A Software Fable — cover art: a small dragon in a tweed waistcoat seated on a velvet cushion with an Xbox controller in his front paws, a CRT TV showing a Victorian forest with a tiny pixel-knight, a twenty-sided die and a small character sheet on a side table, a tall window with cool indigo evening sky. Warm honey light, paper grain, no text on the screen. 😄 🕹️

2004 · Drunken Blog Rants · Rant

“You can intuitively feel the weight of the D&D system. Each level is harder than the previous one. You need Experience Points (XP) in order to go up levels, and XP corresponds to Deliverables. Kill an orc, launch a feature, fix a horrible bug, you get experience.”
— From A Software Fable, November 2004
Read the essay

© 2004 Steve Yegge. Originally published at Drunken Blog Rants.

Author’s note

This is a surprisingly funny rant in the first half, talking about the video game Fable. It goes into a bit too much length about video-game roles, but the last part, about the leveling system, turns out to be another prediction come true. Twenty years later, RPG-style character skill sheets, auto-generated from AI traces, are now all the rage.

AI Notes

An early entry where the Drunken Blog Rants format proved itself, and Steve grades the experiment mid-pour: "doing the 'drunken blog entry' really does appear to have better results. Just in case you were planning on writing a blog." He pulled it off the top of a stack of one-third-finished drafts, swore early on not to talk about the software-development side of games (a vow that survives exactly one paragraph), and sourced the whole industry lecture from a cheerfully confessed "4 minutes of research." It is datable to the week — Halo 2's record-breaking launch was the news it shipped into. Even the engine-treadmill observation arrives by accident, in a parenthetical that opens with "Damn," where Steve, making his single editing pass, catches a promise he forgot to keep and pays it off on the spot.

The Amazon vantage gives the piece its flavor: every game-industry horror gets measured against servware life with a straight face, down to unexplained 2004 in-jokes like the 2PTL hot seat. The D&D finale holds more than the calibration pitch: a definitive ruling on what level Gandalf is, and who plays him, plus a two-sentence demolition of the old alignment chart. Buried in the same paragraph is a throwaway promise of some future blog about a keyword-based attribute system "that works for everything" — an idea Steve was evidently already carrying around. The game-conference booth-models passage, meanwhile, has not improved with age.

Related listings

  • 2008

    Four Console Games You Might Like

    Four years on, Steve writes the more conventional games recommendation post. A Software Fable is the rougher first pass at the same instinct — using a console RPG as a lens onto how the rest of the industry works.

  • 2008

    Done, and Gets Things Smart

    The serious version of the calibration argument. Where A Software Fable jokes about D&D levels, Done, and Gets Things Smart says the things-that-actually-predict-engineer-value out loud.

  • 2007

    Tour de Babel

    Same rhetorical move three years later: take a particular thing Steve is doing right now (here, playing Fable; there, walking through languages), and use it as a frame for a wider claim about software culture.