About 10 years ago, at the Game Developers Conference in San Francisco, I went to see a game put together by an enterprising team of ex-modders who’d found some funding. It was based on a very popular Warcraft mod, a weird mutation of real-time strategy in which you only controlled one unit, around which an amusingly impenetrable subculture of memes and Eurodance YouTube videos had grown. The game was arcane and brutally competitive, drowning in jargon, and seemed to move both very fast and very slow, with interminably long matches. I didn’t get it at all and found myself unable to assess its quality or prospects. I didn’t write it up.