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<H1>Re: [MUD-Dev]  I have no words and I must design</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  I have no words and I must design</LI>
<LI><em>From</em>: Adam Wiggins &lt;<A HREF="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 11 Jun 1997 07:55:58 -0700 (MST)</LI>
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<PRE>
&gt; 
&gt; <A  HREF="http://www.crossover.com/~costik/nowords.html">http://www.crossover.com/~costik/nowords.html</A>
&gt; 
&gt; Some of you may already know this document.  Its well worth reading,
&gt; both from the viewpoint of game design and the recept RP vs GOP
&gt; discussions.  Enjoy and discuss:
&gt; 
&gt; --&lt;cut&gt;--
&gt; 
&gt; I Have No Words &amp; I Must Design
&gt; 
&gt; This article was published in 1994 in Interactive Fantasy #2, a 
&gt; British roleplaying journal. Page down to read, or click on the  links
&gt; below to jump to a particular section. 
&gt; 
&gt;      What Is a Game, Anyhow? 
&gt;          It's Not a Puzzle 
&gt;          It's Not a Toy 
&gt;          It's Not a Story 
&gt;          It Demands Participation 
&gt;      So What Is a Game? 
&gt;          Decision Making 
&gt;          Goals 
&gt;          Opposition 
&gt;          Managing Resources 
&gt;          Game Tokens 
&gt;          Information 
&gt;      Other Things That Strengthen Games 
&gt;          Diplomacy 
&gt;          Color 
&gt;          Simulation 
&gt;          Variety of Encounter 
&gt;          Position Identification 
&gt;          Roleplaying 
&gt;          Socializing 
&gt;          Narrative Tension 
&gt;      They're All Alike Under the Dice. 
&gt; 
&gt; There's a lotta different kinds of games out there. A helluva  lot.
&gt; Cart-based, computer, CD-ROM, network, arcade, PBM, PBEM,  mass-market
&gt; adult, wargames, card games, tabletop RPGs, LARPs,  freeforms. And,
&gt; hell, don't forget paintball, virtual reality,  sports, and the
&gt; horses. It's all gaming. 
&gt; 
&gt; But do these things have anything at all in common? What is a  game?
&gt; And how can you tell a good one from a bad one? 
&gt; 
&gt; Well, we can all do the latter: "Good game, Joe," you say, as you 
&gt; leap the net. Or put away the counters. Or reluctantly hand over  your
&gt; Earth Elemental card. Or divvy up the treasure. But that's  no better
&gt; than saying, "Good book," as you turn the last page.  It may be true,
&gt; but it doesn't help you write a better one. 
&gt; 
&gt; As game designers, we need a way to analyze games, to try to 
&gt; understand them, and to understand what works and what makes them 
&gt; interesting. 
&gt; 
&gt; We need a critical language. And since this is basically a new  form,
&gt; despite its tremendous growth and staggering diversity, we  need to
&gt; invent one. 
&gt; 
&gt; What Is a Game, Anyhow?
&gt; 
&gt; It's Not a Puzzle.
&gt; 
&gt; In The Art of Computer Game Design, Chris Crawford contrasts what  he
&gt; call "games" with "puzzles." Puzzles are static; they present  the
&gt; "player" with a logic structure to be solved with the  assistance of
&gt; clues. "Games," by contrast, are not static, but  change with the
&gt; player's actions. 
&gt; 
&gt; Some puzzles are obviously so; no one would call a crossword a 
&gt; "game." But, according to Crawford, some "games" a really just 
&gt; puzzles -- Lebling &amp; Blank's Zork, for instance. The game's sole 
&gt; objective is the solution of puzzles: finding objects and using  them
&gt; in particular ways to cause desired changes in the  game-state. There
&gt; is no opposition, there is no roleplaying, and  there are no resources
&gt; to manage; victory is solely a 
&gt; consequence of puzzle solving. 
&gt; 
&gt; To be sure, Zork is not entirely static; the character moves from 
&gt; setting to setting, allowable actions vary by setting, and  inventory
&gt; changes with action. We must think of a continuum,  rather than a
&gt; dichotomy; if a crossword is 100% puzzle, Zork is  90% puzzle and 10%
&gt; game.
&gt; 
&gt; Almost every game has some degree of puzzle-solving; even a pure 
&gt; military strategy game requires players to, e.g., solve the  puzzle of
&gt; making an optimum attack at this point with these  units. To eliminate
&gt; puzzle-solving entirely, you need a game  that's almost entirely
&gt; exploration: Just Grandma and Me, a  CD-ROM interactive storybook with
&gt; game-like elements of 
&gt; decision-making and exploration, is a good example. Clicking on 
&gt; screen objects causes entertaining sounds and animations, but  there's
&gt; nothing to 'solve,' in fact, no strategy whatsoever. 
&gt; 
&gt; A puzzle is static. A game is interactive. 
&gt; 
&gt; It's Not a Toy.
&gt; 
&gt; According to Will Wright, his Sim City is not a game at all, but  a
&gt; toy. Wright offers a ball as an illuminating comparison: It  offers
&gt; many interesting behaviors, which you may explore. You  can bounce it,
&gt; twirl it, throw it, dribble it. And, if you wish,  you may use it in a
&gt; game: soccer, or basketball, or whatever.  But the game is not
&gt; intrinsic in the toy; it is a set of  player-defined objectives
&gt; overlaid on the toy. 
&gt; 
&gt; Just so Sim City. Like many computer games, it creates a world  which
&gt; the player may manipulate, but unlike a real game, it  provides no
&gt; objective. Oh, you may choose one: to see if you can  build a city
&gt; without slums, perhaps. But Sim City itself has no  victory
&gt; conditions, no goals; it is a software toy. 
&gt; 
&gt; A toy is interactive. But a game has goals. 
&gt; 
&gt; It's Not a Story.
&gt; 
&gt; Again and again, we hear about story. Interactive literature. 
&gt; Creating a story through roleplay. The idea that games have  something
&gt; to do with stories has such a hold on designers'  imagination that it
&gt; probably can't be expunged. It deserves at  least to be challenged. 
&gt; 
&gt; Stories are inherently linear. However much characters may  agonize
&gt; over the decisions they make, they make them the same  way every time
&gt; we reread the story, and the outcome is always  the same. Indeed, this
&gt; is a strength; the author chose precisely  those characters, those
&gt; events, those decisions, and that  outcome, because it made for the
&gt; strongest story. If the  characters did something else, the story
&gt; wouldn't be as  interesting. 
