Why all this Show talk

I feel the need to clarify an earlier post, now. At the start of this year I implied that I didn't plan on making any more Gameshelf shows any time soon, because of two enormous projects I was working on. But then, in today's previous post, I speak of how I bubble over with show ideas and look forward to finishing the one I've been banging on for months.

So what changed? Well, one of the projects launched, softly. I've begun working with actual businesspeople, having conversations about how Planbeast can become more interesting. That's a gradual process, and I'm satisfied with letting the idea marinate until then.

The other project, the one I was calling "Project X", quietly expired on the negotiation table. It involved an adaptation of a popular tabletop game, but the game's IP holder and I just couldn't arrive at a licensing agreement. So that one goes into deep freeze for now, and while it naturally carries disappointment, it was also an adventure that I was glad to have. It brought me experience and knowledge, both about the business of making games, and about my own relationship with games and their study.

I walked away with a clearer picture of where my passions really lie. While I'd certainly love to publish a commercial game of my own design someday, what I want to do now is document game culture, and create game criticism of the sort I tried to discuss at that GameLoop panel.

Something I've lately become fond of saying is that our culture - not just "gaming culture", I'm talking about the whole sausage, here - is becoming increasingly ludocentric. We need more journalists who recognize this, and who can help our society better understand games' history and culture, and help establish a better language for game criticism. I want to be one of these journalists, and it so happens that I have already built an outlet to make this happen.

So that's where I am right now.

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