In 2012 I ended up struggling with a bit of depression, having tied my sense of self-worth to my creative and professional output. It can take years to make a game within a large company, and I realized I needed to be making more games to feel like I was not stagnating as a creator. So I started Bad Games, with the tagline “I’d rather make bad games now than good games eventually.”
By pre-qualifying all games on the site as “bad”, it was easier for me to quickly execute on each one. Surprisingly, some folks in the mainstream games press took notice, and the project got covered in a few places.