&gt; 
&gt; Games are inherently non-linear. They depend on decision making. 
&gt; Decisions have to pose real, plausible alternatives, or they  aren't
&gt; real decisions. It must be entirely reasonable for a  player to make a
&gt; decision one way in one game, and a different  way in the next. To the
&gt; degree that you make a game more like a  story -- more linear, fewer
&gt; real options -- you make it less  like a game. 
&gt; 
&gt; Consider: you buy a book, or see a movie, because it has a great 
&gt; story. But how would you react if your gamemaster were to tell  you,
&gt; "I don't want you players to do that, because it will ruin  the
&gt; story"? He may well be right, but that's beside the point.  Gaming is
&gt; NOT about telling stories. 
&gt; 
&gt; That said, games often, and fruitfully, borrow elements of  fiction.
&gt; Roleplaying games depend on characters; computer  adventures and LARPs
&gt; are often drive by plots. The notion of  increasing narrative tension
&gt; is a useful one for any game that  comes to a definite conclusion. But
&gt; to try to hew too closely to  a storyline is to limit players' freedom
&gt; of action and their  ability to make meaningful decisions. 
&gt; 
&gt; The hypertext fiction movement is interesting, here. Hypertext is 
&gt; inherently non-linear, so that the traditional narrative is  wholly
&gt; inappropriate to hypertext work. Writers of hypertext  fiction are
&gt; trying to explore the nature of human existence, as  does the
&gt; traditional story, but in a way that permits multiple  viewpoints,
&gt; temporal leaps, and reader construction of the  experience. Something
&gt; -- more than hypertext writers know -- is  shared with game design
&gt; here, and something with traditional  narrative; but if hypertext
&gt; fiction ever becomes artistically  successful (nothing I've read is),
&gt; it will be through the  creation of a new narrative form, something
&gt; that we will be  hard-pressed to call "story." 
&gt; 
&gt; Stories are linear. Games are not. 
&gt; 
&gt; It Demands Participation.
&gt; 
&gt; In a traditional artform, the audience is passive. When you look  at a
&gt; painting, you may imagine things in it, you may see  something other
&gt; than what the artist intended, but your role in  constructing the
&gt; experience is slight: The artist painted. You  see. You are passive. 
&gt; 
&gt; When you go to the movies, or watch TV, or visit the theater, you  sit
&gt; and watch and listen. Again, you do interpret, to a degree;  but you
&gt; are the audience. You are passive. The art is created by  others. 
&gt; 
&gt; When you read a book, most of it goes on in your head, and not on  the
&gt; page; but still. You're receiving the author's words. You're  passive.
&gt; 
&gt; 
&gt; It's all too, too autocratic: the mighty artist condescends to  share
&gt; his genius with lesser mortals. How can it be that, two  hundred years
&gt; after the Revolution, we still have such 
&gt; aristocratic forms? Surely we need forms in spirit with the  times;
&gt; forms which permit the common man to create his own  artistic
&gt; experience. 
&gt; 
&gt; Enter the game. Games provide a set of rules; but the players use 
&gt; them to create their own consequences. It's something like the  music
&gt; of John Cage: he wrote themes about which the musicians  were expected
&gt; to improvise. Games are like that; the designer  provides the theme,
&gt; the players the music. 
&gt; 
&gt; A democratic artform for a democratic age. 
&gt; 
&gt; Traditional artforms play to a passive audience. Games require  active
&gt; participation. 
&gt; 
&gt; So What Is a Game?
&gt; 
&gt; A game is a form of art in which participants, termed players,  make
&gt; decisions in order to manage resources through game tokens  in the
&gt; pursuit of a goal. 
&gt; 
&gt; Decision Making
&gt; 
&gt; I offer this term in an effort to destroy the inane, and  overhyped,
&gt; word "interactive." The future, we are told, will be  interactive. You
&gt; might as well say, "The future will be 
&gt; fnurglewitz." It would be about as enlightening. 
&gt; 
&gt; A light switch is interactive. You flick it up, the light turns  on.
&gt; You flick it down, the light turns off. That's interaction.  But it's
&gt; not a lot of fun. 
&gt; 
&gt; All games are interactive: The game state changes with the  players'
&gt; actions. If it didn't, it wouldn't be a game: It would  be a puzzle. 
&gt; 
&gt; But interaction has no value in itself. Interaction must have 
&gt; purpose. 
&gt; 
&gt; Suppose we have a product that's interactive. At some point, you  are
&gt; faced with a choice: You may choose to do A, or to do B. 
&gt; 
&gt; But what makes A better than B? Or is B better than A at some  times
&gt; but not at others? What factors go into the decision? What  resources
&gt; are to be managed? What's the eventual goal? 
&gt; 
&gt; Aha! Now we're not talking about "interaction." Now we're talking 
&gt; about decision making. 
&gt; 
&gt; The thing that makes a game a game is the need to make decisions. 
&gt; Consider Chess: it has few of the aspects that make games  appealing
&gt; -- no simulation elements, no roleplaying, and damn  little color.
&gt; What it's got is the need to make decisions. The  rules are tightly
&gt; constrained, the objectives clear, and victory  requires you to think
&gt; several moves ahead. Excellence in  decision making is what brings
&gt; success. 
&gt; 
&gt; What does a player do in any game? Some things depend on the  medium.
&gt; In some games, he rolls dice. In some games, he chats  with his
&gt; friends. In some games, he whacks at a keyboard. But in  every game,
&gt; he makes decisions. 
&gt; 
&gt; At every point, he considers the game state. That might be what  he
&gt; sees on the screen. Or it might be what the gamemaster has  just told
&gt; him. Or it might be the arrangement on the pieces on  the board. Then,
&gt; he considers his objectives, and the game  tokens and resources
&gt; available to him. And he considers his  opposition, the forces he must
&gt; struggle against. He tries to  decide on the best course of action. 
&gt; 
&gt; And he makes a decision. 
&gt; 
&gt; What's key here? Goals. Opposition. Resource management.  Information.
&gt; Well talk about them in half a mo. 
&gt; 
&gt; What decisions do players make in this game? 
&gt; 
&gt; Goals
&gt; 
&gt; Sim City has no goals. Is it not a game? 
&gt; 
&gt; No, as it's own designer willingly maintains. It is a toy. 
&gt; 
&gt; And the only way to stay interested in it for very long is to  turn it
&gt; into a game -- by setting goals, by defining objectives  for yourself.
&gt; Build the grandest possible megalopolis; maximize  how much your
&gt; people love you; build a city that relies solely  on mass transit.
