why, actually, page views are pretty useful, with all the necessary caveats about not using stupid tricks to inflate things and then calling it success, of course.)
Newsrooms also have to use – buzzwordy as the phrase is – actionable metrics. It doesn’t matter what your numbers say if no one can use them to make better decisions. And newsrooms have something that Medium doesn’t: control over content. Medium doesn’t (for the most part) get to dictate what writers write, how it’s structured, the links it contains or the next piece that ought to follow on from it. So the questions it wants to answer with its metrics are different from those of editors in most newsrooms. Total time reading is most useful for news publishers in the hands of devs and designers, those who can change the furniture around the words in order to improve the reading experience and alter the structure of the site to improve stickiness and flow. Those are rarely editorial decisions.
The clue’s in the headline – it’s Medium’s metric that matters. Not necessarily anyone else’s.
The night before my parents arrive, I almost do not go out for dinner. At midday I send the email I dread sending but that seems to be required regardless, at regular intervals: hello, I am a little mad today and may be unable to participate in our scheduled social interaction.
Those emails don’t really get easier to write. Every time it is a disappointment. It means I tend not to commit to seeing people, because I would rather avoid the shame and stress of pulling out, admitting in front of friends that yes, I am still mad, I am not better yet and I may never be, even though I do what I do and I seem so terribly together and efficient, and so on. It is still galling. There is still shame. I still hate letting people down. So I send the email just in case, because cancelling six hours ahead is better than one, if I don’t improve.
In the end I go out, but not before a minor emotional meltdown in the street after I leave the office. Grant holds my shoulders and reassures me the world is not an awful place. I take a deep breath or three and board a train and then I am committed, and in the end it is an excellent evening and I am not too mad after all.
—
I am up to my waist in sea water and Grant is standing in front of me, holding my shoulders, reminding me that the world is not an awful place. We can see the beach from the villa we have taken for a week just north of Cairns, just past Deadman’s Gully nature reserve, past the signs that warn of crocodiles and the pole full of vinegar in case of marine stingers. There is a white-bounded net that bobs up and down on the water and, in theory, keeps out the monsters that might twine tentacles around your legs and hurt you. The water is thick with sand and I cannot see my feet below the surface. Grant is in front of me and I take one step at a time, deeper into the water. Eddies swirl around my knees.
The panic hits me in waves. Thick clotting brain-scrambling panic, the sort that makes you strike out for shore and say cruel things to make the fear end, followed by lulls of maybe-time. Waves of no — no — no — I cannot, then it eases into a chorus of well — perhaps. I can imagine myself leaving the house. I can picture myself dressed, opening a door. If I can imagine that much perhaps — perhaps I can be a normal human being for a night. I can imagine myself swimming in this warm, cloudy water under such astonishing sky. I can.
The lull occurs. I say: “Follow me. Now. Before I change my mind.” And I turn towards the far edge of the net and I swim. Powered by panic and perseverance I kick harder and faster than he can keep up with, and I make it out to the net, a monstrous thing that catches at my legs but that I am expecting and so do not scream about. I turn and I make for shore as the panic begins to rise again, catching a wave and putting my legs under myself and striding out of the sea.
—
The water off Green Island is clear blue and warm in the morning. It takes me a few tries to successfully breathe through the snorkel, as I keep holding my breath and expecting to drown. Then I manage, eventually, to duck down and hold myself steady, kicking slowly and gliding through water clear as air, parting a shoal of fish the size of my palm that kick alongside me out to the deeper water. Grant calls me over and shows me a hermit crab, scuttling along the bottom; there are big broad fish in ones and twos. I am thinking: this is pretty awesome, all these fish right here.
Then we go deeper, out to one of the dark patches that litter the sea floor. First it is seaweed and a few scattered fish, then suddenly it is like flying over a forest. There are more fish than I can see in one go. I have to compartmentalise, looking first at things on one side and then on the other, else I will miss something. Yellow and black, orange and blue. An electric blue starfish the size of my arm. Beneath it all, the coral: branches and balls, limestone structures built for monsters to live in. When we swim to shore Grant chases a manta ray between the waves.
In the afternoon, though, the water is deeper. Colder. Currents rush across our bodies, eddy around my knees. A raft of seaweed floats on top of the waves, which are bigger now, clouding the water and making it harder to see. I get frightened. I stop trusting my body to carry me and I stop trusting the sea. Soon I am struggling with my snorkel, because hyperventilating through a tube underwater is even more problematic than doing it on dry land. I make it out to the coral but I am scared of the seaweed clinging to me and dragging at my skin. I try but I do not succeed in seeing much else of wonder; I am too afraid. Grant holds my shoulders and I cling to him in the water, scared of moving, scared of not moving, willing myself suddenly to become able to teleport or levitate or simply not feel this ridiculous rushing chaotic gut-wrenching panic any more. Eventually I am just saying the word “phobia” over and over into my snorkel as though by naming it I will be able to make it stop. We decide to swim back for shore.
