Organization Hierarchy and Its Affect Mid Years
From the early start and through its development up until the point of the theGlobe.com acquisition, Games Domain used a combinatorial management system incorporating internal office staff and external "online" managers to produce downloads and online publications. Dave Stanworth held the system together from his Birmingham office with programmers and some staff writers, while Games Domain Review internet writers, from all over the world, showing talent and work ethic were promoted to section editors of various gaming categories, called "Zones", such as Role Playing Games (RPG), Strategy, Sport, Adventure and Action. Within Games Domain Review, under these Zone managers (editors) were various freelance game reviewers. Section editors had the job of coordinating game reviewers for their subcategory, and for writing monthly editorials as well as contributing game reviews. The initial philosophy of Games Domain Review was that a reviewer should complete the entire game, and write a lengthy, honest review, regardless of marketing influences. For this reason, Games Domain was initially considered unbiased in its reviews of various games.
Staff editors, responsible for their subcategories, were also involved in management decisions. Staff discussions were conducted via email, in a lengthy process which could become intense. This form of management reflected the pseudo-anarchical style of earlier internet developments, and was reflected in nearly all decisions regarding the presentation of Games Domain to the public, including the award of excellence such as a gold or silver medal to a computer game. Such an award was discussed among all editors and management, regardless of the originating editor's opinion (who most likely reviewed the game personally) a consensus would or must be achieved. Endless debates were ignited via this system. Although entirely inefficient in most respects, the management system insured that game enthusiasts were, via debate and thorough peer review, themselves, providing readers with the optimal commentary on games and developments.
At the same time, when changes were deemed necessary due to marketing pressures such as the necessity for faster turn-around times, and then ultimately various acquisitions, the system proved inflexible and in-part contributed to both, first the high success of Games Domain at the peak of the dotcom era, and then the ultimate decline of Games Domain.
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