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Best Of Portland: 2000

Cheap Eats 2000

photos by basil childers
www.
spiritwars
.com





To play SpiritWars, you need a Windows-based PC set up for 16-bit color.




There are two versions of SpiritWars: You can play for free, using all the game's strategic wrinkles but only 200 of its attacking pieces; or you can use the paid version ($5-$9 a month, depending on length of subscription) with all 426 characters.




Chase's Doonesbury game was reviewed in the first issue of George, the pop-politics magazine founded by the late John F. Kennedy Jr.




Hasbro's The Spirit Wars is an updated version of Legends of the Five Rings (or "L5R"), a card game set in a mystical samurai realm.




This isn't the first time Hasbro has run into trademark trouble. The U.S. Olympic Committee demanded that it drop a Legend of the Five Rings logo of five interlocking rings. The company did.




Jonathan Chase plays bass for a band called Bad Spatula.




The U.S. Patent and Trademark Office is online at www.
uspto.gov
.




Hartley Lesser started gaming in the '70s, when he ran a weekly Dungeons & Dragons game for a dozen other Bay Area cops.




For a hearty helping of game-industry gossip and minutiae interspersed with right-wing politics, see www.
fatbabies.
com.





Chase is represented by lawyers from the Portland firm Landye Bennett Blumstein. The attorneys are working on contingency, fighting the case in hopes of taking part of an eventual settlement.

 

Gamemaster Randy Chase.
COVER STORY
Gamemaster vs. Goliath
Portland inventor Randy Chase arms himself for battle against one of the world's biggest toy companies.

by ZACH DUNDAS
zdundas@wweek.com

If a film director wanted to type-cast the role of a focused and slightly eccentric game inventor, he might draft Randy Chase. As he sits and talks at his dining-room table in Milwaukie, his
fingers pluck the table top as though reaching for invisible chessmen. His long blond hair sweeps back in half-wild wisps. He wears broad, wire-rimmed glasses with faintly tinted lenses. A thin gold band encircles his neck, above a cream-white shirt with modest ruffles on the front.

The truth is, Chase actually is a focused and slightly eccentric game inventor. However, though 'tis the season when most people in his industry are shoveling slush piles of Christmas cash, this yuletide finds Chase very pissed off.

On Oct. 25, Chase filed a lawsuit in federal court against Hasbro, one of the world's biggest toy and game companies. Name an iconic game--Monopoly, Clue, Scrabble, Battleship--and Hasbro probably owns it. The $4.2 billion company churns out everything from Tonka trucks to Furbys to Mr. & Mrs. Potato Head to Pokémon to Dungeons & Dragons. In the succinct words of one game-industry insider, Hasbro is "gawd-awful huge."

Chase's suit charges this megalith with trying to steamroll his livelihood. Specifically, it accuses Hasbro of violating the federal trademark Chase holds on the name of SpiritWars, an online game he launched in December 1998. The game is hardly a household word, but an incredibly loyal group of players has gravitated to its strategic challenges and florid swords 'n' sorcery images.
HAMMER OF THE GODS: Gamesmith Randy Chase says he found inspiration in this scene from Jason and the Argonauts

In early October, Chase learned that Hasbro's Seattle-based subsidiary Wizards of the Coast, which revolutionized the industry in the '90s with the fantasy card game Magic: The Gathering, planned a new version of one of its card games.

The name? The Spirit Wars.

"My reaction that first night was one of complete shock," Chase says now. "After the shock passed, my most common feeling about it is anger. Either they were totally irresponsible, making an incredibly stupid mistake, or they are just so big that they don't care whose rights they infringe on."

In late November, the titanic toymaker fired back at the Milwaukie inventor with a counter-suit, demanding that the court throw out Chase's claim and strip him of his hard-won trademark on the game he created from scratch.

The David-vs.-Goliath nature of the battle raises questions about intellectual property and corporate identity that have become more uncertain in the Internet Age. But to Chase and his supporters in the sometimes densely odd subculture of hardcore game-players, it's about more than that. It's also about the fate of a lone inventor with anachronistic views on chivalry, culture and sportsmanship, matched against a vast company that owns a huge swath of the American imagination.
THE FAMILY that plays together, etc.: Randy and Jonathan Chase get wired

When it comes to games, Randy Chase is as serious as global warming. "I've been a gamer ever since I was a kid," he says, recalling his upbringing in Winston, a tiny town near Roseburg in southern Oregon. "My friends and I made up our own games with baseball cards, rewriting the rules of Monopoly, that sort of thing. I learned to play double-deck pinochle with my aunts and uncles by the time I was a third-grader. When other kids were putting together models of cars, I was doing models of Dracula, Frankenstein and Wolfman instead. In the '70s, I went through a phase where I was into these really complex war games that occupied the whole kitchen table and took three weeks to play. I know the difference between a good game and a bad game."

