I was going to wait until Monday for this, but you know how it is when you finish something and you’re excited about it. You want to share it, you know? It’s why I can never seem to build up a bunch of blog content to post over a period of time, because as soon as I finish writing something I want to publish it right then. That anxious impatience is simply amplified many times over when it comes to a project as big as GameSpite Quarterly. A month of weekends spent hard at work has reached its culmination, and while I know I should probably wait until Monday when people are actually using the Internet and this news has a better chance of getting some notice, I couldn’t hold off. GameSpite Quarterly 2 is GO.
You can use the Blurb shop to pick up the standard edition or the hardcover deluxe edition. As before, the hardcover has quite a bit of additional content over the regular version: 37 pages, to be precise. This is not a filthy ploy to convince people to buy the more expensive book, though. It’s just that the cost of a hardcover print-on-demand book is so high that I want to make sure anyone who wants the nicer edition feels more like they’re getting their money’s worth. The bonus content — and in fact all content — will be online before the next issue is released, so there’s no need to even buy a copy at all if you have enough patience. The print version simply exists for those of you who are like me and want something nice and tangible to hold on to in this world of digital distribution. (And the deluxe volume only exists because I prefer to own books in hardcover format whenever possible. It’s the definition of a vanity press project.)
You’ll probably notice that the standard edition is a dollar more expensive than the previous issue. This is also not some sort of gougery. The new book is 20 pages longer than GameSpite Quarterly 1, which bumped it up to the next folio size and thus added a buck to the actual cost of goods. I’ll try to keep things more compact in the future, but I can’t make any promises; the thing is, we like writing about games, even when it causes a bit of overflow. (The actual cost to produce the hardcover also increased due to the higher page count, but I decided we could stand to take a smaller profit on that in order to keep its already excessive price from creeping any higher.)
Of course, since this is print-on-demand, there’s no real hurry on any of this. I intend to make all our publications available indefinitely, so there’s no need to worry about buying a copy of this before it goes out of print. This is pretty much evergreen content, and the drawbacks of producing through Blurb are offset by the fact that this material need never go out of print. And since one significant drawback is that the shipping fees that Blurb charges tend to be pretty unreasonably expensive (for which I apologize, but it’s out of my control), you may wish to take advantage of our perpetual publications and buy in batches. If you’re the sort of person who wants to pick up multiple issues of the magazine, you might be better off waiting until more volumes are released further down the road and ordering several items all at once to save on shipping fees. I’m hoping to publish Year One, Vol. 2 in October, barring unforeseen complications, so maybe you should wait for that.
I guess I’m probably not doing a terribly effective job on selling you on this product, huh? But selling isn’t what this is about. This issue of the book contains 40 (or 48, depending) essays on the games that Talking Time voted its collective favorites of all time, and everyone who contributed to GSQ2 poured their hearts into celebrating some truly great creations. Whether you read these articles in one go via print or piecemeal as they’re posted online, I hope you will read them. Because they’re great, they really are. I could point out which articles made me smile and think, “That was brilliant,” as I was editing, but then I’d be here all day. The full list of contents (and eventually the full collection of articles) is available on the issue’s index page, and it’s easier to simply point you there, because each and every essay is thoughtful, heartfelt, and entertaining. You can actually read about 25 pages of the issue’s content on Blurb’s site by clicking on each edition’s preview feature, so you can see for yourself that I’m not just blowing smoke up your hindquarters.
Please enjoy! The online edition will debut within the next few days. In the meantime, do feel free to promote the hell out of this publication.