&gt; Whatever goal you've chosen, you've turned it  into a game. 
&gt; 
&gt; Even so, the software doesn't support your goal. It wasn't  designed
&gt; with your goal in mind. And trying to do something with  a piece of
&gt; software that it wasn't intended to do can be awfully  frustrating. 
&gt; 
&gt; Since there's no goal, Sim City soon palls. By contrast, Sid  Meier
&gt; and Bruce Shelley's Civilization, an obviously derivative  product,
&gt; has explicit goals -- and is far more involving and  addictive. 
&gt; 
&gt; "But what about roleplaying games?" you may say. "They have no 
&gt; victory conditions." 
&gt; 
&gt; No victory conditions, true. But certainly they have goals; lots  of
&gt; them, you get to pick. Rack up the old experience points. Or  fulfill
&gt; the quest your friendly GM has just inflicted on you. Or  rebuild the
&gt; Imperium and stave off civilization's final  collapse. Or strive
&gt; toward spiritual perfection. Whatever. 
&gt; 
&gt; If, for some reason, your player characters don't have a goal, 
&gt; they'll find one right quick. Otherwise, they'll have nothing  better
&gt; to do but sit around the tavern and grouse about how  boring the game
&gt; is. Until you get pissed off and have a bunch of  orcs show up and try
&gt; to beat their heads in. 
&gt; 
&gt; Hey, now they've got a goal. Personal survival is a good goal.  One of
&gt; the best. 
&gt; 
&gt; If you have no goal, your decisions are meaningless. Choice A is  as
&gt; good as Choice B; pick a card, any card. Who cares? What does  it
&gt; matter? 
&gt; 
&gt; For it to matter, for the game to be meaningful, you need  something
&gt; to strive toward. You need goals. 
&gt; 
&gt; What are the players' goals? Can the game support a variety of 
&gt; different goals? What facilities exist to allow players to strive 
&gt; toward their various goals? 
&gt; 
&gt; Opposition
&gt; 
&gt; Oh, say the politically correct. Those bad, icky games. They're  so
&gt; competitive. Why can't we have cooperative games? 
&gt; 
&gt; "Cooperative games" generally seem to be variants of "let's all  throw
&gt; a ball around." Oh golly, how fascinating, I'll stop  playing Mortal
&gt; Kombat for that, you betcha. 
&gt; 
&gt; But are we really talking about competition? 
&gt; 
&gt; Yes and no; many players do get a kick out of beating others with 
&gt; their naked minds alone, which is at least better than naked  fists.
&gt; Chess players are particularly obnoxious in this regard.  But the real
&gt; interest is in struggling toward a goal. 
&gt; 
&gt; The most important word in that sentence is: struggling. 
&gt; 
&gt; Here's a game. It's called Plucky Little England, and it  simulates
&gt; the situation faced by the United Kingdom after the  fall of France in
&gt; World War II. Your goal: preserve liberty and  democracy and defeat
&gt; the forces of darkness and oppression. You  have a choice: A.
&gt; Surrender. B. Spit in Hitler's eye! Rule  Britannia! England never
&gt; never never shall be slaves! 
&gt; 
&gt; You chose B? Congratulations! You won! 
&gt; 
&gt; Now, wasn't that satisfying? Ah, the thrill of victory. 
&gt; 
&gt; There is no thrill of victory, of course; it was all too easy,  wasn't
&gt; it? There wasn't any struggle. 
&gt; 
&gt; In a two-player, head-to-head game, your opponent is the  opposition,
&gt; your struggle against him; the game is direct  competition. And this
&gt; is a first-rate way of providing  opposition. Nothing is as sneaky and
&gt; as hard to overcome as a  determined human opponent. But direct
&gt; competition isn't the only  way to do it. 
&gt; 
&gt; Think of fiction. The ur-story, the Standard Model Narrative,  works
&gt; like this: character A has a goal. He faces obstacles B,  C, D, and E.
&gt; He struggles with each, in turn, growing as a  person as he does.
&gt; Ultimately, he overcomes the last and  greatest obstacle. 
&gt; 
&gt; Do these obstacles all need to be The Villain, The Bad Guy, The 
&gt; Opponent, The Foe? No, though a good villain makes for a first  rate
&gt; obstacle. The forces of nature, cantankerous 
&gt; mothers-in-law, crashing hard-drives, and the hero's own  feelings of
&gt; inadequacy can make for good obstacles, too. 
&gt; 
&gt; Just so in games. 
&gt; 
&gt; In most RPGs, the "opposition" consists of non-player characters,  and
&gt; you are expected to cooperate with your fellow players. In  many
&gt; computer games, the "opposition" consists of puzzles you  must solve.
&gt; In LARPs, the "opposition" is often the sheer  difficulty of finding
&gt; the player who has the clue or the widget  or the special power you
&gt; need. In most solitaire games, your  "opposition" is really a random
&gt; element, or a set of semi-random  algorithms you are pitted against. 
&gt; 
&gt; Whatever goals you set your players, you must make the players  work
&gt; to achieve their goals. Setting them against each other is  one way to
&gt; do that, but not the only one. And even when a player  has an
&gt; opponent, putting other obstacles in the game can  increase its
&gt; richness and emotional appeal. 
&gt; 
&gt; The desire for "cooperative games" is the desire for an end to 
&gt; strife. But there can be none. Life is the struggle for survival  and
&gt; growth. There is no end to strife, not this side of the  grave. A game
&gt; without struggle is a game that's dead. 
&gt; 
&gt; What provides opposition? What makes the game a struggle? 
&gt; 
&gt; Managing Resources
&gt; 
&gt; Trivial decisions aren't any fun. Remember Plucky Little England? 
&gt; 
&gt; There wasn't any real decision, was there? 
&gt; 
&gt; Or consider Robert Harris's Talisman. Each turn, you roll the  die.
&gt; The result is the number of spaces you can move. You may  move to the
&gt; left, or to the right, around the track. 
&gt; 
&gt; Well, this is a little better than a traditional track game; I've  got
&gt; a choice. But 99 times out of a 100, either there's no  difference
&gt; between the two spaces, or one is obviously better  than the other.
&gt; The choice is bogus. 
&gt; 
&gt; The way to make choices meaningful is to give players resources  to
&gt; manage. "Resources" can be anything: Panzer divisions. Supply  points.
&gt; Cards. Experience points. Knowledge of spells. Ownership  of fiefs.
