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> I must be completely out of touch, because I could not make heads or tails of nearly any word in this article.

Me too! What I struggle with most is trying to grasp where human motives fit into the game structure. Each aspect of the game must be a parallel or metaphor for real life situations that engage and appeal to intrinsic elements of human nature. But it's described almost in reverse, as if the names, the battles, the political structures are what matter. No, what truly matters is why each a player voluntarily spends vast amounts of time seated motionless in front of a screen. That's what's truly interesting (and I guess can probably only be really grasped by playing).






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