Europa Universalis: Why Strategy Matters
Games, Storytelling, and Breaking the String
My Life with Master
The Revolution Began with Paper
Death to the Games Industry: Long Live Games
Game Styles, Innovation, and New Audiences: An Historical View
I Have No Words and I Must Design
Talk Like a Gamer
Where Stories End and Games Begin
The Scratchware Manifesto
New Front in the Copyright Wars: Out-of-Print Computer Games
King of Dragon Pass Review
A Platform for New Ideas: Why We Need an Indy Label Now
EA Goes for Online Games
The War for America's Thumbs
Games Don't Kill People--Do They?
TEN Becomes pogo.com: Bingo Beats Quake
You Can Smell the Desperation
Online
Gaming's Store-Shelf Chains
Online Gaming Is the Wave of the Future--
So When Does the Future Arrive?
Tilting at Windmills
The Invasion of the Toy People
Dani Bunten Berry
The Adventure Continues
A Requiem for the Hill
Hit Hunter:
Groveling for Dollars:
Why Online Games Suck:
Lara Buys the Gecko:
Will Cendant Sell?
IGDN Report

Several Powerpoint presentations from speeches I've made are available here. They're mostly about online or wireless games.

Death to the Games Industry: Long Live Games Part Two is here. (The Escapist, 2005.)
Don't Be a Vidiot: What computer game designers can learn from non-electronic games. (Game Developer's Conference, 1999)
"I Have No Words & I Must Design": Toward a critical vocabulary of game design. (Interactive Fantasy magazine, 1994)
The Medium is the Message: What will the impact of interactive entertainment be on society? (Journal of Computer Game Design, 1994)
A Farewell to Hexes: Who killed wargaming? (written for The Gamer in 1993, but rejected as being too inflammatory; published here in 1996)
Learning from Fiction: Is game design a form of story telling? And if not, what can game designers learn from fiction? (Journal of Computer Game Design, 1988)
My Favorite Game (The Gamer magazine, 1993)


A detailed compendium of all titles published by SPI, a major boardwargame publisher of the 70s and early 80s. Quite useful for collectors and those nostalgic about the wargaming days.

Closing the Net: The 1990 Hacker Crackdown (Reason magazine, 1991).
The $11 Billion Bottle of Wine: The possibilities of interstellar trade. (Ares magazine, 1982)

Simple Justice: Why don't you know who designed the games you play?
Why Games Cost What They Do: How come something that costs $3 bucks to make costs you $30 at the store?
What Those Credits Mean: Who does what in creating a game?
Publish or Perish?: The problems of publishing your own game.
Submitting Games: How to submit your designs to prospective publishers.

Pax Britannica Improved
Pax Britannica Play-by-Mail Rules
Conquistador Errata & Addenda
Continental Siege Aircraft, a variant for Steve Jackson's Ogre--this article on the
Steve Jackson Games site.

A Short History of Paper Games (not published elsewhere, 1994)
How to Make Big Bux Writing Elfy-Welfies: Make Money Fast!
The Cult of Gestetner: A RuneQuest cult -- amusing, at least if you're a former zine publisher. (Different Worlds magazine, 1980)
The World of Slobbovia: A tourist's guide to the fantasy land. (Different Worlds magazine, 1983)
Little Wars & Floor Games: An introduction written for a facsimile edition of H.G. Wells's two game designs. (Hogshead Publishers Ltd, 1993)
Flippancy in FRP: Purposefully silly roleplaying. (Different Worlds magazine, 1980)