There's a lotta different kinds of games out there. A helluva lot. Cart-based, computer, CD-ROM, network, arcade, PBM, PBEM, mass-market adult, wargames, card games, tabletop RPGs, LARPs, freeforms. And, hell, don't forget...
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There's a lotta different kinds of games out there. A helluva lot. Cart-based, computer, CD-ROM, network, arcade, PBM, PBEM, mass-market adult, wargames, card games, tabletop RPGs, LARPs, freeforms. And, hell, don't forget paintball, virtual reality, sports, and the horses. It's all gaming. But do these things have anything at all in common? What is a game? And how can you tell a good one from a bad one? Well, we can all do the latter: "Good game, Joe," you say, as you leap the net. Or put away the counters. Or reluctantly hand over your Earth Elemental card. Or divvy up the treasure. But that's no better than saying, "Good book," as you turn the last page. It may be true, but it doesn't help you write a better one. As game designers, we need a way to analyze games, to try to understand them, and to understand what works and what makes them interesting. We need a critical language. And since this is basically a new form, despite its tremendous growth and staggering diversity, we need to invent one.
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