Latest news with #Valnet


The Verge
30-05-2025
- Business
- The Verge
Two former Polygon writers are starting a new site
A lot of Polygon 's staff was laid off following Vox Media's sale of the publication to Valnet, but two of its former guides writers are launching their own guides-focused website: Big Friendly Guide, which you can find at Ryan Gilliam and Jeffrey Parkin founded and are co-owners of the site. Guides make Gilliam 'feel like I'm helping someone enjoy something that's very important to me and I know is important to them,' he tells The Verge. 'And so when I lost the opportunity to do that at my usual 9-to-5, I wanted to continue it.' 'I hate sounding immodest or bragging, but what Ryan and I got really good at was helping people play video games,' Parkin says. Their work on guides helps people have fun with games, he adds — and assists with things like getting a giant horse in Zelda. Big Friendly Guide will make most of its content available for free, and the guides themselves won't be paywalled. But Gilliam and Parkin will also be opening a Patreon for the site as a way for people to support the work, which will also give people access to a Discord. There will be a weekly podcast that's free for everyone and a monthly subscriber-only podcast where Gilliam and Parkin will discuss their coverage plans. There will be ads on the site to start. 'For now, at least, we'll run ads to keep the lights on,' according to the site's About Us page.) But the focus is more on building a community that trusts Gilliam and Parkin's work and pays to support it. In addition to working on guides for games that interest them, Gilliam and Parkin want the community to make suggestions for guides that they can consider and respond to. With Big Friendly Guide, Gilliam and Parkin have modest expectations. 'We're not looking to build a brand and sell it or anything,' Parkin says. 'I don't think either of us want to get particularly rich. We want to keep doing this. That's really what it comes down to.'


The Guardian
07-05-2025
- Business
- The Guardian
When video games journalism eats itself, we all lose out
Last week was a bad one for video games journalism. Two key contributors to the veteran site Giant Bomb, Jeff Grubb and Mike Minotti, have announced their departure after a recent podcast was taken down. The 888th episode of the Giant Bombcast reportedly featured a section lampooning new brand guidelines issued to staff and is no longer available online. Later this week, it was announced that major US site Polygon was being sold to Valnet, owner of the ScreenRant and GameRant brands, resulting in a swathe of job losses. This follows ReedPop's sale, in 2024, of four high-profile UK-based sites – Eurogamer, Rock Paper Shotgun and VG247 – to IGN Entertainment, owned by Ziff Davis, which also resulted in redundancies. It's sad how these long-standing sites, each with vast audiences and sturdy reputations, have been traded and chopped up like commodities. On selling Polygon, Vox CEO Jim Bankoff said in a statement: 'This transaction will enable us to focus our energies and investment resources in other priority areas of growth across our portfolio.' It felt gross, to be honest, to see this decade-old bastion of progressive video games writing being reduced to an asset ripe for off-loading. Of its purchase Valnet said: 'Polygon is poised to reach new editorial heights through focused investment and innovation.' Quite how it will do that with a significantly reduced staff is anyone's guess. This is, of course, the familiar robotic doublespeak of the corporate press release and industry observers have not held back in their anger and incredulity. Writing on Aftermath, journalist Nathan Grayson said: 'None of this was, strictly speaking, necessary, with Polygon an unqualified success in terms of traffic while Giant Bomb boasted a dedicated audience drawn to its unique mix of personalities. But of course, parasitic execs decided to suck the marrow from the bones of both, and now we're left wondering what comes next.' You do have to wonder if any of the CEOs involved in these sales have ever read a story or listened to a podcast in their lives that wasn't about maximising shareholder value. Vox Media CEO Jim Bankoff at Code Conference in 2022. Photograph:for Vox Media Video game journalism has always walked a windswept tightrope between competing commercial interests. In the olden days of games magazines, much of the money came from adverts bought by the same companies whose products were being reviewed and often mauled by journalists. Several times during my career as a magazine editor I witnessed adverts pulled from publications I worked on following unfavourable reviews of the advertisers' products. To bow to those pressures would mean losing the faith of our readers, which was the most important asset we had. Publishers always came round in the end, but once you've lost the trust of your audience, you might has well call it quits. Later, those magazines transitioned into websites, where ad space remained a vital income. Nowadays it's much more complex, and the industry doesn't need dedicated gaming sites so much, thanks to the rise of