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MMOS FROM THE INSIDE OUT: THE HISTORY, DESIGN, FUN, AND ART OF MASSIVELY-MULTIPLAYER ONLINE ROLE-PLAYING GAMES

Book Description

This is an astonishing collection of ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it’s still all worthwhile.

Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? MMOs from the Inside Out is for people with a spark of creativity: it pours gasoline on that spark.

It:

  • Explains what MMOs are, what they once were, and what they could – and should – become.
  • Delves into why players play, and why designers design.
  • Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants.
  • Doesn't tell you what to think, it tells you to think.
  • Table of Contents

    1. Cover
    2. Title
    3. Copyright
    4. Dedication
    5. Contents
    6. About the Author
    7. Acknowledgments
    8. Introduction
    9. Chapter1 : On History
      1. CompSoc
      2. Did You Know?
      3. Players and Playing
      4. Dr. Toddystone
      5. The Lord of the Rings
      6. MUD
      7. Virtual Whats?
      8. High and Low
      9. Only?
      10. Dungeons & Dragons
      11. ADVENT
      12. Did You Know?
      13. 1978
      14. All Programs
      15. Criteria
      16. Why “World”?
      17. Dinos
      18. Versions
      19. Exactly When?
      20. Lines of Code
      21. The First Age—1978 to 1985
      22. Great Interfaces of Our Time—Text
      23. Memories of Memory
      24. Wizzes
      25. Did You Know?
      26. AAA
      27. ADVENT and MUD
      28. XP
      29. Open Shop
      30. ARPA
      31. Sceptre of Goth
      32. Choosing a Genre
      33. 2011
      34. PIGG
      35. Island of Kesmai
      36. What Isn’t a Virtual World?
      37. Did You Know?
      38. Dr. Toddystone
      39. The Second Age—1985 to 1989
      40. MUDTXT.MAS
      41. The Lessons of Dr. Toddystone
      42. Avatar
      43. AberMUD
      44. ROCK, MIST, BLUD, and UNI
      45. MUA
      46. And the Winner Is...
      47. Adventure ’89
      48. Three Girls
      49. Anarchy
      50. Decus et Tutanem
      51. LOL
      52. Alice
      53. 1985 Wish List
      54. The Third Age—1989 to 1995
      55. The Origins of MUDDLE
      56. Dorothy
      57. Narrow Road Between Lands
      58. Pairs Game
      59. MicroMUD
      60. The Great Schism
      61. DikuMUD
      62. MUDDL to MUDDLE
      63. Lost Worlds
      64. The Flowering
      65. MMO DSL
      66. Four Uses
      67. Stock MUD Syndrome
      68. Genres and Settings
      69. Pairs Game—the Answers
      70. Threading
      71. Genre Example 1
      72. The Fourth Age—1995 to 1997
      73. Wendy
      74. Great Interfaces of Our Time—Text with Fixed Graphics
      75. Originality
      76. PvP v PvE
      77. Client/Server
      78. ADVENT Coda
      79. Genre Example 2
      80. Tanks
      81. Berserkers
      82. Great Interfaces of Our Time—Graphics Made of Text
      83. Designing Is Fun
      84. Genre Example 3
      85. The Tragedy of Geography
      86. Adding Coffee to Tea
      87. Creating Realities
      88. Great Interfaces of Our Time—Tile-Based Graphics
      89. Genre X
      90. The Old Times
      91. Did You Know?
      92. Permadeath
      93. MUD’s Setting
      94. Cut from the Same Cloth
      95. Great Interfaces of Our Time—2D Profile
      96. The Fifth Age—1997 to 2012
      97. Ultima Online
      98. D&D and MMOs
      99. Why Fantasy?