In the '80s and '90s, he applied that knowledge reviewing software for a weekly Oregonian column. He also started his own magazine, The Guide to Computer Living, in 1984. The magazine featured acid-addled guru Timothy Leary as a columnist, touting computers as "the new psychedelic" about a decade before such views became hipster conventional wisdom.

Chase eventually decided that he knew enough about games to make his own. A self-confessed CNN addict, Chase started out hammering code for a game that let players run virtual presidential campaigns for Portland animation magnate Will Vinton's now-defunct software company. That led to a gig designing a game based on the '92 election for Garry Trudeau, creator of the popular political comic strip Doonesbury.
WORLD IN FLAMES! SpiritWars sends gods, ghosts and mystic warriors into battle.

Though the Doonesbury game received good reviews and is still used in some college political-science classes, Chase found it an embittering experience. He says he ran up against corporate execs in California who "had never played a game in their lives." He also recounts fending off innumerable dumb ideas, such as a cracked scheme to make Chinese fortune cookies a key component of the game's design.

"It was just a creative nightmare," he says now.

The fiasco spurred him to work harder and fight for complete creative control. Five years ago, Chase started doodling new plans. He'd always remembered a scene from the 1963 movie Jason and the Argonauts in which Zeus (Irish actor Niall MacGinnis) and Hera (Honor Blackman) manipulated mortal reality by moving pieces on an Olympian game board. "I wanted to do a game that captured the feeling of gods looking down on the world, moving the pieces around," he says.

The result was SpiritWars, an online strategy game similar to chess, checkers and battlefield classics like Stratego. Two players face off on an online game board featuring eight kinds of terrain. Because there are 426 different attacking pieces and hundreds of possible game board arrangements, no two games can ever be the same. The pantheon of pieces recalls role-playing games like Dungeons & Dragons and reflects Chase's fascination with mythology, history and politics. SpiritWars players can attack each other with everything from Hercules to Vlad the Impaler to acid rain.

Since the game went online in '98, more than 250,000 games of SpiritWars have been played. The combination of strategy, luck and fantastical whimsy proved attractive to cerebral types turned off by the high-tech gore of many other online games. There are about 200 serious SpiritWarriors at any given time; Chase says a base of a few thousand regular paying players would ensure the game's future.

Despite the devotion the game inspires among zealots, it remains a family affair. Chase named his company, Kellogg Creek Software, for the trickle that runs through his backyard. Chase's wife, Lyn, who neither knows how to play SpiritWars nor wants to learn, acts as a maternal camp counselor for the game's junior players. When a player too young to know better violates ground rules banning profanity and trash-talk, he or she has to spend some quiet time online, chatting with "Mom." Randy and his son Jonathan, a 17-year-old funk rock bassist with an elfin presence and long, maritime-green hair, did the early R&D on SpiritWars at the dining room table.

If this seems like an exceptionally down-home way to run a business in a globalized age, that's mostly by design. Chase wants SpiritWars to be more than a diverting strategic challenge. He designed the game to reflect values shaped by youthful stints in the rock-and-roll, liberal-politics and freak-radio scenes of Portland and Eugene. He hopes SpiritWars injects a subtle, quirky intelligence into computer games' standard diet of virtual mayhem.

Each one of the 426 characters is illustrated with a carefully chosen piece of classical, medieval or Renaissance art. Literary quotes and allusions lace the game. "In a subtle way, we're introducing a little culture into the gaming world," Chase says. "It's great to go into chat rooms and see 14-year-old kids arguing about which Renaissance painter they like best."

A similar humane spirit informs the online "atmosphere" surrounding the game. Devotees describe SpiritWars as a rarity: Profanity is forbidden and trash-talk discouraged, women are protected from harassment and new players are nurtured.

For a war game, SpiritWars is incredibly civilized.

