Video Game Walkthroughs

The history of GameGuideDog (or “why we love games”)

Why did I create this site?  We love games.  Many types of games.  For all ages.

As far as role-playing online video game titles particularly, fantasy worlds appear in a couple of specific variants.  Our favourite would be the qualified realms, usually dependant on a current film, tv program, or perhaps comic book. Another style may be the company-owned property, a product created to begin with being a highlight to get a video game. Each one has difficulties, their own pros and cons. We have all played with both flavours through the years here at GameGuideDog. Let’s consider a good example via my personal position as a game guide guru for this site.

During the early ninetys, I had been a part of the GT Interactive Games team which had the actual opportunity to be effective on the original Unreal Tournament, as well as Cave Dog’s Total Annihilation.  During this same time, my brother (a juggler) did some motion capture work for the Star Wars Roleplaying Game.  Now THAT enterprise, talk about the unique possibility for stewardship of the finest space fantasy of them all throughout a time period where little else had been occurring from it. Which supplied a great deal of latitude in their world design, in addition to an enormous obligation to get it correct.

After having to play several days worth of the game to try to find the juggling skill (my brother made me purchase a copy and play it) I learned that those developers looked for locations in which we might normally broaden the actual galaxy through examining each and every landscape from the motion pictures, every single type of the actual screenplays, and also the couple of additional types of broadened content material produced as much as that time would allow for that team.  Anyway, there was no ‘juggling skill.  I finally had to call my buddy at LucasFilm and confirm that the animations and DLC were created but they didn’t feel it was worth it to add to the game. Since I had been working on a Star Wars Galaxies project for GameGuideDog anyway, in the end, we helped lead the way in which gamers could obtain more information of Expanded Universe material which folowed- and we helped expand and create a one-on-one game help website that everyone loved.

Ultimately we are looking at and coming up on a 10 year anniversary, and with all the hype and constant shifting of the search engines and competitive markets for ‘game information’, (we are well aware many sites provide similar content, but without any kind of support and generally vastly incomplete), we had to continue to maintain the quality of service and apptitude for our craft, along with our very handy team of insiders (game team managers and developers that drop titles in my lap before release…. trusted enough that we’d never leak anything, which we don’t.)  And with that, the cheats and codes are ultimately only a beta testers navigational tool to run through aspects of games in development, and we are told what they are and which ones will be released to the public.  However, we also know the ‘black hole’ codes which no one every hears about. Exploits into titles, even the new ones this December, that most people would give their right eye to get ahold of.  Sworn to secrecy, we adhere to our principles, and the GameGuideDog network is not about cheating anway.  It’s about ‘guide-ing’.  Since many game titles go without support, and even the ones that get some short list faqs written about them, there are always gamers that get stuck for completely rediculous reasons that are not covered in any guide.  Many times technical or other kinds of issues, but more often than not story related problems, and that’s why we are still here to this day.  Because helping a gamer one on one is something no other ‘website’ no matter how good thier logo and frontpage looks like, will come out of there little shell cubicles and take on the task of talking to folks one on one to assist them with games no help exists for, or games that even have full blown guides but not enough info to answer sometimes a simple question that gets overlooked.

When I contact a manufacturer, or game development team, like the ones at Pixar for example, it’s always a blast to talk to them not only about the  ‘console specific’ variences and differences or known issues in a specific title, but why they might have opted for certain features and excluded others.  I’m always learning from them and glad to be able to make those calls for our members.   I know I will always continue to do more for the fellow gamer, and hope you agree that our service is absolutely necessary for the complete enjoyment aspect of playing video games.

GameGuideDog prevents any user to be subject to heavy advertising, unwanted commercials or weighted promotions, making the site streamlined and more valuable to the end user, as well as kid safe for parents peace of mind.

David J. Garfield has worked for Microsoft, Atari, Cavedog, Southlogic Stuidos, GT Interactive and Humongous Entertainment just to name a few.  He developed the first ever GameView Wizard and implimented this structure into the original design of (now GameGuideDog) along with the full invention and continuing development of the GGD user friendly search engine making finding game help and assistance one of the easiest and more valuable websites to frequent.

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