But there are also other, less scandalous cases of notable failure to which some of us continually return for reasons other than schadenfreude. One such case is that of Covert Action, Sid Meier and Bruce Shelleyβs 1990 game of espionage. Covert Action, while not a great or even a terribly good game, wasnβt an awful game either. And, while it wasnβt a big hit, nor was it a major commercial disaster. By all rights it should have passed into history unremarked, like thousands of similarly middling titles before and after it. The fact that it has remained a staple of discussion among game designers for some twenty years now in the context of how not to make a game is due largely to Sid Meier himself, a very un-middling designer who has never quite been able to get Covert Action, one his few disappointing games, out of his craw. Indeed, he dwells on it to such an extent that the game and its real or perceived problems still tends to rear its head every time he delivers a lecture on the art of game design. The question of just whatβs the matter with Covert Action β the question of why itβs not more fun β continues to be asked and answered over and over, in the form of Meierβs own design lectures, extrapolations on Meierβs thesis by others, and even the occasional contrarian apology telling us that, no, actually, nothingβs wrong with Covert Action.