"This is the one and only place where I'd let my 6-year-old son sign on to play," says Jay Sardi, a self-described gaming fanatic from Destrehan, La., who plays under the screen alias "The Slayer." Sardi says he and his wife, Pamela ("Honeydragon"), play a lot of SpiritWars.

Sharon Panas, a housewife and mother who lives in the agricultural foothills of the Canadian Rockies south of Calgary, says the game offers her intellectual satisfaction she might otherwise miss. She plays under the name "theREALunicorn."

"I'm the only person in my family who's interested in wizards and warlocks and so forth," she says. "I don't have a lot of friends of the female persuasion around here who share those interests, either. I'm sort of out on my own little island."

Certainly, there are a lot of games on the Internet dealing with wizards and warlocks, but Panas says she's tried them, only to spend almost as much time fending off (mostly male) idiots as playing. With SpiritWars, though, it's a different story. She says she was once called "a gender-specific name"--which she declines to repeat--in a chat room; seven other players jumped to her defense before she could reply.

"There's an ethic about the game that says, 'This is a place of intelligence, let's keep it that way,'" she says. "Randy had a specific type of person he envisioned as a player for this game, and he's done his best to make sure that it attracts that crowd."

Chase may be interested in creative control and an elevated tone, but he's not naive about the need to protect and promote his brainchild. In April 1998, he applied for a federally registered trademark, an expensive bureaucratic obstacle course many small companies never hazard. This July, the U.S. Patent and Trademark Office finally awarded a trademark for "SpiritWars."

Chase has also tried to find a more advantageous online home for the game. When it first went online, SpiritWars was part of a network run by Sierra, a pioneering computer-games company. The Sierra network ended up mutating, a few corporate mergers later, into a haven for simplistic e-versions of chess, checkers and casino games. It was time for SpiritWars to move on. Earlier this year, Chase began looking for new partners. Logically enough, he approached Wizards of the Coast. After all, the Hasbro subsidiary makes Magic and Dungeons & Dragons, probably the two most famous fantasy games in the world. This spring, Chase says, he called several Wizards of the Coast managers in Seattle, trying to interest them in SpiritWars. They said no.

"Randy approached them about picking up the game," says Stuart Cohen, one of Chase's attorneys. "Six months later, they try and take the mark. Seems like a hell of a coincidence."

The PacWest Center spires out of downtown Portland, a chrome and black-blue office tower indebted to the Neo-Urban-Ugly school of architecture. On the 15th floor, a corridor walled with seamless panels of blond wood greets visitors to the Portland offices of Perkins Coie, the biggest law firm in the Northwest. Perkins Coie represents Boeing, Amazon.com, the Seattle Mariners--and Hasbro.

Neither Hasbro nor its subsidiary will comment directly on Chase's lawsuit, beyond saying they performed unspecified precautionary trademark checks before rolling out The Spirit Wars. Attorneys from Perkins Coie failed to return numerous phone calls and emails.

On Nov. 20, Hasbro filed its counter-suit. It says pretty clearly that the toy giant thinks Randy Chase can go to hell.

Specifically, it alleges that the term "spirit wars" is a generic term used in literature and folklore, and that Chase's trademark is thus illegally "descriptive" of his product. Oddly enough, this assertion hasn't stopped Hasbro from using a ™ symbol on its own logo for The Spirit Wars. In addition, Wizards of the Coast has trademarked a number of literary terms; in 1995, for example, the company registered the name "Arabian Nights." Market a game named after the ancient tales of Scheherazad, Sinbad the Sailor and Ali Baba, and Hasbro will see you in court.

Hasbro and its Wizards of the Coast subsidiary are also notorious for extremely aggressive trademark policies, even cracking down on their games' most dedicated fans when independent websites and 'zines overstep fair-use boundaries. Wizards' website (www.wizards.com) includes an entire section outlining its trademark rights, under the bold headline "Can You Spell I-N-F-R-I-N-G-E-M-E-N-T?"

Chase's own suit most likely hinges on two questions. First, what did Hasbro or Wizards know and when did they know it?

"If it can be shown that Hasbro had actual knowledge that another game called SpiritWars exists, it could be a powerful factor," says Anne Glazer, a Portland trademark lawyer who has no connection to the case. "That could speak to the intent of the defendant."