      100. Paradigm Consolidation
      101. Great Interfaces of Our Time—2D Isometric
      102. Legend
      103. Rank and File
      104. D&D Differences
      105. Six Months of Effort
      106. Mouse Mat
      107. Why Fantasy
      108. When Today Was the Future
      109. Great Interfaces of Our Time—2½D
      110. MUD’s Combat System
      111. Beautiful Architecture
      112. Lifespans
      113. Did You Know?
      114. Evolutionary Arguments
      115. Great Interfaces of Our Time—3D
      116. Question Me
      117. EverQuest
      118. Dingday
      119. Twink
      120. Recovering from Death
      121. The Lion, the Corpse, and the Scratched Box
      122. MUD and Social Networks
      123. Why MMO?
      124. Public Quests
      125. Peer to Peer
      126. Why Tolkien?
      127. Different Attitudes
      128. Sworn Statement
      129. Tolkien and MUD
      130. Whence the Trinity?
      131. Low Levels
      132. Second Life
      133. High = Low x 1.05
      134. Big N Worlds
      135. Dimensions of Inheritance
      136. The Elder Game
      137. Why MMO
      138. Half a Million Players
      139. Bandwidth
      140. Limbo
      141. If the Elder Game Is So Good...
      142. Grinding
      143. The Indie Spirit
      144. Two Unknowns
      145. Making the Impossible Possible
      146. Zerging
      147. Tibia
      148. Victorious Factions
      149. Sixteen Permutations
      150. Alice, Dorothy, and Wendy
      151. Silent Movies
      152. Reboot
      153. Evolution of the Trinity
      154. General Ignorance
      155. The Sixth Age—2012 to Present
      156. Chain Mail
      157. Droppable Objects
      158. Importance
      159. Many-Tentacled Beast
      160. Quiz Quests
      161. Timelines and Pedigrees
      162. Looking the Same in the Dark
      163. MMO Print Magazines
      164. A Brief History
      165. Trickle-Down
      166. 30 Up
      167. PLATO Revisionism
      168. Trickle-Down Problems
      169. Sceptre of Goth Alumni
      170. Avast, Tharr, ye Avatars!
      171. Ever Forward
      172. BOA Constriction
      173. Prompt Response
      174. Elder Game Emptiness
      175. Indie Development Costs
      176. Type Systems
      177. What You Need to Know to Write an MMO (1978)
      178. Company Organization
      179. Setting Up a Wargames Campaign
      180. Gameaholics
      181. Oh, for a Toolkit
      182. The Development Process
      183. Change <player>
      184. What You Need to Know to Write an MMO (Today)
      185. Trains to the Wilderness
      186. “I Want To Be a Lead Designer”
      187. What You Need to Know to Write an MMO (Tomorrow)
      188. Floral Spaghetti Strap Dress
      189. DAMN YOU
      190. What You Need to Know About What You Needed to Know to Write an MMO (1978)
      191. DIY Options
      192. Alice and Dorothy Play Together
      193. “I Want To Be a Level Designer”
      194. “I Want To Be a Lead Programmer”
      195. Plodding
      196. Back from the Mists of Time
      197. Wow!
      198. Criteria for a Name
      199. What’s in a Name?
      200. “I Want To Be a Lead Artist”
      201. “I Want To Be a CS Lead”
      202. Engines of Creation
      203. Benefits of a Federation
      204. Falling Proud
      205. Reading Matter
      206. As You Are Now, So Once Was I
      207. “I Want To Be a QA Lead”
      208. The Personality of a World
      209. “I Want To Be a Producer”
