Why should anybody read this stuff?

For the most part, the information you get here can be found elsewhere on the internet with a little searching. Often, the news that can be found here is brief, summarized and bundled into short paragraphs that don’t offer a ton of detail. So, why should anyone even bother reading anything here? Why not just take to Google?

Because we offer interviews that aren’t found anywhere else.

We had a long talk with Steven Ranck, the creator of “Hydro Thunder,” about his beginnings as a game designer, and how he went from building games in his childhood living room to making a living as the CEO of Specular interactive as they finalized work on a Batman arcade racer.

We’ve spoken at length with Bennet Bellot, the academic director of the Art Institute in Orange County, Calif., about how aspiring game makers should go about choosing an area of study and then selecting the right school. 

We have spent an evening talking with the creators of the pen-and-paper role-playing game “Outbreak: Undead” about the process of creating a tabletop game in a world enamored with cell phones, home consoles and PCs.

Ranck, middle, detailed his path to game design in our interview.

Chris Avellone, a game designer at Obsidian Entertainment and one of the writers of “Fallout: New Vegas” and “Alpha Protocol,” came to our studio to talk about his career in game design. Jim Rivers, formerly of Obsidian Entertainment, also made his way to the GCV studio to give advice on getting into video-game design as a profession.

We even spent a day at the Obsidian Entertainment offices filming a two-part interview (Part 1 and Part 2) with “Fallout” developers Chris Avellone and Tim Cain along with the stars and creators of the hit YouTube series “Fallout: Nuka Break” in which they talk about game design, video production and the great things that can come out of collaboration between fans and creators. 

All this, and I haven’t even mentioned all the articles that our founder and game-design veteran, Mark Soderwall, releases detailing best practices, techniques and advice for budding game designers and developers.

We provide news and reviews that often contain information that can be found elsewhere, but so does IGN or Gamespot, Giantbomb or Polygon. Information is so easily disseminated on the Internet that most anything anyone wants to know can be found in just a few seconds of searching.

Yet we all offer things that the others can’t, and that’s why readers should keep coming back for more.