How ‘APWOT’, The Most Beautiful Gaming Journal, Made Its Annual Release An Event

How ‘APWOT’, The Most Beautiful Gaming Journal, Made Its Annual Release An Event


Gaming content is created, consumed, and discarded at a ridiculous pace, and it’s only getting quicker. Maybe we should take a leaf from one of the best and most beautiful game publications of them all, which defies this trend — its backers wait a year for each issue, and they wouldn’t have it any other way.

A Profound Waste of Time (APWOT) has been running for nearly ten years, but in that time, only four issues have been released, while fans eagerly expect issue five in the coming weeks. If anything, the build-up to each issue has become an event in itself, for good reason: APWOT is arguably the best example of print media celebrating the industry, exploring the art and culture of gaming with the same seriousness that the highest quality literary magazines bring to films, music, or literature.

APWOT is the brainchild of its creative director, Caspian Whistler, who turned a college passion project into his life’s most significant work. What began as a free publication posted on internet forums has now exploded into games publishing’s worst-kept secret, with the financial backing to prove it. This July, a Kickstarter campaign for a boxed reprint of its first three issues raised a whopping £186,000 ($254,000) — over six times its modest target of £30,000. It’s hardly surprising; as word has spread, APWOT latecomers have scrambled to catch up on what they missed.

“Every time I do a Kickstarter campaign, I worry that this is the one where the wellspring of generosity runs dry,” says Whistler. “Thankfully, people still seem to really love APWOT and still demand it, even with these old issues from many years ago.”

Given how many once-dominant printed publications found themselves quickly out of print — especially in the gaming industry — APWOT continues to prove that intentional slowness and care can be a worthy business model.

“If you’re going to cut down a tree, you’ve got to really believe in what you’re doing it for,” Whistler says. “The world doesn’t need more things in it, and I always come to the publications I create with the idea that we’re creating something really worthwhile that will last for a long time. I think the audience understands and appreciates APWOT for that reason.”

The rockiest start

A Profound Waste of Time’s origin story is stressful: an idea that seems like a dream to begin with, only to hit wall after wall. Still, 32-year-old Whistler — a freelance graphic designer born and based in London — overcame such tremendous odds that you can’t help but cheerlead for the success he now has.

As with many passion projects, A Profound Waste of Time began as an idea at college, during his time studying graphic design and communication at the University of the Arts London. He realized that carefully considered, beautifully made publications existed for every other discipline in the arts and culture sector — film, poetry, theatre, even pottery — but there wasn’t anything for games.

“I think a lot of that was due to many people dismissing games as violent or frivolous distractions,” says Whistler. “It’s like someone only being aware of Marvel films, and then deciding cinema in general just isn’t for them.

“Throughout my whole life as a gamer, I was exposed to groundbreaking, esoteric, and creative works, and I wanted to give these a spotlight, in the hope that there were other people like me with similar tastes out there.”

Whistler started by creating a gaming zine that he thought might subvert the traditional norms of the industry. “The thing is, videogame discourse and the culture around them were already so defined by a caustic, aggressive tone that I needed to go in a different direction,” he explains. “Ironically, the most rebellious thing I could do for the games scene was [to] try and make something that was beautiful, welcoming, and thoughtful.”

APWOT’s name responded to many authority figures in his early days, who were dismissive of games, calling them simple distractions that would ruin his life. A Profound Waste of Time became a “tongue-in-cheek nod to the state of the industry itself.”



Forbes

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