      210. Design by Committee
    10. Chapter2 : On Design
      1. Four of Clubs?
      2. Games, Education
      3. Most Useful
      4. No Gophers
      5. Why Designers?
      6. Because People Ask
      7. Vision versus Look and Feel
      8. Zimmerman’s Game
      9. Designing to Context
      10. What Designers Design
      11. Scunthorpe
      12. Training and Education
      13. Respecs
      14. Procedural or Declarative?
      15. Rules and Instantiations
      16. Everyone’s a Designer
      17. Amazing
      18. Resets
      19. The Magic Circle
      20. Do You Know This Game?
      21. Games You Can’t Win
      22. In Defense of Suits
      23. Two Games
      24. The Cluedo Example
      25. Universal Flawed Design
      26. Early Lesson
      27. You Do Know This Game
      28. Mechanics
      29. Generated or Created
      30. What Are the Rules?
      31. Whatever
      32. Kinds of Rules
      33. Bubbles and Sandcastles
      34. Design and Prediction
      35. An Important Distinction
      36. Kinds of Rules and MMOs
      37. Egor
      38. Crossing a Line
      39. Context and Mechanics
      40. World of Wiicraft
      41. The Magic Circle and MMOs
      42. Plutarch
      43. Reskinning
      44. Games Studies, Game Design
      45. PK
      46. Ways to Think About Play
      47. Self-Belief
      48. Toweritis
      49. Lost Cities
      50. The Players’ View
      51. Reskinning and Perception
      52. Studying Games Studies
      53. Monolithic Worlds
      54. Fun
      55. On Analyzing Gameplay
      56. Content with Content Creation
      57. Rhetoric: Play as Progress
      58. NPC
      59. Interactivity
      60. Are MMOs Games?
      61. What’s a Game?
      62. Playfulness
      63. Glory
      64. Tools for the Job
      65. Is it a Game?
      66. Accepting Bounds
      67. Plutarch for Newbies
      68. Diverse Games
      69. Rhetoric: Play as Fate
      70. In Practice
      71. Opposites Reflect
      72. Dimensions of Change
      73. Are Virtual Worlds Games?
      74. Emergence
      75. That Question
      76. Conditions
      77. Interaction
      78. Designed Parameters
      79. Dimensions of Change Example
      80. Tokens, Rules, Features, and Gameplay
      81. The Sad Truth About UCC
      82. Emerging from the Dark
      83. Besikovitch’s Game
      84. Organic Design
      85. Spotting a Designer
      86. Speedboats and Cruise Ships
      87. Predicting the Unpredictable
      88. Inorganic Design
      89. The Sleeper
      90. Why Detail Matters
      91. Idea Ideas
      92. Ripping Off Game Ideas
      93. From Tokens to Gameplay
      94. TheSolo Dungeon
      95. Changes to Games
      96. Dead-End Evolution
      97. Massively Small
      98. Licenses
      99. Toy Games
      100. A Wise Designer
      101. 60 Seconds of Gameplay
      102. Macho Women with Guns
      103. Rhetoric: Play as Power
      104. Balance
      105. Ralph Vaughan Williams
      106. Fixed Values
      107. 60 Seconds of Spunky Princess
      108. Anti-Design
      109. Classifying MMOs
      110. Busy-Body Bosses
      111. Reading Up
      112. Caps
      113. And Another Thing
      114. Purge World
      115. Degree of Persistence
      116. Indian Lottery
      117. Levels of Functionality
      118. Biennial Wipe
      119. Player Impact
      120. Humor in MMOs
      121. Levels of Data Definition
      122. Beyond the Holodeck
      123. Conceptual versus Euclidian
      124. Inheritance
      125. Agents
      126. Cooler
      127. Production
      128. Stealth
      129. Text and Nodes
      130. Boring Production
      131. Art and Education
      132. How Some People Are
      133. Chain Mail Bikini
      134. Area Map
      135. Not So Massively Multiplayer
      136. World and Content
      137. Levels of Responsibility
      138. Single Inheritance
      139. The Morgan Bible
      140. Games and Education: a Rant
      141. Fault Lines
      142. Basic Model of Production
      143. Something Going Around
      144. Multiple Inheritance
      145. Bad Chef Analogy
      146. What Players Want
      147. Area Map
      148. Persistent Irritation
      149. Impact versus Persistence
      150. Interesting NPC Activities
      151. Graphics and Grids
      152. A Crocodile, a Tiger, and an Elephant
      153. A Little About a Lot
      154. MMOs and Education
      155. Content Discontent
      156. The Image of the City
      157. Another Coincidence
      158. Graphics and Polygons
      159. Mobs and Bots
      160. Methods
      161. Load Balancing
      162. The Palestine Liberation Organization
      163. Cognitive Maps
      164. Novelists and Programmers
      165. Just Not Me