influencers on platforms such as Twitch and YouTube. It seems the companies most interested in acquiring gaming sites see only brands, not the creative and experienced staff behind them; in March digital news site the Wrap ran an investigative feature in which Valnet was accused of turning acquired sites into content mills for 'mind-numbing SEO bait'. Valnet has since sued the publication. But the pay rates for journalism are stagnating, even falling, as the games themselves transform into live-service megaplexes inhabited by billions of paying customers. There is, it seems, a festering suspicion of human creativity in the modern tech corp landscape. Unquantifiable, expensive and resistant to spreadsheet analysis, it is an annoying barrier in the way of streamlined market penetration and exponential growth. Wouldn't it be so much easier if AI could write those long, in depth video game walkthroughs that get so many hits, but take so many weeks of work to produce? Wouldn't it make sense if news and analysis was generated and filed within seconds through some sort of automated content pipeline? There's just one problem. Writing a game walkthrough is a complex task, relying on skilled play, the ability to interpret and explain a moment of action and the foresight to know what players will be looking for. A review is a subjective human response to an experience; a podcast is a parasocial chat with pals. Vitally, good games journalism also holds the industry to account, investigating and highlighting issues that would otherwise be buried. The people who do this stuff and do it well have been playing, writing and questioning for years. They know what we think about when we think about games. I suppose this is the same argument playing out right now everywhere in the arts, from movies to music. The tech bros want portfolios of brands to swap between each other, expecting the wordless masses to follow behind, consuming whatever slop they're fed. But it's not endless dead-eyed content we're coming for, it's ideas and craft. What a relief it is that independent sites are springing up at a growing rate. We have the UK games news site VGC and, in the US, there's Aftermath – both have blossoming audiences. Fandoms can only be fooled for so long. I harbour high hopes that when it becomes clear understaffed machines of digital content can only spew out secondhand ideas, the pathetic ghost burps of dead fandom, authenticity will become the only game in town. What to play Scarily good … The Horror at Highrook. Photograph: Nullpointer Games Every month sees a dozen new indie video games using the mechanics of collectible card battlers such as Magic the Gathering and Yu-Gi-Oh to interesting but increasingly familiar effect. But don't let that stop you trying The Horror at Highrook a heady occult mystery in which a group of explorers raid a haunted mansion in order to discover the truth about a missing aristocratic family. The game world is like a highly complex Cluedo board and mysteries are uncovered and solved by combining relevant item and skill cards, while upgrading the abilities of your party. Clearly inspired by the twin forces of Poe and Lovecraft it's a beautifully constructed challenge, filled with ideas and little arcane treats for fans of both cosmic and gothic horror. Available on: PC Estimated playtime: 10-plus hours What to read Lucia Caminos, co-protagonist of Grand Theft Auto VI. Photograph: Rockstar Games Cheating is as old as video games, but it is ruining the experience of many who like online multiplayer shooters. This feature looks at how Riot is taking on cheaters in A League of Legends and Valorant and it's a great primer on the Red Queen-esque battle between developers and hackers. Most great video games were, at some stage in their development, a fraction of a millimetre away from some disastrous design choice. The highlight of this long interview is how the former Sony president Shuhei Yoshida saved Gran Turismo by suggesting that the team make it actually playable by non-racing drivers. I love that video games, though products of modern technology, still inspire their own legends and folklore. A feature on the BBC site analyses a wonderful example, Ben Drowned – the tale of a haunted N64 cart, a creepypasta that infected games forums in 2010. If you're done with reading, Rockstar just released a new Grand Theft Auto VI trailer and speedboatload of screenshots and info about protagonists Jason and Lucia (above), days after announcing the game's delay until May 2026. Go have a look, it's wild. What to click skip past newsletter promotion Sign up to Pushing Buttons Keza MacDonald's weekly look at the world of gaming Privacy Notice: Newsletters may contain info about charities, online ads, and content funded by outside parties. For more information see our Privacy Policy. We use Google reCaptcha to protect our website and the Google Privacy Policy and Terms of Service apply. after newsletter promotion Question Block Virtually non-existent … games have struggled to break through on VR devices like the Meta Quest. Photograph: Meta Connect/AFP/Getty Images This week's question comes from Guy Bailey who messaged me on blue