Ari Notis
Ari Notis blends service journalism with clear, opinionated writing about video games, concentrating on how big releases play in practice and how much they respect a player’s time. He is a deputy editor at Polygon, overseeing games coverage while continuing to shape and produce service-oriented guides, recommendation lists, and essays about contemporary games. His beat sits at the intersection of mainstream releases, platform ecosystems, and player experience, with an emphasis on helping readers navigate crowded catalogues and complex systems.
Service-driven guides for complex games
Notis’s core output is structured, practical guidance for some of the largest live and premium games on the market.
His byline runs on guides for expansive titles such as Diablo 4, where he contributes service content that helps players make sense of sprawling progression systems and endgame challenges. He also covers competitive and team-based titles through guides for games like Marvel Rivals, focusing on the mechanical details and tactical choices that matter once a game moves from announcement to everyday play.
In long-running franchises such as Assassin’s Creed, his guides work within established series conventions while explaining what is new or different in the latest entry, orienting returning players without assuming deep specialist knowledge.
Across these guides, the through-line is clarity and utility over lore or hype. His work is framed around concrete in-game actions, directing readers toward what to do next rather than simply cataloguing features.
He writes with an awareness of search intent and player pain points, a skill rooted in his experience running a high-volume guides operation that produces dozens of SEO-focused stories each month. The result is coverage that is easy to land on and easy to use, particularly for players who dip in and out of large games rather than playing them as full-time hobbies.
Curated picks and platform coverage
Beyond how-to guides, Notis regularly assembles curated lists that help readers decide what to play across platform catalogues.
His work on Game Pass roundups, including features like “The 25 best games on Xbox Game Pass” and weekend recommendation pieces, highlights stand-out titles from a rotating library and explains what makes each worth a limited window of play time. These lists balance well-known hits with smaller, unexpected choices, drawing attention to games that might otherwise be buried in subscription backlogs. He also covers event-based selections, such as “The 11 best games we played at Gamescom 2026,” where he distills a busy show floor into a short list of playable builds and offers concrete impressions rooted in hands-on time.
In these pieces, he writes less as a critic chasing novelty and more as an editor sorting for value. Games are described in terms of pacing, mechanical focus, and how they translate into a satisfying session on a weeknight rather than abstract innovation alone. The tone is direct and pragmatic, matching the needs of readers scanning for a next game rather than a comprehensive taxonomy of the medium.
His platform coverage connects naturally to his guides work: once a reader picks a game from a list, there is often a companion guide that allows them to go deeper.
Opinion on time, value, and industry shifts
Notis’s opinion writing extends the same concern for player time into more argumentative essays. In pieces like his essay on why roughly 20 hours is the ideal length for a video game, he treats playtime as a central design choice, arguing that a tight, finite arc can deliver more impact than bloated runtimes stretched for marketing promises. He writes about this not in abstract theory but in terms of how games fit into crowded lives, weighing narrative payoff and mechanical repetition against the number of evenings a game demands.
His industry-focused commentary applies similar thinking to platform policies and subscription economics. A later article on Xbox’s cloud gaming time limits cites an earlier analysis from Notis, in which he predicted that price decreases and restructures around Game Pass would lead to a dilution of its best features and a broader “less for more” trend. He frames these moves as part of a larger recalibration of value in 2026, connecting corporate strategy back to what subscribers see on their screens and how long they can actually use the services they pay for.
Across these essays, his perspective is consistent: the central metric is not only revenue or engagement time, but whether players receive a fair and satisfying experience for the hours they invest.
Editing and section leadership
Alongside his writing, Notis holds a senior editorial role shaping the games section’s overall output. As deputy editor, he oversees a broad slate of coverage, juggling day-to-day commissioning, editing, and planning while still contributing his own stories. His background includes running a guides section responsible for tens of millions of page views per month, managing a small team of writers producing dozens of service pieces on tight timelines.
That operational experience underpins his current work: he approaches games coverage as an integrated mix of guides, lists, and essays that collectively help readers understand not only which games matter, but how to get the most out of them.
Before joining Polygon’s leadership ranks, Notis wrote and edited for other games and lifestyle publications, including a stint at Kotaku, which adds familiarity with both enthusiast and broader lifestyle audiences. He brings more than a decade of experience covering entertainment, design, and related topics, which shows in the way his pieces connect visual style, mechanical feel, and everyday usability.
Across roles, his defining trait is a steady focus on service: games are always treated as things people actually use, and his coverage is built to help them do that better.
4 more gaming journalists.
Adam Bankhurst
Adam Bankhurst covers the busiest crossroads of gaming and entertainment for IGN, with a focus on breaking news, live event roundups, and franchise guides. He reports on releases, updates, hardware, films, anime, and major fan universes including Disney, Star Wars, Marvel, Lord of the Rings, Nintendo, Final Fantasy, and Mass Effect. He has covered events such as E3 and PAX, and has written The Game Awards 2020: All the Winners and X-Men Movies in Order: The Full Timeline. His work turns announcements, shows, and timelines into clear, digestible stories. He leads with dates, decisions, platforms, prices, and viewing or playing order. He also helps manage IGN’s homepage and contributes news, reviews, previews, features, commerce, and wiki content.
Alejandro Josan
Alejandro Josan specialises in turning complex, high‑information subjects into concise, usable narratives with facts first and minimal opinion. He writes guides, lists, and features for GameTyrant, focusing on step‑by‑step instructions, completion times, and whether in‑game systems are worth a player’s time. His work on titles like Rhapsody in Scarlet, Harvest Moon: Echoes of Teradea, and High on Life 2 explains progression, mechanics, systems, and different completion paths with clear numeric framing. He also breaks down layered systems in games such as Palworld and Infinite Craft into short, direct explanations. Outside GameTyrant, he has an extended track record on live‑service games, especially Destiny 2, covering tier lists, seasonal content, weapon “god rolls,” patch changes, and build optimisation. At Suggest, he is a resident crime expert reporting on breaking crime news and rare medical cases with clear timelines and careful use of official information.
Alex Van Aken
Alex Van Aken is a multimedia video game journalist who specializes in long-form documentaries, developer profiles, and weekly conversation-driven coverage of major releases and industry trends. He is senior video editor at Game Informer, where he leads the video team, travels for cover stories and studio visits, and hosts The Game Informer Show podcast. His reporting centers on cover story features and developer-focused coverage that highlight how games are designed and produced, often anchored to tentpole titles like Assassin’s Creed Mirage, Halo: Campaign Evolved, and World of Warcraft. Van Aken also writes previews, impressions, and reviews across action-adventure franchises, live-service expansions, and racing games. He builds independent game documentaries, appears on major industry platforms, and cites consulting experience on notable series, grounding his work in visual and audio storytelling and direct access to creators.
Alexander Lee
Alexander Lee covers how games, platforms and creators intersect with business. He leads news coverage at GamesBeat across gaming, entertainment, technology, the creator economy and the future of media. His core beat is platform strategy, live services and new game models, with close attention to Roblox, creator tools, monetization, communication features, safety and emerging technology. He also covers esports, content creators, regulation, accessibility and how design choices affect players and developers. Before GamesBeat, he covered gaming, esports and creators through advertising and marketing. His reporting connects product changes and policy decisions to their effects on companies, creators and audiences. He reports from industry events, uses participant voices to show business impact and analyzes longer-term strategy. He also hosts and joins podcast conversations with industry leaders.