	I have reached a major turning point with Siboot.  For the last few
months I have designed from theory and tried to adjust the game to 
accomodate theory.  Now I have decided that the game is close enough to proceed
to the next stage.  From here on in, theory will act as consultant rather 
than driver.  The game is now the driver.  I play with the game and ask, "How
does it play?"  and modify the game accordingly.  This second style of design
is, of course, the standard style with most hack designers.  I do not reject
this iterative style of design out of hand.  Every game, no matter how clean
and pure theoretcally, must still stand up to empirical tests of playability.
My emphasis has been on this preliminary stage of theoretical development.
I have spent three months on this theoretical stage.  Now I begin what should
more properly be called "game development".  The foundations are laid down,
and from here on in my work will be directed towards refining the ideas I now
have and turning them into a fun, playable game.
	So I sat down with the game yesterday and played with it.  Yes, there
is enough game play that I can actually play through now.  And I quickly filled
a notepad with comments for things needing correction.  The most important
observation, though, concerned the quantity of information coming out at the 
player.  There's too much to digest.  I am now working on ways to organize that
flood of information to make it more readily digestible.
.
