Cheapy -- another excellent Cagcast (uh, meatspin notwithstanding) and I was truly impressed by your interview with Justin Leeper. You asked all the right questions and had an easy-going interview style that it took me, as a journalist, several years (and countless lame interviews) to develop. I thought Justin's take on freelance game journalism was interesting, but as a freelancer now myself (I don't write about games, usually, but about technology in general), I have a slightly different take on the job -- and since you have readers/listeners who are curious freelance writing, I thought I'd chime in:
First, it's sort of a myth that freelancers make their own hours. Yes, you almost never work the typical nine-to-five (or nine-to-seven-plus, as most journalism jobs tend to be), but freelancing is a feast or famine sort of gig, and when works is offered, it's hard to say no (you start thinking of everything you can buy with that paycheck). Once you take an assignment, your editor's schedule is now your schedule. Multiply that by several simultaneous assignments (if you're lucky enough to get them) and you can see that a successful freelancer has very little room to carve out downtime on their own terms. Having worked as both a staff writer (meaning, I worked at and for a specific magazine) and a freelancer, I can tell you that while, yes, I can now pop out to go to Starbucks at 3 p.m. without anyone giving me a look, it's far harder to plan vacations and even long weekends. Some editor, at some publication, is going to be working those days, and they're going to be expecting to be able to reach me (and if they don't reach me, I always run the risk that they'll find someone else next time).
The other point I wanted to make was about fees. Print publications -- while perhaps far harder to break into than online (I started as an intern in college -- a major computer magazine tended to raid my school for free summer labor -- and that got my foot in the door, where it has been jammed ever since) -- generally pay far above the rates Justin mentioned (for one thing, they generally pay by the word, and at a higher rate than the typical Web site. That said, it still leaves a lot to be desired). Plus, a clever freelancer will find ways to 'repurpose' content, writing about similar things for different outlets, so he's not starting from square one on work each time (of course, some outlets -- particular print publications -- have strict rules about this, though there is usually wiggle room, particularly if they like you (and more importantly, your writing). Maybe game reviews work differently, but this is generally how it goes with freelance journalism.
All that said, Justin raises a very valid point: When reviews are assigned to freelancers, it is almost impossible for them to go through products/games as throughly as readers may expect (or, rightly, demand). For this, blame the publication. Whether online or print, most media outlets work on tight budgets (they have money, but it's going to the sales guys and the PR events, not the writers and editors and art directors -- because that, alas, is how journalism works). They've decimated their in-house staffs so there are precious few staff writers (who COULD afford to play with games and products thoroughly because they're getting a set paycheck each week no matter what they work on), and increasingly, they're relying on freelancers. But because they generally want their freelancers to work cheap (and even print publications pay far less than they should), and freelancers need to eat, it is impractical for them to spend 40 hours with a product and THEN write and re-write a review. Keep in mind, too, that most editors assign reviews on short notice and expect quick turnarounds. So considering all of these factors, the sad truth is, unless the system changes, you're only going to see an increasing amount of 'cursory' reviews. I love my job -- I just wish I was given the resources I need to do it even better. And I'm sure every other freelancer out there would agree. None of us do it for the money (that's what marriage and Lotto are for), but gee -- the mags and sites really need to get their act together if, long-term, they're going to keep their readers happy.