Tuesday, 20 March 2012

OUTLINING DELIVERABLES...again

Mainly doing this to clarify the abundant turd flinging session currently inhabiting my own skull.
OK, so I need to clarify how this publication would be received, how many issues would run and think of how to expand/make it a piece of abstract, yet functional design.


PRODUCT 


The product is a magazine that offers and alternative to contemporary gaming journalism by using real people who are cynical, critical and judge games based on the rules of 'Yahtzee':
Context, Challenge and Gratification. None of this nonsense about graphics and blah blah blah. Judge a game by what matters and what can give an individual some unbiased info on the latest titles.
The magazine itself focuses rather hypocritically on game aesthetics in its visual content, that is to say, by sections that would appeal to the non gamer, since other magazines have done this already and has worked successfully. The beauty of games are highlighted yess, but out of a review context that often skews and subverts people to buying a game because it wooks pwetty.

IDEAS FOR IMPROVEMENT

- A pullout in the middle section that has postcard size prints from the Virtual Geographic feature which would be a unique and a running freebie that encourages the sale of the print version.*

- Make sure that each issue has a theme or a subject matter that is coherent and has articles that give the magazine some contextual grounding.

- The magazine could be a newspaper style publication that can be distributed easily. Although this could debase the visual content and give the publication a less important look/feel.

- An online presence in the form of a blog/website, where relevant articles, illustrators and general content associated with the magazine can be posted. A digital format of the magazine can be downloaded for a small fee, but the Virtual Geographic feature is unique to the print edition, helping to promote print based gaming magazines. This is opposed to finding/sourcing info on games on the almost limitless amount of sites that offers news and features.


RANGE


The range includes 12 editions of the magazine, because it would run monthly due to the nature of released games in a year, also allowing for backlog of in-jokes, articles and stories that are relevant to the target audience. So 12 covers which would all feature the game explored in the Virtual Geographic feature would be on the front cover, along with the issue's main stories covered in the header text.
The online presence/site would be part of the range, as well as the freebies available with the print edition.


DISTRIBUTION


This magazine would be picked up by members of a creative collective, a young person's institute (uni or college) gamers and those interested by the front cover and content.
So distribution ranges from purchasing it from a shop that is in proxy to said audience and the online presence that would accompany the publication.
For now, I have a rough idea, but nothing solid, so I will sort this out over the next few days.


PRODUCTION


The magazine itself is going to be either a full gloss cover/back, relatively light at 130/150gsm, with an ICO matte paper for the content or a fully light matte coated print. Full CMYK obviously.