And then there it is. I duck my head under the waves and there it is: a turtle the size of Grant’s torso, perhaps a metre below me, sculling one fin at a time out to sea. I make the sort of strangled yelping noise that generally denotes drowning but manage to signal to Grant that, no, I’m OK, but look: turtle. TURTLE. Through a snorkel, I explain. And we turn tail together and, holding each other in sight, we follow the turtle. We swim back out into deep water, through the mass of surface seaweed I could not break before. I am terrified, but the turtle is more important. We follow and follow until looming out of the dark water beneath there is another turtle, treading water, patiently waiting, and the two of them together slowly, gracefully paddle their way out to sea.
This debate kicked off again recently thanks to a New York Times piece, presumably paid, by Tim Kreider, calling unpaid writing online “slavery”. It’s not, of course, but there are issues here: skilled professionals struggle to make a living, or to charge what their time is worth, while brands build businesses on the back of workers who don’t know what they’re worth, who are disempowered from organising for appropriate remuneration, or who are willing to forgo financial compensation for the sake of other concerns.
For many people trying to break into journalism or other creative industries – a group that doesn’t include established folks like Tim Kreider – sometimes working for free is the only option, and let me be clear: that sucks. It means certain careers are only open to those with the financial wherewithal to support themselves through months, sometimes years, of unpaid work. It means creative jobs are increasingly only open to the upper classes, and that’s a problem for the arts and for the media.
For others who work part-time or outside their day jobs in creative spaces – hobbyists, craft workers, dabblers, amateurs, the folks who couldn’t afford to give up the paying work to gamble on the unpaid – there are issues of accessibility and the appropriateness of charging for small works, which take some tricky balancing with the need for artists to earn a living. The situation is starting to evolve: it’s interesting to see Anna Anthropy charging for a new Twine game; it’s good to see Forest Ambassador getting a funding route through Patreon. There’s a sliding scale between free and paid, now. More people have the option of pursuing many paths at once, building portfolio lives rather than diving into singular pursuits; that’s a reaction in part to the closing down of paying routes into creative careers. It’s becoming easier to make small creative projects pay for themselves – so long as you own them and they don’t live on someone else’s platforms.
Working for websites or companies that don’t guarantee you anything but generic ‘exposure’ isn’t usually anything more than a gamble. If you’re going to write for no money for the New York Times in a piece which you know will grace their international front and which links back to your personal work, that might be pretty exciting. But if you’re writing something that might get a thousand views or fewer for a site that doesn’t do much to jazz up your CV, then it’s worth asking yourself whether you’d be better off cutting out the middle man and putting it on your own blog. After all, big media companies don’t own exposure on the net; if anything can go viral online, it’s worth asking yourself if you’d rather those views went to your portfolio site rather than someone else’s platform.
And sometimes working for money works out as working for nothing, when you take other factors into account. Working a low-salary job that doesn’t pay overtime but that requires an hour or two every day extra of your time, or where the commute is also costly in terms of time and cash. Taking on a commission that balloons far beyond its original remit, taking up more and more of your time, so that the rewards no longer outweigh the stress and the energy and the work involved in completing it.
There’s a sliding scale between unpaid labour that offers tangible benefits, and straight-up exploitation. Coffee-fetching internships on film sets seem straightforwardly the latter, but most unpaid entry-level work isn’t so clear cut. When it comes to making the decision to take something on, I’m in a much more privileged position than most; I can afford to turn down opportunities that don’t quite fit my priorities, and I can decide to do things that leave me out of pocket because I want to do them. But wherever you draw your own personal lines, whether through desire or necessity, there’s a list of things worth thinking about before you commit.
Does it give me an opportunity to learn, or to teach? Is it for charity, or non-profit? Is it going to be fun? Is it going to be interesting? Is it going to lead to paid work – and if the folks involved say it will, do I have any confidence in their assertions? Is it creative work that I’ll enjoy? Is it going to give me genuine opportunities to make connections, or to raise my profile, or to put my work in front of people who I would like to see it? Is my expertise easy to get from other sources? Can I reuse the results? Can I afford the time away from work, family and other commitments, or the extra hours I’d need to put in outside work, or the travel? Is it going to be a pleasant and relatively stress-free experience?
If the answer to all or most of those questions is ‘no’, then: fuck you, pay me.