&gt; The love of a good woman. Favors from the boss. The  good will of an
&gt; NPC. Money. Food. Sex. Fame. Information. 
&gt; 
&gt; If the game has more than one 'resource,' decisions suddenly  become
&gt; more complex. If I do this, I get money and experience,  but will Lisa
&gt; still love me? If I steal the food, I get to eat,  but I might get
&gt; caught and have my hand cut off. If I declare  against the Valois,
&gt; Edward Plantagenet will grant me the Duchy  of Gascony, but the Pope
&gt; may excommunicate me, imperilling my  immortal soul. 
&gt; 
&gt; These are not just complex decisions; these are interesting ones. 
&gt; Interesting decisions make for interesting games. 
&gt; 
&gt; The resources in question have to have a game role; if 'your  immortal
&gt; soul' has no meaning, neither does excommunication.  (Unless it
&gt; reduces the loyalty of your peasants, or makes it  difficult to
&gt; recruit armies, or... but these are game roles,  n'est-ce pas?)
&gt; Ultimately, 'managing resources' means managing  game elements in
&gt; pursuit of your goal. A 'resource' that has no  game role has nothing
&gt; to contribute to success or failure, and  is ultimately void. 
&gt; 
&gt; What resources does the player manage? Is there enough diversity  in
&gt; them to require tradeoffs in making decisions? Do they make  those
&gt; decisions interesting? 
&gt; 
&gt; Game Tokens
&gt; 
&gt; You effect actions in the game through your game tokens. A game  token
&gt; is any entity you may manipulate directly. 
&gt; 
&gt; In a boardgame, it is your pieces. In a cardgame, it is your  cards.
&gt; In a roleplaying game, it is your character. In a sports  game, it is
&gt; you yourself. 
&gt; 
&gt; What is the difference between "resources" and "tokens?"  Resources
&gt; are things you must manage efficiently to achieve your  goals; tokens
&gt; are your means of managing them. In a board  wargame, combat strength
&gt; is a resource; your counters are  tokens. In a roleplaying game, money
&gt; is a resource; you use it  through your character. 
&gt; 
&gt; Why is this important? Because if you don't have game tokens, you 
&gt; wind up with a system that operates without much player input.  Will
&gt; Wright and Fred Haslam's Sim Earth is a good example. In  Sim Earth,
&gt; you set some parameters, and sit back to watch the  game play out
&gt; itself. You've got very little to do, no tokens to  manipulate, no
&gt; resources to manage. Just a few parameters to  twiddle with. This is
&gt; mildly interesting, but not very. 
&gt; 
&gt; To give a player a sense that he controls his destiny, that he is 
&gt; playing a game, you need game tokens. The fewer the tokens, the  more
&gt; detailed they must be; it is no cooincidence that 
&gt; roleplaying games, which give the player a single token, also  have
&gt; exceptionally detailed rules for what that token can do. 
&gt; 
&gt; What are the players' tokens? What are these tokens' abilities?  What
&gt; resources do they use? What makes them interesting? 
&gt; 
&gt; Information
&gt; 
&gt; I've had more than one conversation with a computer game designer  in
&gt; which he tells me about all the fascinating things his game  simulates
&gt; -- while I sit there saying, "Really? What do you  know. I didn't
&gt; realize that." 
&gt; 
&gt; Say you've got a computer wargame in which weather affects  movement
&gt; and defense. If you don't tell the player that weather  has an effect,
&gt; what good is it? It won't affect the player's  behavior; it won't
&gt; affect his decisions. 
&gt; 
&gt; Or maybe you tell him weather has an effect, but the player has  no
&gt; way of telling whether it's raining or snowing or what at any  given
&gt; time. Again, what good is that? 
&gt; 
&gt; Or maybe he can tell, and he does know, but he has no idea what 
&gt; effect weather has -- maybe it cuts everyone's movement in half,  or
&gt; maybe it slows movement across fields to a crawl but does  nothing to
&gt; units moving along roads. This is better, but not a  whole lot. 
&gt; 
&gt; The interface must provide the player with relevant information.  And
&gt; he must have enough information to be able to make a sensible 
&gt; decision. 
&gt; 
&gt; That isn't to say a player must know everything; hiding 
&gt; information can be very useful. It's quite reasonable to say,  "you
&gt; don't know just how strong your units are until they enter  combat,"
&gt; but in this case, the player must have some idea of the  range of
&gt; possibilities. It's reasonable to say, "you don't know  what card
&gt; you'll get if you draw to an inside straight," but  only if the player
&gt; has some idea what the odds are. If I might  draw the Queen of Hearts
&gt; and might draw Death and might draw the  Battleship Potemkin, I have
&gt; absoutely no basis on which to make  a decision. 
&gt; 
&gt; More than that, the interface must not provide too much 
&gt; information, especially in a time-dependent game. If weather,  supply
&gt; state, the mood of my commanders, the fatigue of the  troops, and what
&gt; Tokyo Rose said on the radio last night can all  affect the outcome of
&gt; my next decision, and I have to decide  some time in the next five
&gt; seconds, and it would take me five  minutes to find all the relevant
&gt; information by pulling down  menus and looking at screens, the
&gt; information is still  irrelevant. I may have access to it, but I can't
&gt; reasonably act  on it. 
&gt; 
&gt; Or let's talk about computer adventures; they often display 
&gt; information failure. "Oh, to get through the Gate of Thanatos,  you
&gt; need a hatpin to pick the lock. You can find the hatpin on  the floor
&gt; of the Library. It's about three pixels by two pixels,  and you can
&gt; see it, if your vision is good, between the twelfth  and thirteenth
&gt; floorboards, about three inches from the top of  the screen. What, you
&gt; missed it?" 
&gt; 
&gt; Yeah, I missed it. In an adventure, it shouldn't be ridiculously 
&gt; difficult to find what you need, nor should victory be impossible 
&gt; just because you made a wrong decision three hours and  thirty-eight
&gt; decision points ago. Nor should the solutions to  puzzles be arbitrary
&gt; or absurd. 
&gt; 
&gt; Or consider freeforms. In a freeform, a player is often given a  goal,
&gt; and achieving it requires him to find out several things  -- call them
&gt; Facts A, B, and C. The freeform's designer had  better make damn sure
&gt; that A, B, and C are out there somewhere  -- known to other
&gt; characters, or on a card that's circulating in  the game -- whatever,
&gt; they have to be there. Otherwise, the  player has no chance of
&gt; achieving his goal, and that's no fun. 