BlueSky with the following: 'I love sim racing in VR and my son is addicted to VRChat and the camaraderie of the various worlds. Half Life Alyx is incredible, and most people who try VR love it – so why hasn't it had its gaming mainstream breakthrough yet? Will it ever?' This question has haunted the VR industry since the arrival of the Oculus Quest in 2019, which was supposed to rejuvenate the whole concept of VR for the modern era. And while more than 20m Quest headsets have now been sold, alongside 5m PlayStation VR sets and many other contenders, we're not all spending vast swathes of time in virtual worlds. There are many, many reasons. Motion sickness is one: a percentage of people (and it is more common in women for reasons that no one can agree on) will feel nauseous after a few minutes of use. No one wants to feel sick, no matter how fun the software is. There's also the neurological and physiological disparity of being enclosed in a visual environment which does not align with what our bodies and our senses are expecting. We've all seen the funny videos of people getting carried away in a VR game and running straight into walls. VR also makes us feel vulnerable and silly. It is weird to be so cut off from external 'reality' and it is weird to wear a massive helmet in your living room. These elements are perhaps part of why Apple has been betting big on augmented rather than virtual reality, via is Vision pro headset, which is comparatively inconspicuous and keeps us in touch with our surroundings – but even that has failed so far – at least as a consumer platform. Mostly though, I don't think the content is compelling enough for a non-tech audience. It's a cliche, but there's no killer app. I have an unused PlayStation VR headset and my sons only occasionally play with their Meta Quest 3. The games they like can only be experienced in 20-minute bursts, and I don't think they grip the heart, soul and intellect the way a traditional screen-based immersive game can. For most of us, VR will need to find a way to give us touch, taste, smell and presence, or at least give us a compelling enough reason to leave the sensual world behind for hours on end. If you've got a question for Question Block – or anything else to say about the newsletter – email us on pushingbuttons@


Arabian Post
07-05-2025
- Business
- Arabian Post
Valnet's Acquisition of Polygon Sparks Editorial Overhaul and Staff Departures
Valnet, the Canadian digital media conglomerate known for owning GameRant and TheGamer, has acquired gaming and entertainment website Polygon from Vox Media, leading to significant editorial changes and staff layoffs. The acquisition, announced on May 1, 2025, is part of Vox Media's strategy to streamline operations and focus on its core brands. Following the sale, a substantial portion of Polygon's editorial team has been laid off or has chosen to depart. Notably, co-founder and editor-in-chief Chris Plante, special projects editor Matt Leone, senior reporter Nicole Carpenter, and curation editor Pete Volk have all exited the company. These departures coincide with the impending expiration of Vox Media's union contract with the Writers Guild of America East, which represented many of the affected staff members. Valnet's acquisition has drawn criticism for its handling of the transition. Chris Grant, Vox Media's group publisher for The Verge and formerly for Polygon, expressed frustration over Valnet's lack of communication during the process, stating that the company 'literally refused to meet with me or answer a single question of mine throughout this process.' Valnet's Head of Mergers and Acquisitions, Rony Arzoumanian, responded by indicating that the company primarily dealt with Vox Media CEO Jim Bankoff during the acquisition discussions. Despite the upheaval, Valnet has expressed optimism about Polygon's future. Arzoumanian emphasized plans for substantial investment, staff rebuilding, and long-term development, stating that Valnet aims to 'do what's right for Polygon.' Approximately ten existing staff members are transitioning to Valnet, with Matt Patches, previously Polygon's executive editor, currently leading the team. Valnet intends to recruit 'triple-A' writers and editors to bolster the publication's editorial capabilities. The acquisition comes amid broader instability in gaming journalism, with major platforms like The Washington Post's Launcher and Vice's Waypoint shuttering, and others, including Game Informer and Giant Bomb, undergoing significant operational changes or ownership shifts. Valnet's move to acquire Polygon reflects its strategy to expand its presence in the gaming space, adding to its portfolio of over 27 brands across entertainment and lifestyle sectors. Valnet has faced scrutiny over its labor practices, with a report from TheWrap alleging 'almost sweatshop-level' working conditions at one of its publications. The company has publicly contested these claims and filed a defamation lawsuit against TheWrap. Arzoumanian has stated that Valnet plans to maintain Polygon's archival content and avoid the use of AI-generated articles, aiming to preserve the publication's journalistic integrity.