Given that the two games are dissimilar in all but name, the second question is whether the games compete for the same customers. A similarity between brand names can be legally OK, so long as it's not likely to confuse consumers.

"Hasbro will likely argue, 'You sell your product over the Internet, we sell ours in stores,'" says Paul Havel, a trademark lawyer for Portland firm Miller Nash. "They'll say they're totally different. Kellogg Creek will argue that, well, no, we're targeting the same people."

To the extent that the dueling lawsuits demand that a court decide if SpiritWars and The Spirit Wars could be competitors, they will delve into one of America's most frenetic, esoteric and fast-growing subcultures. When it comes to games, things aren't exactly like they were in Chess Club anymore.

In the '70s, Dungeons & Dragons changed games forever, offering millions of would-be adventurers trapped in oppressive high schools, cluttered dorm rooms and soul-killing jobs the chance to fight it out in an evolving world of magic, combat and mystery. The Internet revolution of the '90s brought the same fictive complexity online. "Massively multi-player" games like EverQuest (some call it "EverCrack") allow thousands of players to wander rich virtual worlds simultaneously. At 6 pm PST last Sunday, for example, an astonishing 71,755 people were playing EverQuest.

The Web also turned out to be a hothouse in which a caste that had subsisted in the social Siberia of the geek nation could burst into vigorous public life. For millions of people, the word "game" is now a verb, as well as a noun.

Gamers pay the salaries of designers, programmers and marketers; they have their own superstars and feuds. They also have their own specialist press, mostly online. One such publication, Dailyradar.com, provides sober reports on the games industry that wouldn't seem out of place in The Wall Street Journal. Another, the vicious Fatbabies.com, is like The Drudge Report for gamers, with rumor-mongers writing under pseudonyms such as Fatslicky, FatFatFutureBoy and FatBoobyBooby.

Chase's lawsuit hasn't escaped the attention of this niche-market media. On Nov. 7, Fatbabies.com ran a story on the case, written by one "FatTruth." The Fatbabies gang seems to take particular delight in corporate screw-ups, and the headline minced no words, asking "HAS HASBRO GONE OFF THE DEEP END?"

Hartley Lesser, a former California police officer who is now the associate publisher and top editor for Future Games Network, he says he finds the case curious.

"My first thought was, 'What's the matter with Hasbro?'" Lesser says. "I find it almost inconceivable that a major corporation, especially in this litigious age, would fail to do the most basic precautionary trademark checks. It seems like someone probably dropped the ball."

Back at the dining room table in Milwaukie, Randy Chase makes one thing clear: He doesn't just like games, he believes in them--at least in good ones.

"You can design games that have an underlying moral philosophy," he says. "A lot of the best games ever designed have a moral foundation--SimCity, for example. Will Wright, the designer, had some basic political beliefs he built that game on. Pollution is bad. People like parks. Recycling is good. Public transit is good. There's an attempt to communicate those values."

Beyond this high-concept fare, the way Chase runs SpiritWars' leagues and tournaments is practically unique in the gaming world. He handicaps good players when they play neophytes, so even a poor player should have at least a one-in-four chance of pulling off an upset. One online magazine refused to review SpiritWars, accusing Chase of promoting "socialist gaming."

"One issue I see that the game industry is practically unable to address is, How do we make games fun for the people who don't win?" he says. "My hope is that SpiritWars is a game people play with honor."

Certainly, Chase has a powerful financial stake in his war with Hasbro. He says keeping SpiritWars online has tunneled him into debt and that he's had precious little time or money to promote the game. Though he thinks he could run the game profitably with a few thousand regular, paying customers, he has just a few hundred.

Still, you get a strong sense that the lawsuit is about something else, as well.

"We've invested everything we have in this game," he says. "I've been working on it for five years. Our player base may be insignificant to someone looking at things the way Wizards does or the way Hasbro does. But it's very real to us."

Even as he faces the daunting prospects of his legal crusade, however, Chase might take cold comfort in some news that shook the gaming world recently. It seems that the Milwaukie game master's lawsuit isn't the only problem Hasbro faces these days. The company's stock has dropped more than 50 percent this year. On Pearl Harbor Day, the foundering electronic division was spun off to a French company. Last week, Wizards of the Coast laid off about 100 employees. The subsidiary's founder left in disgust at the bloodbath, and at least one high-profile Wizards product line is for sale.

The game on the block? The Spirit Wars.