&gt; 
&gt; Given the decisions players are required to make, what 
&gt; information do they need? Does the game provide the information  as
&gt; and when needed? Will reasonable players be able to figure  out what
&gt; information they need, and how to find it? 
&gt; 
&gt; Other Things That Strengthen Games
&gt; 
&gt; Diplomacy
&gt; 
&gt; Achieving a goal is meaningless if it comes without work, if  there is
&gt; no opposition; but that doesn't mean all decisions must  be zero-sum.
&gt; Whenever multiple players are involved, games are  strengthened if
&gt; they permit, and encourage, diplomacy. 
&gt; 
&gt; Games permit diplomacy if players can assist each other -- 
&gt; perhaps directly, perhaps by combining against a mutual foe. Not 
&gt; all multiplayer games do this; in Charles B. Darrow sMonopoly, 
&gt; for instance, there's no effective way either to help or hinder 
&gt; anyone else. There's no point in saying, "Let's all get Joe," or 
&gt; "Here, you're a novice, I'll help you out, you can scratch my 
&gt; back later," because there's no way to do it. 
&gt; 
&gt; Some games permit diplomacy, but not much. In Lawrence Harris's 
&gt; Axis &amp; Allies, players can help each other to a limited degree, 
&gt; but everyone is permanently Axis or permanently Allied, so 
&gt; diplomacy is never a key element to the game. 
&gt; 
&gt; One way to encourage diplomacy is by providing non-exclusive 
&gt; goals. If you're looking for the Ark of the Covenant, and I want 
&gt; to kill Nazis, and the Nazis have got the Ark, we can work 
&gt; something out. Maybe our alliance will end when the French 
&gt; Resistance gets the Ark, and we wind up on opposite sides, but 
&gt; actually, such twists are what make games fun. 
&gt; 
&gt; But games can encourage diplomacy even when players are directly 
&gt; opposed. The diplomatic game par excellence is, of course, 
&gt; Calhammer's Diplomacy, in which victory more often goes to the 
&gt; best diplomat than to the best strategist. The key to the game is 
&gt; the Support order, which allows one player's armies to assist 
&gt; another in an attack, encouraging alliance. 
&gt; 
&gt; Alliances never last, to be sure; Russia and Austria may ally to 
&gt; wipe out Turkey, but only one of them can win. Eventually, one 
&gt; will stab the other in the back. 
&gt; 
&gt; Fine. It's the need to find allies, retain them, and persuade 
&gt; your enemies to change their stripes that makes sure you'll keep 
&gt; on talking. If alliances get set in stone, diplomacy comes to an 
&gt; end. 
&gt; 
&gt; Computer games are almost inherently solitaire, and to the degree 
&gt; they permit diplomacy with NPC computer opponents, they 
&gt; generally don't make it interesting. Network games are, or ought 
&gt; to be, inherently diplomatic; and as network games become more 
&gt; prevalent, we can expect most developers from the computer 
&gt; design community to miss this point entirely. As an example, 
&gt; when the planners of interactive TV networks talk about games, 
&gt; they almost exclusively talk about the possibility of 
&gt; downloading cart-based (Nintendo, Sega) games over cable. They're 
&gt; doing so for a business reason: billions are spent annually on 
&gt; cart-based games, and they'd like a piece of the action. They 
&gt; don't seem to realize that networks permit a wholly different 
&gt; kind of gaming, which has the potential to make billions in its 
&gt; own right -- and that this is the real business opportunity. 
&gt; 
&gt; How can players help or hinder each other? What incentives do 
&gt; they have to do so? What resources can they trade? 
&gt; 
&gt; Color
&gt; 
&gt; Monopoly is a game about real estate development. Right? 
&gt; 
&gt; Well, no, obviously not. A real estate developer would laugh at 
&gt; the notion. A game about real estate development needs rules for 
&gt; construction loans and real estate syndication and union work 
&gt; rules and the bribery of municipal inspectors. Monopoly has 
&gt; nothing to do with real estate development. You could take the 
&gt; same rules and change the board and pieces and cards and make it 
&gt; into a game about space exploration, say. Except that your game 
&gt; would have as much to do with space exploration as Monopoly has 
&gt; to do with real estate development. 
&gt; 
&gt; Monopoly isn't really about anything. But it has the color of a 
&gt; real estate game: named properties, little plastic houses and 
&gt; hotels, play money. And that's a big part of its appeal. 
&gt; 
&gt; Color counts for a lot: as a simulation of World War II, Lawrence 
&gt; Harris's Axis &amp; Allies is a pathetic effort. Ah, but the color! 
&gt; Millions of little plastic airplanes and battleships and tanks! 
&gt; Thundering dice! The world at war! The game works almost solely 
&gt; because of its color. 
&gt; 
&gt; Or consider Chadwick's Space 1899. The rules do nothing to evoke 
&gt; the Burroughsian wonders, the pulp action thrills, the 
&gt; Kiplingesque Victorian charms to be gained from the game's 
&gt; setting. Despite a clean system and a detailed world, it is 
&gt; curiously colorless, and suffers for it. 
&gt; 
&gt; Pageantry and detail and sense of place can greatly add to a 
&gt; game's emotional appeal. 
&gt; 
&gt; This has almost nothing to do with the game qua game; the 
&gt; original Nova edition of Axis &amp; Allies was virtually identical 
&gt; to the Milton Bradley edition. Except that it had a godawful 
&gt; garish paper map, some of the ugliest counters I've ever seen, 
&gt; and a truly amateurish box. I looked at it once, put it away, 
&gt; and never looked at it again. 
&gt; 
&gt; Yet the Milton Bradley edition, with all the little plastic 
&gt; pieces, still gets pulled out now and again... Same game. Far 
&gt; better color. 
&gt; 
&gt; How does the game evoke the ethos and atmosphere and pageantry of 
&gt; its setting? What can you do to make it more colorful? 
&gt; 
&gt; Simulation
&gt; 
&gt; Many games simulate nothing. The oriental folk-game Go, say; 
&gt; little stones on a grid. It's abstract to perfection. Or John 
&gt; Horton Conway's Life; despite the evocative name, it's merely an 
&gt; exploration of a mathematical space. 
&gt; 
&gt; Nothing wrong with that. But. 
&gt; 
&gt; But color adds to a game's appeal. And simulation is a way of 
&gt; providing color. 
&gt; 
&gt; Suppose I think, for some reason, that a game on Waterloo would 
&gt; have great commercial appeal. I could, if I wanted, take 
&gt; Monopoly, change "Park Place" to "Quatre Bras" and the hotels to 
&gt; plastic soldiers, and call it Waterloo. It would work. 
