Showing posts with label Sega-16. Show all posts
Showing posts with label Sega-16. Show all posts

Monday, October 27, 2008

Happy 20th Birthday, Sega Genesis!

This Wednesday, we celebrate the 20th anniversary of that greatest of consoles, the Sega Genesis. It's been a long road full of great games and big pot holes, but the Genesis fan base is still alive and kicking.

More so than those other 16-bit consoles, the Genesis is still at the forefront of gaming news as well, thanks to the efforts of some talented and dedicated fans. Two decades after its initial release in Japan, Sega's most successful hardware is still quite alive and well. For example, this December Genesis owners get not one, but two new games in the forms of Legend of Wukong from Super Fighter Team (the fine folks who brought us Beggar Prince) and Pier Solar & the Great Architects from Watermelon Development. It's incredible that we're anticipating two new titles for a console that was officially discontinued by Sega a decade ago. Who said all good things had to come to an end?

Yes, the Genesis is still going strong, and Sega-16 is going to be right there to celebrate its big day. That's why we've prepared something special for our readers this week! In addition to our regular dual review updates on Monday and Thursday, we have three features and a video archive update for them as well! This is what we have on tap:
  • Double Take: Altered Beast: The one that started it all, Altered Beast was a title that played a pivotal role in the early success of the Genesis. Though many gamers today are quick to dismiss its easy and repetitive gameplay, the first 16-bit cartridge did much more than offer Genesis owners a free game with their new consoles; it proved that the next generation in gaming had truly arrived.
  • Stories from the Book of Genesis: Good Night Victoria: There's nothing more loyal than a model 1 Genesis, and losing one is always a sad thing. Follow one gamer's experience with his from its birth to its final resting place in this heartwarming tale of a console that gave until the bitter end. It's a a tear-jerker!
  • Reader Roundtable: Launch Edition: What a better way to wrap up the week than by letting our own readers and forum members chime in with their own launch experiences? Everyone remembers where they were the day they got their Genesis - it's a day you never forget, like when JFK was killed or 9/11. Yes, the day that big, black box came home is one you never forget, and our readers will tell us what that special day was like!

If that's not enough, we'll have almost a half dozen new video spots for your perusal in the Video Archive, adding to our already impressive collection of well over a hundred videos. This is a week to remember friends, so check back daily. Heck, why not just leave your PC on all week?

Sunday, June 29, 2008

Tips for Creating a Successful Enthusiast Game Site

Four years have passed since I founded Sega-16. Never did I dream that after so much time I would still be running a website and love doing it as as much as I did at the start. No, scratch that. I actually love it more now. I can safely say that my enthusiasm is as strong as ever, and I can't wait to see what the future holds.

Back when we had our one year anniversary, I mentioned in the retrospective that there are primarily two reasons why enthusiast sites fail: a lack of focus and a lack of motivation. Both can do in any site, but together they are a recipe for disaster. Take a look at any new site that hasn't updated regularly, and you'll see. Moribund and abandoned, they're just counting the days until they die. It's unfortunate but true, and it makes Sega-16's survival all the more impressive, at least to me. I've seen quite a few Sega sites come and go over the years, and they're mostly the victims of one of the two factors I mentioned. Yes, a lack of money or server space are also problems, but these two are the most notorious. Let's take a better look at them and see why so many young sites fail.

A lack of focus. A young fan and perhaps a few other people get together and decide to create the ULTIMATE fan site. They want to make their new creation the Mecca for everything related to their particular console/game of choice, and they could practically fuel a star with their collective energy. It sounds like a good start, but that star comparison really stops there. Stars take millions of years to complete a complex cycle of growth, maturity, twilight, and death; and they usually have long and full lives doing what stars are supposed to be doing. That is, they fulfill their function. Many sites don't ever get that far.

Yes, unlike the cosmos, game-related undertakings start with a bang, usually beginning with a flurry of forum threads and posts about potential ideas for the new site. Brainstorming can go on for weeks as staff and would-be contributors plan all the things they want to do. The problem is that a lot of the time, brainstorming is as far as it gets. Months, even a year after the URL has been bought and a free forum has been established, nothing of note has been done.

