Video game publishers are different from other publishers in a few ways, but they’re still publishers. They’re still responsible for funding, manufacturing, and marketing. They, like all publishers, want their product to make as much money as possible. Let’s take a look at what makes them unique.
Wow. It’s dusty in here. I’ve run into at least three cobwebs since I got back. Eck. No, I didn’t freak out when the webs hit my face. I just…flailed my arms in front of my face a little bit. It’s not like I’m the only person on the planet who doesn’t like spiders.
I haven’t posted here in a while. I’ve been busy dealing with college and other obligatory sundries. Meanwhile, the spiders and ghosts of readers past have been busy claiming GameDelve. Well, I think it’s finally time for me to take it back.
It’s a new day. The sun is high in the sky, and as I flick back the curtains, the warm light flood in. The creepy critters skitter to their dark corners. The ghosts fade away, leaving without even a moan to let me know whether they were ever truly there. That leaves only me, this old blog, and my ideas for how to make it new again.
Alright, enough with the metaphors. Let’s get down to business. I missed GameDelve. I missed writing about games and building an audience of readers (no matter how small). Mostly, I missed the feeling that I was contributing something unique to the gaming community. That was my goal when I started this blog, and that’s still my goal. However, I intend to go about it very differently.
When I started GameDelve back in my freshman year of college (two years ago), I wanted to expand upon my experiences playing games. I wanted to take the time to really get to the heart of what game developers intend for players. In other words, I wanted to delve into games and the gaming experience. But that takes time–sometimes a lot of time. I used to spend hours scrutinizing single trailers. Yes, that was my choice, but that was also my very means of achieving my goal to be different. Taking the time to appreciate the details was my gimmick, but that just isn’t practical anymore.
So I have this new idea. As with most good ideas, it came to me in the shower, amongst mind-loosening steam and suds. It goes something like this: I like learning. Most people like learning. I like video games. A lot of people like video games. So why not combine the two?
I’ll be up front: My end goal is to get into game journalism. I intend to take a serious swing at it pretty soon, but I need to build my journalism chops first. I have a lot to learn, so why shouldn’t I include you all in my education? Couldn’t we all benefit from helping gamers know more about the game industry? Half the people who criticize developers for not making games exactly how they want them don’t know what a publisher is. I’m not even 100% sure exactly what a publisher does, but I intend to find out.
I’m not sure how much time I’m going to be able to put into GameDelve–I still have the obligatory stuff to deal with, as well as other personal projects. As I said, though, I’m serious about taking a step into the journalism world. Hopefully that will motivate me to get my rear in gear.
Well, I’ve gone on long enough. Look out for my first post on publishers in the near future. Also, look out for spiders if you’re going to be hanging around here. Feel free to squash them. Please.
Edit: Crap. I’m, going to need a new logo, aren’t I?
Sometimes we feel like crying when a character dies. Other times, it’s no big deal. Our emotional connection to characters, or lack thereof, is just one indicator of a great storyteller. True to their name, Telltale games does a great job of telling the tale of Lee Everett in The Walking Dead.

I just finished playing Episode 3 of Telltale’s point-and-click adventure-horror game, and I must say: This game is intense. It’s not intense because I was chased by zombies or because I was shot at by bandits. Unlike many modern games, the focus of this game is less on me and more on everyone else. The Walking is Dead is intense because I feel like my every action actually matters. Will someone be upset by my words? Will someone die because of my hesitation? Both are entirely possible, and both matter.
Valve never ceases to amaze me. About an hour ago, the company announced an addition to their almost 5 year-old game, Team Fortress 2 (TF2). They will be releasing a new game mode called Mann vs. Machine. As a major TF2 fan, I am very excited to see everything that Valve has in store for us. Let’s take a look at what we know so far.
We, as gamers, tend to be blind. Modern games display certain patterns that we involuntarily ignore. Many developers are constantly using more and more similar game styles in order to make the “best game”. They see the success of one franchise and try to improve their own by borrowing ideas. They might copy a combat mechanic here or there, or use similar interface options. There’s not problem with that. Why not use what’s been proven to work?
However, there is a point where borrowing becomes bandwagoning. Some developers conform to a certain style just because they see other developers doing it. That’s not okay. If everyone uses the methods that “work”, then progress slows down. We need developers who take risks and dare to be different. Regardless of whether their gamble is successful, a lesson will be learned and we can all progress accordingly.
League of Legends is hard. I remember the first time I played the multiplayer online battle arena (MOBA) game. I was absolutely terrible. No matter what character I picked, I would constantly get snuck up on and/or ganked by my opponents. As a gamer who prides himself on his sneaky and aggressive tactics, it hurt my ego. I vowed to play League of Legends until I was awesome at it; I gave up shortly thereafter. MOBAs are not for everyone. They involve a very unique gameplay style that many gamers will probably be boggled by. That’s what makes Awesomenauts such a fascinating game; it’s a MOBA that everyone can get into.
As it turns out, I won’t be going anywhere just yet. Return to business as usual.
