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

Written as a deliberately drunken blog entry in November 2004 on the pretext of having played Lionhead's Fable on the Xbox for a week. The opening drifts through Steve's console history, a sour take on Final Fantasy: Crystal Chronicles and its carry-the-jug-of-beano mechanic, and the admission that he plays two games a year and this is going to be one of them. The middle is Game Industry 101 as told by an Amazon outsider with a friend at EA: the industry is a grillion-dollar industry, Wal-Mart moves a quarter of all US console game sales, and the headcount is unlike anything in servware. Producers (part-VC, part-backstabber). Directors (part-visionary, part-scapegoat). Voice actors. Motion-capture actors. A permanent reserve army of art-institute graduates working for less than minimum wage. Buried in a parenthetical mid-essay is the observation that became most-quoted: game engines get rewritten from scratch on every title because the team is always in demo mode, hacking whatever's needed to hit the next producer milestone. Steve frames it as a horror story; twenty years on, it is also a recognisable description of how a great deal of non-games software gets built.

The closing turn is the joke that turned out to have weight. The One True Calibration System for engineers, Steve proposes, is the Dungeons & Dragons level system: everyone has played it, the curve is roughly 1.5x so the first few levels go quickly and the later ones take years, and XP corresponds to delivered work in an obvious way. The serious companion four years later is Done, and Gets Things Smart, where Steve takes the same instinct on without the costume.

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.