What happened? Well, a bunch of different things, probably. The creators couldn't agree on a direction for the site, people who committed to writing content upped and vanished, or the one person who was going to put it all online in some form has opted out, leaving the others in the lurch. Now, with no clear direction, the wind has been taken out of the other's sails, and they're now adrift and uncertain of what to do next. From my observations, this is what kills new sites the most. A lack of focus is the first big hurdle new webmasters face, and they often go down without a swing. The problem itself is a combination of smaller errors that could have easily been avoided but ended up killing a dream.

A lack of motivation. After all that enthusiasm and energy, many new webmasters lose interest after about the first six months or so. They look at their new sites a few months down the line and wonder why there isn't a server-straining deluge of hits coming in daily. No new content, the aforementioned lack of focus, and a desire to magically have the best site on the Internet usually do them in. Creating a quality site takes time. You'll need to be patient and continue forward, even when it looks like no one's reading the site but you.

Here are a few tips on how to avoid these problems:
  • Pick a direction and stick with it. All too often, aspiring webmasters try to do too much. Like it or not, it's simply not possible for your new site to compete with IGN, GameSpot, or whomever you wish to emulate. There's simply too many people and too much money behind them and not enough behind you. Look for something that isn't already being done by a hundred other sites. Otherwise, you risk becoming a drop of water in an ocean. This doesn't mean you should confine yourself to one thing, and allowing some room to grow is a smart idea. Just don't bite off more than you can chew at the start. For example, one of the key reasons I decided to start Sega-16 was the lack of comprehensive Genesis sites out there.
  • Plan ahead. Don't just come out and announce that you want to start a website. Think about it for a while, jot down potential ideas, discard the crap, and then tie together that which works. This is essentially what brainstorming is, so if you're going to do it, then do it right.
  • Don't count on others to make it work. Getting other people involved is nice, but after all is said and done, your website is yours and yours alone to run. Don't take contributors for granted, but don't assume that they'll keep you flooded with quality content all the time. I basically assume that I alone am responsible for content, and anyone else who comes along for the ride just makes my life easier. Other people might be motivated at the start, but they might not stick around. You're the one keeping things running, and they're going to operate under the mentality that things will continue without them.
  • Prepare for the long haul. How long do you plan on running the site? Can you see yourself doing this a year or more down the line? Can you fit the site into your real life plans? All of these are valid questions you'll need to ask yourself before you start. For example, Sega-16 is more than just a site I run; it's my passion. I spend at least 2-3 hours on it daily during the week and more on weekends. Not all of that is spent writing, of course, but researching and seeking out contacts often takes up more time than actually doing articles.
  • Content, content, content. Did I mention content? I don't care what your site covers, if the content isn't good no one will care. You need to provide quality articles to keep your audience interested and coming back, and lots of it. Along the way, you'll also need to decide what it is that your site does better than others in the same area. In my case, I feel that Sega-16 defines itself by its interviews, something no other Genesis site does with such frequency. You'll have to find your own niche, your "calling card" of sorts, and give readers a reason to return.
  • Forget about the design for now. I know, a lot of people think that clothes make the man. Well, we're talking about websites here, not men. It's nice to have a cool design for your website, sure, but that's not the most important thing. I'm a strong believer in NASA's philosophy of "form follows function." The design should conform to your needs, not the other way around, and even if you have a ghetto design, people will still come to your site if you provide them with consistent quality content. While this doesn't mean that you shouldn't strive to make the site appealing from the get-go, perhaps the one design item you should really focus on is making it manageable. A "three click" rule is mandatory. That means that nothing on your site should be more than three clicks from the main page. Everything else can really wait a while.
  • Get the word out. You're not going to see traffic spike instantly. Heck, you might go days without any hits at all! You'll need to promote your site, but please do it tastefully. Spamming other forums will do nothing but piss people off and close potential doors for making friends. Add your site to Google and other search engines and make friends where you can. Soon, things will pick up and you'll begin to establish your own readership. Unless you're willing to fork over some serious cash, word of mouth is the best way to advertise. Eventually, people will mention you on other forums and sites, and they might link to articles you've done.
Running a successful website can be a wonderful experience when it pans out. It takes a lot of patience and dedication, but if you start smart and stick to it, you should start to reap the rewards after about a year. Think of it like starting a new business. That first year or so isn't going to be about profit, but establishment of your brand. If you can stick to your guns and ride out the first few months, you should be in pretty good shape.

