Still, the introduction of numbers, the standardization of types of character, ability, monster, treasure, spell, the concept of ability scores and hit-points, had profound effects when one moved from the world of 6-, 8-, 12- and 20-sided dice to one of digital interfaces. Computer games could turn fantasy into an almost entirely bureaucratic procedure: accumulation of points, the raising of levels, and so on. There was a return to the command of armies. This in turn set off a move in the other direction, by introducing role-playing back into the computer games (Elfquest, World of Warcraft ...), in a constant weaving back and forth of the imperatives of poetic and bureaucratic technology. But in doing so, these games ultimately reinforce the sense that we live in a universe where accounting procedures define the very fabric of reality, where even the most absolute negation of the administered world we're currently trapped in can only end up being yet another version of the exact same thing.