When we asked the readers of our previous books about ideas for this work, they almost all requested a strong emphasis on the business aspects of game development, including business development, client management, and project planning. The recommendations reminded us of our experiences in several startup companies, especially one where we were developing a series of sword-and-sorcery games. The efforts involved in starting up the company seemed to parallel the elements of the games we were designing. It felt like we were trying to build a corporate kingdom while slaying a high-tech dragon. As a result, we started creating tongue-in-cheek fables that illustrated some of the insights we were gaining ...