Yahoo
06-05-2025
- Business
- Yahoo
National Writers Union Condemns Vox for Laying Off Polygon Staff in Sale to Valnet
The National Writers Union condemned Vox Media on Monday, in a message of solidarity with the Vox Media Union, after a majority of Polygon staffers were laid off as the video games-focused site was sold to Valnet. 'Every website sold to Valnet is a tragedy for entertainment journalism and Internet culture, but losing the workers who make Polygon a great publication both to freelance for and to read is a particular gut punch,' the statement read. 'In a precarious industry in which freelance workers simultaneously compose the majority of journalists covering entertainment and compete for vanishing assignments at lower and lower pay, Polygon has been a bastion of ethical entertainment journalism.' The NWU and its digital media division, the Freelance Solidarity Project, especially took issue with the job cuts taking place on May Day — 'an international holiday celebrating the history of the labor movement.' 'Other media conglomerates have been accused of similar abuses, and these are only the most recent layoffs in a long series of cruel cuts after Big Tech and private equity began meddling in our industry over a decade ago at the cost of our livelihoods,' the NWU and FSP continued. 'Entertainment journalism is work, and all work deserves to be paid a living wage.' The above joint statement also referenced TheWrap's reporting about Valnet's history with websites such as Screen Rant, Collider, CBR and MovieWeb: 'Over the past decade, Valnet has made a business model out of buying up independently owned, fan-centric entertainment journalism sites, laying off large swaths of staff and replacing salaried labor with contract workers who are expected to produce large volumes of clickbait and copy work for little pay.' The NWU's message echoes the Writers Guild of America East's response to the layoffs last week, who wrote, 'With only a month left until the current union contract expires at Vox Media, the company yesterday announced it sold Polygon and laid off the bargaining unit at the site. It is hard to fathom management's commitment to its workers and its readers when this marks the fifth round of layoffs in just the last six months.' Last week's sale also came after Valnet sued TheWrap for $64.5 million in damages over an investigative article, citing 15 current and former contributors, about the 'sweatshop' working conditions for its writers. Elsewhere, Vox Media's Vulture, New York Magazine, Eater, Thrillist and Pop Sugar have all similarly been impacted by layoffs in the past six month. The post National Writers Union Condemns Vox for Laying Off Polygon Staff in Sale to Valnet appeared first on TheWrap.


Business Mayor
03-05-2025
- Business
- Business Mayor
Polygon sold to GameRant owner Valnet
Polygon, The Verge's sister site dedicated to gaming and entertainment, has been sold by Vox Media to Valnet, a company that owns brands like ScreenRant, GameRant, and Android Police. Some Polygon staffers will continue with the publication under its new owner, while others have been laid off, according to posts online and an internal message sent to Vox Media employees. Valnet owns more than 27 different brands that cover areas like entertainment, gaming, sports, and travel. A recent report from TheWrap includes one former contributor to a site under Valnet's purview describing conditions as 'almost sweatshop-level.' 'Perfectly aligned with Valnet's long-term growth strategy, Polygon will now integrate Valnet's Gaming Portfolio, which includes industry-leading publications such as Game Rant, TheGamer, Fextralife, OpenCritic, DualShockers, and HardcoreGamer,' the company said in a press release. 'This addition follows Valnet's recent acquisition of FextraLife earlier this year, further strengthening its position in the gaming media landscape. With Valnet's proven operational excellence, Polygon is poised to reach new editorial heights through focused investment and innovation.' Vox Media CEO Jim Bankoff said in a statement that 'this transaction will enable us to focus our energies and investment resources in other priority areas of growth across our portfolio of iconic digital publications and audio / video programming, while enabling Valnet to grow their leadership and authority in the gaming information category.' In his message to staff, Bankoff also cited the current 'uncertain economic outlook' and broader changes in the gaming industry as contributing reasons to the sale. 'I'm no longer with Polygon,' says former editor-in-chief Chris Plante. 'If you're hiring, please consider the many talented writers and editors now on the market. Every one of them deserves a spot on your staff. I won't be talking more about the sale because I wasn't involved.' Read More The most influential video game of all time - Bafta We've collected additional posts from some affected staffers below. Update, May 1st: Added posts from more Polygon staffers. READ SOURCE