      166. World Wide Web of Worlds
      167. Antiquated Laws
      168. Open and Closed
      169. Classes of Actions
      170. Listening to Players
      171. MMO Database Use
      172. Areas, Regions, and Zones
      173. Freeform Creation
      174. Victorians
      175. Socialist Quiz
      176. UCC Issues
      177. Bad Luck?
      178. Instantiations, Servers, Shards
      179. Clone World
      180. Creature Feep
      181. Rhetoric: Play as Identity
      182. Localization
      183. UGC Issues
      184. Programming Language Choice
      185. Dupe Bugs
      186. Easy Target
      187. Rewarding Risk
      188. MMO Data Flow
      189. Design Failure
      190. A Player’s Understanding
      191. Rhetoric: Play as the Imaginary
      192. Design Decision
      193. Socialist Quiz Continued
      194. Rhetoric: Play as the Self
      195. Retreads
      196. Consider This
      197. 1 in 10
      198. Socialist Quiz—Coda
      199. To Be an Elf
      200. Mind and Senses
      201. Art and Computer Games
      202. Virtual Architecture
      203. Latency and Lag
      204. Rhetoric: Play as the Frivolous
    11. Chapter3 : On Fun
      1. Immersion
      2. Don’t Mind if I Do
      3. Newbie
      4. Hacker Culture
      5. Pseudonymity
      6. What is Fun?
      7. Portable Characters
      8. Game for a Survey
      9. Games as Story
      10. Mysterious but Unmistakably Powerful
      11. What isn’t Fun
      12. Training Skills
      13. Recipient
      14. Book Review: A Theory of Fun for Game Design
      15. Laughing Heartily
      16. Immersion Terminology
      17. Toon Time
      18. Ludology
      19. No-Win Situation
      20. May Day
      21. Go Grok Yourself
      22. Engrossed vs. Immersed
      23. Presence
      24. On your Second Read
      25. Olton Hall
      26. Inter-World Trust
      27. Narratology
      28. You’re Only Supposed to …
      29. Floyd
      30. Vicariousness
      31. Improving Players
      32. Real Life API—Educate
      33. Games & Learning
      34. Flow
      35. Seamlessness
      36. Two Definitions of Immersion
      37. Elementary
      38. Too Immersive?
      39. Griefing
      40. Dynamic Difficulty Adjustment
      41. Spider Lore
      42. Playing for Kicks
      43. Achievers
      44. System Immersion
      45. Ludology versus Narratology
      46. Pepper
      47. Portable Characters Again
      48. A Narrative Experience
      49. The Game Allows it
      50. Presence in Context
      51. Persuasion
      52. Unfanboied
      53. Unfun?
      54. No Fun?
      55. Reductio ad Absurdum
      56. Too Real
      57. Two Sides of the Same Coin
      58. Third Places
      59. Reasons to Design
      60. Anniversary Achievers
      61. Design Flaw
      62. Double Presence
      63. Double Flow
      64. Story
      65. Norms as Rules
      66. Core Belief
      67. Levels of Immersion
      68. Advergaming
      69. Preference
      70. Unrealistic Worlds
      71. Story as History
      72. Pulling Up the Ladder
      73. Player IDs
      74. Intention in Griefing
      75. Not Present, Not Correct
      76. Interference
      77. Unrealistic
      78. Morbid Griefing
      79. A Bit of a Gamble
      80. Explorers
      81. Story Structure
      82. What are the Odds?
      83. Collusion in Banality
      84. 3 Acts
      85. Non-MMO Immersion
      86. Another World
      87. Story as Narrative
      88. Letter from the Future
      89. NPCs with Personality
      90. Realistic Worlds
      91. Socializers
      92. Cognitive Dissonance
      93. Killers
      94. In Defense of Psychologists
      95. Floyd, RIP
      96. Adaptive AI
      97. Innovate!
      98. Story as Backstory
      99. Wood, Trees, Trees, Wood
      100. The Charging Moose
      101. Seal of Evil
      102. Anniversary Killers
      103. The Meaning of Realistic
      104. Cover as Code
      105. Gaming AI
      106. Narrative Art
      107. Too Much Magic
      108. Ask Dr Psycho
      109. Feelings
      110. Undermining Achievement
      111. Jaina Proudmoore, Giantess
      112. Other Story
      113. Always a Pawn
      114. Narrative Arcs
      115. Place as Serendipity
      116. MMOs as Virtual Worlds
      117. Cognitive Dissonance in MMOs
      118. Verisimilitude
      119. Story Machines #1
      120. Unpredictable Interactions
      121. Anatomy of a Rift Quest
      122. Why Realistic?
      123. False Choices
      124. Why Unrealistic?
      125. Story Machines #2
      126. The Hamzanama
      127. Personal Arcs
      128. Artemis & Actaeon
      129. Unrealistic Reality
      130. Multiple Narratives
      131. Story Machines #3
      132. Don’t Mix Them Up
      133. Player Types