&gt; 
&gt; But wouldn't it be better to simulate the battle? To have little 
&gt; battalions maneuvering over the field? To hear the thunder of 
&gt; guns? 
&gt; 
&gt; Or take Star Wars: The Roleplaying Game, which I designed. I 
&gt; could have taken Gygax &amp; Arneson's Dungeons &amp; Dragons and changed 
&gt; it around, calling swords blasters and the like. But instead, I 
&gt; set out to simulate the movies, to encourage the players to 
&gt; attempt far-fetched cinematic stunts, to use the system itself 
&gt; to reflect something about the atmosphere and ethos of the 
&gt; films. 
&gt; 
&gt; Simulation has other value, too. For one, it improves character 
&gt; identification. A Waterloo based on Monopoly would do nothing to 
&gt; make players think like Wellington and Napoleon; Kevin Zucker's 
&gt; Napoleon's Last Battles does much better, forcing players to 
&gt; think about the strategic problems those men faced. 
&gt; 
&gt; And it can allow insight into a situation that mere narrative 
&gt; cannot. It allows players to explore different outcomes -- in 
&gt; the fashion of a software toy -- and thereby come to a gut 
&gt; understanding of the simulation's subject. Having played at 
&gt; least a dozen different games on Waterloo, I understand the 
&gt; battle, and why things happened the way they did, and the nature 
&gt; of Napoleonic warfare, far better than if I had merely read a 
&gt; dozen books on the subject. 
&gt; 
&gt; Simulating something almost always is more complicated that 
&gt; simply exploiting a theme for color. And it is not, therefore, 
&gt; for every game. But when the technique is used, it can be quite 
&gt; powerful. 
&gt; 
&gt; How can elements of simulation strengthen the game? 
&gt; 
&gt; Variety of Encounter
&gt; 
&gt; "You just got lucky." 
&gt; 
&gt; Words of contempt; you won through the vagaries of chance. A game 
&gt; that permits this is obviously inferior to ones where victory 
&gt; goes to the skilled and smart and strong. Right? 
&gt; 
&gt; Not necessarily. 
&gt; 
&gt; "Random elements" in a game are never wholly random. They are 
&gt; random within a range of possibilities. When, in a board 
&gt; wargame, I make an attack, I can look at the Combat Results 
&gt; Table. I know what outcomes are possible, and my chances of 
&gt; achieving what I want to achieve. I take a calculated risk. And 
&gt; over the whole game, I make dozens or hundreds of die-rolls; 
&gt; given so much reliance on randomness, the "random element" 
&gt; regresses to a mean. Except in rare cases, my victory or defeat 
&gt; will be based on my excellence as a strategist, not on my luck 
&gt; with the dice. 
&gt; 
&gt; Randomness can be useful. It's one way of providing variety of 
&gt; encounter. 
&gt; 
&gt; And what does that mean? 
&gt; 
&gt; It means that the same old thing all over again is fucking 
&gt; boring. It means that players like to encounter the unexpected. 
&gt; It means that the game has to allow lots of different things to 
&gt; happen, so there's always something a little different for the 
&gt; players to encounter. 
&gt; 
&gt; In a game like Chess, that "something different" is the 
&gt; ever-changing implications of the positions of the pieces. In a 
&gt; game like Richard Garfield's Magic: The Gathering, it's the 
&gt; sheer variety of cards, and the random order in which they 
&gt; appear, and the interesting ways in which they can be combined. 
&gt; In Arneson &amp; Gygax's Dungeons &amp; Dragons, it's the staggering 
&gt; variety of monsters, spells, etc., etc., coupled with the 
&gt; gamemaster's ingenuity in throwing new situations at his 
&gt; players. 
&gt; 
&gt; If a game has inadequate variety, it rapidly palls. That's why no 
&gt; one plays graphic adventures more than once; there's enough 
&gt; variety for a single game, but it's the same thing all over 
&gt; again the next time you play. That's why Patience, the solitaire 
&gt; cardgame, becomes dull pretty fast; you're doing the same things 
&gt; over and over, and reshuffling the cards isn't enough to 
&gt; rekindle your interest, after a time. 
&gt; 
&gt; What things do the players encounter in this game? Are there 
&gt; enough things for them to explore and discover? What provides 
&gt; variety? How can we increase the variety of encounter? 
&gt; 
&gt; Position Identification
&gt; 
&gt; "Character identification" is a common theme of fiction. Writers 
&gt; want readers to like their protagonists, to identify with them, 
&gt; to care what happens to them. Character identification lends 
&gt; emotional power to a story. 
&gt; 
&gt; The same is true in games. To the degree you encourage playes to 
&gt; care about "the side," to identify with their position in the 
&gt; game, you increase the game's emotional impact. 
&gt; 
&gt; The extreme case is sports; in sports, your "position" is you. 
&gt; You're out there on the baseball diamond, and winning or losing 
&gt; matters, and you feel it deeply when you strike out, or smash 
&gt; the ball out of the park. It's important to you. 
&gt; 
&gt; So important that fistfights and bitter words are not uncommon, 
&gt; in every sport. So important that we've invented a whole cultural 
&gt; tradition of "sportsmanship" to try to prevent these unpleasant 
&gt; feelings from coming to the fore. 
&gt; 
&gt; Roleplaying games are one step abstracted; your character isn't 
&gt; you, but you invest a lot of time and energy in it. It's your 
&gt; sole token and the sum total of your position in the game. 
&gt; Bitter words, and even fistfights, are not unknown among 
&gt; roleplayers, though rather rarer than in sports. 
&gt; 
&gt; Getting players to identify with their game position is 
&gt; straightforward when a player has a single token; it's harder 
&gt; when he controls many. Few people feel much sadness at the loss 
&gt; of a knight in Chess or an infantry division in a wargame. But 
&gt; even here, a game's emotional power is improved if the player 
&gt; can be made to feel identification with "the side." 
&gt; 
&gt; One way to do that is to make clear the player's point of view. 
&gt; Point of view confusion is a common failing of boardgame 
&gt; designers. For instance, Richard Berg's Campaigns for North 
&gt; Africa claims to be an extraordinary realistic simulation of the 
&gt; Axis campaign in Africa. Yet you, as player, spend a great deal 
&gt; of time worrying about the locations of individual pilots and 
&gt; how much water is available to individual batallions. Rommel's 
&gt; staff might worry about such things, but Rommel assuredly did 
&gt; not. Who are you supposed to be? The accuracy of the simulation 
&gt; is, in a sense, undermined, not supported, by the level of 
&gt; detail. 
