prog: (Mr. Spook)
Due to happenstance, all of Appleseed's client projects but one are wrapping up this month - three projects in total. (Well: two are wrapping, and one ran into a wall and exploded. But the less said about that the better, really.) Even though I had delegated away most of the implementation involved with all three, they were still demanding enough of my attention to make my work for the remaining project, with my most long-term client, suffer. (Planbeast crashing back onto my desk, along with my continued Gameshelf ambitions, didn't help.)

I only started really feeling it this month, and the realization bums me out. So, I've resolved to not seek to replace these projects right away. Having only one client can be a dangerous line for an independent consultant to walk, and it's something that's bit me before. But my relationship with this one is such that I feel safe about it.

This sounds like it goes against what I wrote here, gosh, probably only a year or less ago, stating that Appleseed wants to grow. Well, I'm still feeling it out.



This month is gonna be a sore financial pinch for me, between the one project's untimely end, and the fact that my MacBook appears to be slowly disintegrating -- probably due to some coffee I splashed on it weeks ago. (Its keyboard shorted out immediately, and I replaced it, but other narsty hardware problems have started cropping up.) Jury's not quite done deliberating yet, but I'm betting I'll have to replace it. If so, I'll probably get a MacBook Pro as soon as they come out (rumored to be any day now). As much as it's nice to think that I'll be able to play games on the brand-new Mac Steam at full speed, the timing of this expense could have been better.

This is also the month containing a long-weekend vacation to DC, and then PAX here in Boston two weeks after that. These are happy reasons to spend money, but involve money-spending just the same. This month is already reminding me of October 2007, when Amy and I spent a week vacationing in Maine despite the fact that I had no work (having just been curb-deposited by my one client) and no money. And that was one of the most memorable excursions of my life. So, yeah, not complaining.



Given the way March is falling out, with all its surprises, it's looking less and less likely I'll have the next Gameshelf episode done by PAX. To my last-fall self, this seems like a giant fail; I thought I'd be cranking out one show a month by this point. But now, I think I'm OK with this.

I feel called to make my life more flexible, both with work-work and with non-paying projects. I've started seeing the wisdom in working with my propensity to get excited by one cool project idea after another, rather than against it.

Despite my wishes, producing a TV series of indeterminate length on a regular schedule might just be genetically impossible for me.

My experimentation with writing a weekly Gameshelf column is me seeking compromise, seeing if I can't make that my sacrifice on the altar of regularity, but letting all the other unrealized projects bouncing around my skull - video production, game design, web services, and everything else - call their own schedules.

I am bound to be a different person in April, after all of this months' kooky doo doo. It's kind of exciting. Actually.
prog: (rotwang)
Work is work. There's stuff worth talking about but nothing I'd want to blog about; so goes working for oneself. The overall status of Appleseed and my relationship with it remains stable.

I want to finish the next Gameshelf before PAX, which affords me another five weeks. I've put a lot of work into it (as have many friends), but my motivation level now is not nearly as strong as it was a couple of months ago. This is in part because of the resurgence my interest in -- wait for it -- gaming, or anyway gaming of a particular nature, and the novel creative paths this activity has been urging me down.

I found my interest in multiplayer online digital games re-ignited last month. This started with my rediscovery of TF2 on Xbox, built itself up with my ensuing seeking out and palling around with certain online communities of mature gamers, and most recently culminated with the surprise re-launch of Planbeast.

I'm not sure what pushed me to actually do it, but at the start of the month I made a post about Planbeast to Geezer Gamers, a web-based community of grown-up Xbox Live fans I'd been hanging around long enough so that I could make a project-pimping post without feeling like a spammer. The next thing I knew, the Planbeast website actually grew a bunch of events from people other than myself. The interest has died down somewhat from its initial spike, but it remains far higher than it was at any earlier point.

Tending to this effectively sopped up all of my attention for an entire week, and made my thoughts wander even further afield. And: I loved every minute of it. I am starting to cultivate a new obsession. Planbeast, after all, is the child of a greater interest: researching the state of multiplayer video games, isolating its faults, and investigating the ways it could be improved. I have a lot of loose notes about this which I'm presently choosing to spare you. You will be informed when I have patted them together into some more concrete shape.

To give you a taste, here are four tweets I made on the topic:
Shooters are the superhero comics of the multiplayer videogame world. The medium's potential is vast, but nobody wants to leave the house.

Spider-Man (the character) and TF2 are best-case scenarios of their respective sub-genres, building on decades of art. I am glad they exist.

But the continued super-ultra focus on gun-fetish games or underwear-crimefighter stories rolls on anyway, as if there's no other path.

Part of what I wanna do with Planbeast is help strengthen the signal of all the other MP games that are unheard in the chattering gunfire.
My guiding light, here, is a piece of self-realization about my relationship with games, come to me a good decade after I got back into the tabletop gameplay hobby: I am far more interested in media that bring people together through play, rather than solitaire play experiences. This is true in both face-to-face games, and the much (much) newer world of online games. As for the latter, for all its good press, its exploration beyond the familiar is so goddamn timid it drives me up a wall. I want to do something about it.

One related whim of particular interest is an untitled web game project, based on a design I scribbled together last fall while I was thinking about Facebook games. It's a web-based multiplayer game of a sort that I've never seen before, and might not actually work, but deem Absolutely Worth Creating just the same. I really want to block out a month or so of free time and make it happen.

And now, the whinging. )
prog: (zendo)
Lately, sitting at my desk, I feel like I'm playing Race or Cribbage, and all the cards in my hand work together so well that I really can't bear to discard any of them.

And, yes, as a result, I sit there sighing, rather than playing the goddamn game!

August 2022

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