      134. Unrealistic Physics
      135. Story Summary
      136. Dextrus
      137. Are MMOs
      138. Rail Games
      139. Level Design
      140. Achiever, Explorer, Socializer, Killer
      141. Elsinor
      142. MMOs Are
      143. Complete
      144. Plot Creation
      145. Penguins
      146. Kisho¯tenketsu Question
      147. Not Getting Player Types
      148. Breadth and Depth
      149. Two Questions, One Answer
      150. Balance and Overbalance
      151. In or On?
      152. Mirror Neurons
      153. Categorization
      154. Tank Types
      155. Effect and Affect
      156. Where Have All the Hackers Gone?
      157. Killer or Achiever?
      158. Elitism
      159. Tank Types (Better)
      160. Player—that’s Player—Types
      161. Partitions
      162. Player Type Dynamics
      163. Programmers’ Self-Image
      164. VoIP
      165. Beyond MMOs
      166. What Determines a Player’s Type?
      167. The Proteus Effect
      168. What Programmers Want
      169. Kisho¯tenketsu Answer
      170. Fishing
      171. The Soul of a Game
      172. The Uncanny Valley
      173. The King’s Opinion
      174. Design by Referendum
      175. Why Achiever-Only MMOs Don’t Work
      176. Point of View
      177. Feedback Loop
      178. The Designer’s Lot
      179. Parasocial Relationships
      180. More Why
      181. Faults in the Player Types model
      182. Different Views
      183. Losing
      184. Drift
      185. Mechanical
      186. Noble Content
      187. SkySaga
      188. Texts
      189. Alter Ego
      190. Right Rewards
      191. In the Bag
      192. Baby Learns to Walk
      193. Evil Characters
      194. In-World IP
      195. Rocks
      196. Alternate Character Models
      197. Inappropriate Armor
      198. Deathtraps and Giveaways
      199. Features from Mechanics
      200. Go, GoPets!
      201. Really Evil Characters
      202. Adult Learns to Drive
      203. A New Dimension
      204. Splitting Killers
      205. Splitting Socializers
      206. Splitting Achievers
      207. Splitting Explorers
      208. Player Types Revisited
      209. Not Seeing Yourself as Others See You
      210. 8 Player Types
      211. Automatic Justice Systems
      212. Drift Revealed
      213. How Myth Works
      214. Development Tracks
      215. Using a Player Types Model
      216. Myth
      217. Griefers versus Grievers
      218. Sound and Vision
      219. Nondescript
      220. Will I Go to Hell for playing an Orc?
      221. The Hero with a Thousand Faces
      222. Hero’s Journey Phases
      223. Voice = Bad
      224. Voice = Good
      225. MMOs and Religion
      226. Departure
      227. Heaven and Hell
      228. So Female
      229. So Male
      230. Reputation Systems
      231. Initiation
      232. Split Screen
      233. Return
      234. Back End of a Horse
      235. Abstracting Evil
      236. Frodo’s Journey
      237. One Question
      238. Evil as Evil
      239. The Hero’s Journey in MMOs
      240. New Arrivals
      241. The MMO Player’s Journey
      242. Master of the Two Worlds
      243. Violent Changes
      244. Speak Like an Academic
      245. The World of Adventure
      246. One Answer
      247. Why People Play MMOs
      248. HiPiHi—Words and Meaning
      249. Atonement with the Father
      250. Designeritis
      251. Gome and Gomen
      252. ;shrugs
      253. Oeuvres
      254. Azax
      255. Real Life API—SelfActualize
      256. Failure of Atonement
      257. So Little Time
      258. Þe Gome of þe Grene
      259. Evidence
      260. Newbie Induction Examples
      261. Nick Yee’s “Motivations”
      262. The Player Life-Cycle
      263. Immersion and Identity
      264. Induction in Action
      265. Not Actually Famous
      266. Beyond the “Hero” Label
      267. On Missing Types
      268. Attunement
      269. Perverse Evolution
      270. Temporary Visitors
      271. Say What You See
      272. Dead Mages
      273. The Future of Old Ideas
      274. Text and Voice
      275. Theory of Immersion
      276. The Touchstone
      277. Immersion and Player Types
      278. The Clue is in the Title
      279. On Heroes
      280. Missing Types
      281. Unsung
      282. Wanting Immersion
      283. Hard and Soft Role-Play
      284. Signifying and Signified
      285. Hard to Mean Soft
      286. If Dolphins…
      287. About Face
      288. CRASH
      289. Immersion Strategies
      290. Factor Analysis
      291. Mood Systems
      292. The Intangibility of Role-Play
      293. Non-Hero Heroes
      294. Fazed by Phases
      295. Missing What’s Missing
      296. The Heroine’s Journey
      297. Famous Last Words
      298. Voice Fonts
    12. Chapter4 : On Art