&gt; 
&gt; What can you do to make the player care about his position? Is 
&gt; there a single game token that's more important than others to 
&gt; the player, and what can be done to strengthen identification 
&gt; with it? If not, what is the overall emotional appeal of the 
&gt; position, and what can be done to strengthen that appeal? Who 
&gt; "is" the player in the game? What is his point of view? 
&gt; 
&gt; Roleplaying
&gt; 
&gt; HeroQuest has been termed a "roleplaying boardgame." And, as in a 
&gt; roleplaying game, each player controls a single character which, 
&gt; in HeroQuest's case, is a single plastic figure on the board. If 
&gt; you are a single character, are you not "playing a role?" And is 
&gt; the characterization of this game as a "roleplaying" game 
&gt; therefore justified? 
&gt; 
&gt; No, to both questions. 
&gt; 
&gt; The questions belie confusion between "position identification" 
&gt; and "roleplaying." I may identify closely with a game token 
&gt; without feeling that I am playing a role. 
&gt; 
&gt; Roleplaying occurs when, in some sense, you take on the persona 
&gt; of your position. Different players, and different games, may do 
&gt; this in different ways: perhaps you try to speak in the language 
&gt; and rhythm of your character. Perhaps you talk as if you are 
&gt; feeling the emotions your character talks. Perhaps you talk as 
&gt; you normally do, but you give serious consideration to "what my 
&gt; character would do in this case" as opposed to "what I want to 
&gt; do next." 
&gt; 
&gt; Roleplaying is most common in, naturally, roleplaying games. But 
&gt; it can occur in other environments, as well; I, for one, can't 
&gt; get through a game of Vincent Tsao's Junta without talking in a 
&gt; phony Spanish accent somewhere along the line. The game makes me 
&gt; think enough like a big man in a corrupt banana republic that I 
&gt; start to play the role. 
&gt; 
&gt; Roleplaying is a powerful technique for a whole slew of reasons. 
&gt; It improves position identification; if you think like your 
&gt; character, you're identifying with him closely. It improves the 
&gt; game's color, because the players become partly responsible for 
&gt; maintaining the willing suspense of disbelief, the feeling that 
&gt; the game world is alive and colorful and consistent. And it is 
&gt; an excellent method of socialization. 
&gt; 
&gt; Indeed, the connection with socialization is key: roleplaying is 
&gt; a form of performance. In a roleplaying game, roleplayers 
&gt; perform for the amusement of their friends. If there aren't any 
&gt; friends, there's no point to it. 
&gt; 
&gt; Which is why "computer roleplaying games", so-called, are nothing 
&gt; of the kind. They have no more connection with roleplaying than 
&gt; does HeroQuest. That is, they have the trappings of roleplaying: 
&gt; characters, equipment, stories. But there is no mechanism for 
&gt; players to ham it up, to characterize themselves by their 
&gt; actions, to roleplay in any meaningful sense. 
&gt; 
&gt; This is intrinsic in the technology. Computer games are 
&gt; solitaire; solitaire gamers have, by definition, no audience. 
&gt; Therefore, computer games cannot involve roleplaying. 
&gt; 
&gt; Add a network, and you can have a roleplaying game. Hence the 
&gt; popularity of MUDs. 
&gt; 
&gt; How can players be induced to roleplay? What sorts of roles does 
&gt; the system permit or encourage? 
&gt; 
&gt; Socializing
&gt; 
&gt; Historically, games have mainly been used as a way to socialize. 
&gt; For players of Bridge, Poker, and Charades, the game is 
&gt; secondary to the socialization that goes on over the table. 
&gt; 
&gt; One oddity of the present is that the most commercially 
&gt; successful games are all solitary in nature: cart games, 
&gt; disk-based computer games, CD- ROM games. Once upon a time, our 
&gt; image of gamers was some people sitting around a table and 
&gt; playing cards; now, it's a solitary adolescent, twitching a 
&gt; joystick before a flickering screen. 
&gt; 
&gt; Yet, at the same time, we see the development of roleplaying, in 
&gt; both tabletop and live-action form, which depend utterly on 
&gt; socialization. And we see that the most successful mass-market 
&gt; boardgames, like Trivial Pursuit and Pictionary are played 
&gt; almost exclusively in social settings. 
&gt; 
&gt; I have to believe that the solitary nature of most computer games 
&gt; is a temporary aberration, a consequence of the technology, and 
&gt; that as networks spread and their bandwidth increases, the 
&gt; historical norm will reassert itself. 
&gt; 
&gt; When designing any game, it is worthwhile to think about the 
&gt; game's social uses, and how the system encourages or discourages 
&gt; socialization. For instance, almost every network has online 
&gt; versions of classic games like poker and bridge. And in almost 
&gt; every case, those games have failed to attract much useage. 
&gt; 
&gt; The exception: America Online, which permits real-time chat 
&gt; between players. Their version of network bridge allows for 
&gt; table talk. And it has been quite popular. 
&gt; 
&gt; Or as another example, many tabletop roleplaying games spend far 
&gt; too much effort worrying about "realism" and far too little 
&gt; about the game's use by players. Of what use is a combat system 
&gt; that is extraordinarily realistic, if playing out a single 
&gt; combat round takes fifteen minutes, and a whole battle takes 
&gt; four hours? They're not spending their time socializing and 
&gt; talking and hamming it up; they're spending time rolling dice 
&gt; and looking things up on charts. What's the point in that? 
&gt; 
&gt; How can the game better encourage socialization? 
&gt; 
&gt; Narrative Tension
&gt; 
&gt; Nebula-award winning author Pat Murphy says that the key element 
&gt; of plot is "rising tension." That is, a story should become more 
&gt; gripping as it proceeds, until its ultimate climactic 
&gt; resolution. 
&gt; 
&gt; Suppose you're a Yankees fan. Of course, you want to see the 
&gt; Yankees win. But if you go to a game at the ballpark, do you 
&gt; really want to see them develop a 7 point lead in the first 
&gt; inning and wind up winning 21 to 2? Yes, you want them to win, 
&gt; but this doesn't make for a very interesting game. What would 
&gt; make you rise from your seat in excitement and joy is to see 
&gt; them pull out from behind in the last few seconds of the game 
&gt; with a smash homerun with bases loaded. Tension makes for fun 
&gt; games. 
