In an update, however, Kotaku editor Brian Crecente is now reporting on his Rocky Mountain News blog that the decision to deep-six SCMRPG was actually made by the festival's founder, Peter Baxter, apparently sans outside pressure. Said Baxter:
On the one hand, a jury selected this game, and as a result of that decision it leads to our organization supporting their creative decision. On the other hand, there are moral obligations to consider here with this particular game, in addition to the impact it could have on the Slamdance organization and its community.
Ultimately it was my decision to pull this game, and I hope that a choice like it will never have to be made again.
Crecente reports that this is the first time in the festival's 13-year history that either a game or film has been axed. Meanwhile, Georgia Tech prof Ian Bogost of Persuasive Games expressed deep concern about Baxter's decision:
Baxter, it would seem, is not equipped for, or not willing to consider, the idea that videogames might have the importance or impact of the films he screens. During the two years we exhibited, I saw Baxter once or twice, but he hardly spent much time with the gamemakers. We were, it seems, a sideline, an experiment, a distraction...
I'm glad that we're not finalists this year, because I don't know if I would decide to pull our entry or not... But I think we all would do well, be we gamemakers or filmmakers, to reconsider supporting this event with our work in the future... we now know that Slamdance was apparently never really serious about videogames. When the time came to make good on their word, they failed...
On the other hand, Crecente reports that Jamil Moledina, executive director of the GDC, cautions that the film and video game mediums don't necessarily compare well:
We in the game industry love to compare films to games but the analogy is not 100 percent complete. Games are interactive medium. There is this kind of gray area here. We need to be careful and not automatically fall for that analogy.