      1. A Rape in Cyberspace
      2. Just Like Game Design
      3. Needed Skills
      4. The Wisdom of Crowds
      5. My World, Your World
      6. The Art of Persuasion
      7. Unconference
      8. On the Origin of Species
      9. Corn Dollies
      10. Assaulting the Citadel
      11. What Makes a Designer Design?
      12. Design Philosophy
      13. Torture
      14. Kindred Spirits
      15. We Are Who We Are
      16. Games You Should Have Played #1
      17. I Like Living in Houses, Me
      18. Kasparov vs. the Rest of the World
      19. 6 Days, 22 Hours, 40 Minutes
      20. Paradigms
      21. The Artist
      22. Letting Creatives Create
      23. Research Audience
      24. Flagging
      25. Symbolism
      26. Bear With Me on This
      27. Lost Value
      28. Nature vs. Nurture
      29. Why Ask?
      30. Motivation for Designing
      31. Off Trade-Offs
      32. Semiotics
      33. Why Designers Design
      34. Players in their Place
      35. Levels
      36. Games You Should Have Played #2
      37. Possible Explanation #1
      38. Woman as Temptress
      39. What Games Say
      40. Promoting Understanding
      41. Related Aesthetics
      42. Hill-Climbing
      43. Winning by Changing
      44. If You Don’t Like it
      45. Top Five
      46. Possible Explanation #2
      47. Level Down
      48. The Need for Games Research
      49. Games You Should Have Played #3
      50. No Consequences
      51. Symbolism through Breadth
      52. Symbolism Through Depth
      53. Possible Explanation #3
      54. Art Within Art
      55. Journey’s End
      56. Breadth and Depth Limitations
      57. Designers vs. Developers
      58. A Rape in Cyberspace or Not?
      59. Atmosphere
      60. Peers
      61. Making Associations
      62. Aesthetics and Meaning
      63. The Whole Truth
      64. Uses of Atmosphere
      65. Possible Explanation #4
      66. The Hunter or the Hunted
      67. Game-Design Mistakes Every Designer Makes #1
      68. Speaking Through Atmosphere
      69. Imposition
      70. Meaning in Games
      71. Knowing When
      72. A Critical Aesthetic
      73. Now that You Mention it
      74. How to Read an MMO
      75. By Any Other Name
      76. Continuing SW:TOR
      77. From Zero to One
      78. The Writer’s Journey
      79. Art as Fun
      80. The Carpenters
      81. Eating Your Own Food
      82. Games You Should Have Played #4
      83. The Wisdom of Game Designers
      84. Nesingwary’s Mastery Quests
      85. Fire in their Bellies
      86. Characters’ Character
      87. Crown Film Unit
      88. Demeaning
      89. Game Design Mistakes Every Designer Makes #2
      90. Magazine Reviews
      91. Society Speaks
      92. A Somewhat Limited Audience
      93. The Price of Man and Woman
      94. May the Force be Without Me
      95. Player Type Misuses #1
      96. “Saving Silverlake”
      97. I Could Be Wrong
      98. Welcoming Newbies
      99. Everyone’s a Critic
      100. Themselves
      101. Games You Should Have Played #5
      102. The Heart of a Review
      103. Player Type Misuses #2
      104. Old Ideas
      105. SW:TOR Consular Gear
      106. Making a Point
      107. Inversion
      108. Games You Should Have Played #6
      109. The MMO Cycle
      110. All Very Sad
      111. Mulligan vs. Koster
      112. Out and About
      113. Kind of a Newbie
      114. Uncritical Separation
      115. Heinrich
      116. Peace
      117. Dialectics
      118. The Burbs
      119. Honorable Retirement
      120. Listening to Players
      121. The Covenant
      122. Ideal Designers
      123. 5, 10, 20 Years
      124. Addiction Problems
      125. Game Design Mistakes Every Designer Makes #3
      126. Victory for Art
      127. Not the Players
      128. Cahiers
      129. Best of Intentions
      130. agoraXchange
      131. Finding Your Medium
      132. Experience Losses
      133. Conceptualization
      134. Unplanned Consequences
      135. Frames and Boundaries
      136. Art Games or Games as Art?
      137. Games You Should Have Played #7
      138. Reviews of Designers
      139. Not a City of Superheroes
      140. Game Design Mistakes Every Designer Makes #4
      141. One-Word Answer
      142. Merely Players
      143. Never-Ending Art
      144. The Real is Imaginary
      145. Game Design Mistakes Every Designer Makes #5
      146. Miserable Me
      147. The Studio System
      148. Dark Room Sex Game
      149. On Freedom
      150. Instead?
      151. Oh, Journalists
      152. The Joy of Design
      153. Golden Boys and Girls
      154. So I Did
      155. A Breaking Wave
      156. Rationally
      157. Designers of Games
      158. Reflections
    13. Index