&gt; 
&gt; Ideally, a game should be tense all the way through, but 
&gt; especially so at the end. The toughest problems, the greatest 
&gt; obstacles, should be saved for last. You can't always ensure 
&gt; this, especially in directly-competitive games: a chess game 
&gt; between a grandmaster and a rank beginner is not going to 
&gt; involve much tension. But, especially in solitaire computer 
&gt; games, it should be possible to ensure that every stage of the 
&gt; game involves a set of challenges, and that the player's job is 
&gt; done only at the end. 
&gt; 
&gt; In fact, one of the most common game failures is anticlimax. The 
&gt; period of maximum tension is not the resolution, but somewhere 
&gt; mid-way through the game. After a while, the opposition is on the 
&gt; run, or the player's position is unassailable. In most cases, 
&gt; this is because the designer never considered the need for 
&gt; narrative tension. 
&gt; 
&gt; What can be done to make the game tense? 
&gt; 
&gt; They're All Alike Under the Dice. Or Phosphors. Or What Have You.
&gt; 
&gt; We're now equipped to answer the questions I posed at the 
&gt; beginning of this article. 
&gt; 
&gt; Do all the myriad forms of gaming have anything in common? Most 
&gt; assuredly. All involve decision making, managing resources in 
&gt; pursuit of a goal; that's true whether we're talking about Chess 
&gt; or Seventh Guest, Mario Brothers or Vampire, Roulette or Magic: 
&gt; The Gathering. It's a universal; it's what defines a game. 
&gt; 
&gt; How can you tell a good game from a bad one? The test is still in 
&gt; the playing; but we now have some terms to use to analyze a 
&gt; game's appeal. Chess involves complex and difficult decisions; 
&gt; Magic has enormous variety of encounter; Roulette has an 
&gt; extremely compelling goal (money--the real stuff). More detailed 
&gt; analysis is possible, to be sure, and is left as an exercise for 
&gt; the reader. 
&gt; 
&gt; Is the analytical theory presented here hermetic and complete? 
&gt; Assuredly not; there are games that defy many, though not all, of 
&gt; its conclusions (e.g., Candyland, which inolves no decision 
&gt; making whatsoever). And no doubt there are aspects to the appeal 
&gt; of games it overlooks. 
&gt; 
&gt; It is to be considered a work in progress: a first stab at 
&gt; codifying the intellectual analysis of the art of game design. 
&gt; Others are welcome, even encouraged, to build on its structure 
&gt; -- or to propound alternative theories in its defiance. 
&gt; 
&gt; If we are to produce works worthy to be termed "art," we must 
&gt; start to think about what it takes to do so, to set ourselves 
&gt; goals beyond the merely commercial. For we are embarked on a 
&gt; voyage of revolutionary import: the democrative transformation 
&gt; of the arts. Properly addressed, the voyage will lend granduer 
&gt; to our civilization; improperly, it will create merely another 
&gt; mediocrity of the TV age, another form wholly devoid of 
&gt; intellectual merit. 
&gt; 
&gt; 
&gt; The author wishes to acknowledge the contributions of Chris 
&gt; Crawford, Will Wright, Eric Goldberg, Ken Rolston, Doug Kaufman, 
&gt; Jim Dunnigan, Tappan King, Sandy Peterson, and Walt Freitag, 
&gt; whose ideas he has liberally stolen. 
&gt; 
&gt; 
&gt; Orthographical Note: In normal practice, the names of traditional 
&gt; games, e.g., chess, go, poker, are uncapitalized, as is usual 
&gt; with common nouns. The names of proprietary games are written 
&gt; with Initial Caps. This usage is inconsistent with the thesis 
&gt; that games are an artform, and that each game, regardless of its 
&gt; origins, must be viewed as an ouevre. I capitalize all game 
&gt; names, throughout the article. 
&gt; 
&gt; We capitalize Beowulf, though it is the product of folk tradition 
&gt; rather than a definite author, just as we capitalize One Hundred 
&gt; Years of Solitude. In the same fashion, I capitalize Chess, 
&gt; though it is the product of folk tradition rather than a 
&gt; definite designer, just as I capitalize Dungeons &amp; Dragons. It 
&gt; may seem odd, at first, to see Chess treated as a title, but I 
&gt; have done so for particular reasons. 
&gt; 
&gt; I have also, whenever possible, attempted to mention a game's 
&gt; designer upon its first mention. When I have omitted a name, it 
&gt; is because I do not know it. 
&gt; 
&gt; 
&gt; Copyright 1994 by Greg Costikyan. All Rights Reserved. Comments 
&gt; may be directed to costik#crossover,com . For more information 
&gt; about Interactive Fantasy, contact journal#aslan,demon.co.uk or 
&gt; write Hogshead Publishing Ltd., 29a Abbeville Rd, London, SW4 
&gt; 9LA. 
&gt; 
&gt; --&lt;cut&gt;--
&gt; 
&gt; -- 
&gt; J C Lawrence                           Internet: claw#null,net
&gt; (Contractor)                           Internet: coder#ibm,net
&gt; ---------------(*)               Internet: clawrenc#cup,hp.com
&gt; ...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
&gt; 
&gt; 
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<LI><STRONG><A NAME="01216" HREF="msg01216.html">I have no words and I must design</A></STRONG>
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<LI><strong><A NAME="01218" HREF="msg01218.html">Re: DESIGN: The Physics of Magic</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 06 Jun 1997, 11:29 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01219" HREF="msg01219.html">Re: DESIGN: The Physics of Magic</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 06 Jun 1997, 11:45 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01217" HREF="msg01217.html">TSR has been bought.</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 07:47 GMT
<LI><strong><A NAME="01216" HREF="msg01216.html">I have no words and I must design</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 06 Jun 1997, 07:28 GMT
<UL>
<LI><strong><A NAME="01292" HREF="msg01292.html">Re: [MUD-Dev]  I have no words and I must design</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 11 Jun 1997, 21:49 GMT
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<LI><strong><A NAME="01194" HREF="msg01194.html">Message problems with this list</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 05 Jun 1997, 22:34 GMT
<LI><strong><A NAME="01193" HREF="msg01193.html">Greetings</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 05 Jun 1997, 22:16 GMT
<LI><strong><A NAME="01188" HREF="msg01188.html">Re: [MUD-Dev]  Computers can't....</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 05 Jun 1997, 12:47 GMT
<LI><strong><A NAME="01172" HREF="msg01172.html">Re: (fwd) DESIGN: The Physics of Magic</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 05 Jun 1997, 11:36 GMT
</UL></BLOCKQUOTE>

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