I've had a ball with Sega-16, and now that the site has been around for a few years, I can actually think less about filling it with good content and more about promoting it. It took four years to reach this point (I don't know what the average time frame is), and I eagerly look forward to working on the site each day. My sense of satisfaction is huge, and I hope others can look to Sega-16 as an example of a successful enthusiast site. If it can help others to aspire to make a site of their own, then even better. We still need comprehensive sites for more than a few consoles, you know!

Friday, April 11, 2008

Whatever Happened to Commitment?

No, I'm not talking about marriage.

I'm referring to making a commitment - in this case a writing one - and not coming through on it. This has been the case with Sega-16 and its revolving door of staff members since we organized the group a little over a year ago. In total, twelve people have joined up, but only five are actually producing anything lately. Many of those who aren't have either opted out of their positions or just disappeared into the wilderness.

My question stems from the fact that of those who failed to honor their commitment, very few were actually approached by me to join in the first place. In the vast majority of cases, it was the writer who emailed me and asked to join the staff. As we're always looking for talented writers, those who are articulate enough and willing to stick around usually get the nod. It all goes well for the first couple of months, and then BAM! all gone...

I understand better than just about anyone how the rigors of real life can wreak havoc with one's online persona. Being a full-time English professor with two small children, it's not easy to run Sega-16 and still be there for my responsibilities. Nonetheless, I've not only been able to do it for almost four years now, but I have a higher Xbox 360 gamerscore than a lot of people I know! Even us family guys have to get our game on!

It's not the inability of some people to meet staff requirements that bite me as much as it is the vanishing act that usually follows. If you can't write for us anymore, that's fine, but please have the decency to let me know about it. Idling on the staff forum, waiting to see if these people are going to check in (Bueller...? Bueller...?) is not fun, and it causes chaos with the site's update schedule.

For that reason, I recently had to scale back said schedule. Where we used to update four times a week (two reviews and two features), we'll now only be updating with one feature a week. I love to write them, but I can't write enough of them to meet the schedule all by myself. As it is, I've often had to write reviews and features ahead of schedule just to have something for the update! That's no way to run a site, so I decided to slow things down a bit.

Not that this will really hurt us. With almost five hundred reviews and over three hundred features up already, our readers have more than enough to keep them busy. I just wish that some people had a higher sense of professionalism about writing for an enthusiast site. Many times, writers tend to think of their position as something unimportant ("I'm not getting paid, so who cares?"), and don't take it seriously. I, for one, do take it quite seriously. Sure, you're not getting a check for your efforts, and since we're not a media outlet, we don't usually even get review copies for staff to check out for free. That doesn't make what we do any less important, and it sure doesn't mean that we don't have to be professional in the task.

Those who are looking to break into the games journalism often get their starts at enthusiast sites. While there, they learn how to improve their writing skills, and they are able to get a feel of what writing for a publication is like. They also get their names tossed around in the industry. Take me for example. Four years ago, my journalism experience consisted of nineteen articles written for a Houston area PC magazine (HAL-PC for those interested). With Sega-16, I've managed to produce over eighty reviews and almost two hundred features, including over sixty interviews with people from all corners of the Genesis era. That includes everyone from game testers to both Genesis-era SOA presidents Michael Katz & Tom Kalinske to big names like Yuzo Koshiro, David Perry, and Trip Hawkins. How have I been able to accomplish this? Has it through contacts in the industry? Special skills? Not at all. In fact, all but a handful of my interviews have been the result of two things:

Google and a lot of patience.


Now, four years later, I actually do have contacts in the industry, and I can even get the mighty Sega itself to hear me. I haven't made a dime off my work, and I don't want to. I do it out of passion for the subject I research and cover, and I do it because I feel that people will want to read about it. Judging from Sega-16's growth over these past years and our steady increase in readership, I can honestly say that I think my work hasn't been in vain.

Surely then, those who chose to write for us can come up with two articles a month (one review and one feature). It's not asking a lot, I think. And this obviously doesn't apply to everyone on the Sega-16 staff, of course. We have a core group that has been brilliant over the years, and with talented veterans and enthusiastic newcomers all working together, I'm sure we can meet our schedule and continue to bring our readership the best Genesis coverage on the planet, bar none. I just wish everyone felt the same as they and I do.