I was 14 years old when I ran my first BBS door game league. Thirty years later, I still think about Trade Wars strategies. That's engagement. Before World of Warcraft, before EverQuest, before the term "MMO" existed - there were door games. And they were better at building communities than anything we have today.
Study door games to understand engagement without dark patterns. Players returned for gameplay, not manipulation. Respect beats addiction.
Here's the truth: modern games with unlimited play time create less engagement than 1980s text games with 30 turns per day. My BBS in the late 1980s was known for its door games:
- Trade Wars 2002. Space trading, empire building, and player warfare.
- Legend of the Red Dragon. Daily fantasy combat with social intrigue.
- Barren Realms Elite. Global domination across networked BBSs.
I watched players log in most days, not for the files or the message boards, but for their daily turns. These weren't just games - they were the social fabric that held the community together. In fact, the broader BBS culture that Silicon Valley has mostly forgotten was built on these shared experiences.
What Door Games Were
A "door game" was an external program that BBS software could launch. As the Wikipedia history of door games explains, door games have been described as "the apps to the BBS platform." When you selected "Play Trade Wars" from the menu, the BBS would "open a door" to an external application. It passed control to the game, then got control back when you quit.
The technology was primitive. Text-only. Turn-limited (you might get 30 turns per day). Single phone line, so only one person could play at a time. No graphics, no sound, no real-time interaction.
And yet, these games created engagement that modern games struggle to match.
The Classics
Trade Wars 2002
Trade Wars was Elite meets EVE Online, years before either existed. You commanded a spaceship, traded goods between planets, built an empire, attacked other players, formed alliances.
The economy was player-driven. Prices changed based on supply and demand. If everyone traded equipment at a particular port, prices dropped. Strategic trading meant understanding the entire market, not just your next transaction.
The combat was asynchronous. You'd set up defenses, leave attack drones, mine sectors with deadly fighters. When another player encountered your defenses, the game resolved the combat using the state you'd left. You'd log in the next day to discover if your empire survived.
Legend of the Red Dragon (LORD)
LORD was Dungeons & Dragons compressed into a daily ritual. According to the Break Into Chat BBS wiki, Seth Robinson created LORD because he couldn't install popular door games like Trade Wars on his Amiga-based BBS. You'd get a limited number of forest fights per day. You'd level up, buy better weapons, and fight the Red Dragon eventually.
But the magic was in the social features. The inn. Flirting with other players. The mysterious forest events that became community lore. The leaderboard that reset monthly, giving everyone a fresh chance.
LORD understood something modern games forgot: scarcity creates engagement. When you only get 10 forest fights per day, each one matters. When you can play unlimited hours, none of them do.
Barren Realms Elite (BRE)
BRE was global domination, one turn at a time. You controlled a region, built military forces, attacked other players. The twist: BRE could network across multiple BBSs. Your empire competed against players on other boards, in other cities, sometimes in other countries.
Inter-BBS leagues made BRE feel massive. You weren't just competing against the 50 users on your local board. You were part of a global conflict, coordinating with allies you'd never meet. You watched your region's status in a war that spanned phone lines across continents.
Usurper
Usurper was brutal. You explored a dungeon, fought monsters, fought other players, tried not to die. When you logged off, your character stayed in the dungeon. Other players could kill you while you were away.
The permadeath was real. You'd log in to find your character dead, all your equipment looted. Starting over was devastating. Every survival became meaningful, every victory precious.
Why Turn-Based Worked
Modern games give you unlimited play time. You can grind for hours. The most dedicated players pull ahead exponentially.
Door games gave you turns. Maybe 30 per day. Maybe fewer. When your turns were gone, you were done. Come back tomorrow.
This created unexpected benefits:
Everyone could compete. The player who logged in for 30 minutes had the same number of turns as the player who wanted to play for 8 hours. Skill and strategy mattered more than raw time investment.
Every decision mattered. With limited turns, you thought carefully about each action. Do you explore or fight? Trade or attack? Every choice had weight.
Anticipation built engagement. All day at school or work, you'd think about your next moves. What would you do with tomorrow's turns? The game lived in your head between sessions.
No burnout. You couldn't play until you were sick of it. The game said "that's enough for today" and kicked you out. You came back eager, not exhausted.
The Social Layer
Door games had messaging built in. In LORD, you could leave notes for other players at the inn. In Trade Wars, you could send subspace radio messages. These weren't separate chat systems - they were part of the game world.
The result: social interaction happened through gameplay, not alongside it. You didn't have a game and a chat window. You had a game where communication was a game mechanic.
Alliances in Trade Wars weren't just mechanical. They were relationships. You'd coordinate strategy via in-game messages. You'd share intelligence about enemy movements. You'd negotiate treaties and betrayals.
The community drama was incredible. Feuds lasted months. Revenge was plotted across dozens of sessions. I've watched players become legendary - not for their skill, but for their personalities, their reliability, their treachery. These weren't just games; they were social laboratories.
Inter-BBS Competition
Some door games supported networking between BBSs. Your local board would exchange game data with other boards, usually during the nightly FidoNet calls. This was the same network connecting BBSs across the globe before the internet existed.
This created something unprecedented: competition with players you'd never meet, on systems you'd never call, in cities you'd never visit.
BRE leagues had global rankings. Your region's performance mattered to the overall standings. Local players coordinated strategy to help their BBS place well in the league.
This was esports before esports. Competitive gaming before LAN parties. Global community before the web.
What Modern Games Lost
I play modern multiplayer games. They're technically impressive. But in my experience running boards for years, they've lost something that door games had:
Constraint creates creativity. Door games had to be engaging with text and limited turns. Modern games throw graphics and unlimited play time at the problem. Brute force isn't elegant.
Scarcity creates value. When you can play anytime, playtime is worthless. When you get 30 turns a day, each turn is precious.
Small communities beat large ones. A BBS might have 100 users. You knew everyone. Modern games have millions of anonymous players. You know no one.
Persistence creates consequences. When your character could die while you were offline, being online mattered. Modern games protect you from everything. Nothing you do has permanent consequences.
Integration beats separation. Social features were part of the game, not a separate overlay. Communication was a game mechanic, not a distraction from gameplay.
Can We Get It Back?
Some indie games are rediscovering these principles. Turn-limited mobile games. Asynchronous multiplayer. Persistent consequences.
But the business models work against it. Modern games want unlimited engagement. They want you playing as much as possible, because that's how they monetize. Turn limits are anti-engagement by modern metrics.
Maybe that's the lesson: the metrics are wrong. I learned this firsthand watching my own users - engagement isn't hours played. Engagement is caring about what happens next. The players who were most invested were the ones counting down hours until their next turn, not the ones grinding endlessly. Door games had that. Most modern games don't.
I still think about Trade Wars strategies sometimes. Twenty years later. That's engagement.
The Bottom Line
Door games proved that engagement isn't about unlimited access - it's about meaningful constraints that make every interaction count. The best game designers today are rediscovering what we knew in 1989: scarcity creates value, community beats content, and the games you think about when you're not playing are the ones that matter.
"Door games proved that engagement isn't about unlimited access - it's about meaningful constraints that make every interaction count."
Sources
- The Game Archaeologist: BBS door games — Massively Overpowered
- The 10 Most Popular BBS Door Games of All Time — Arcadia BBS
- Legend of the Red Dragon — Wikipedia article documenting that LORD was created by Seth Robinson because he couldn't install Trade Wars on his Amiga BBS, and was played about 1 million times per day at its peak
Gaming History
From door games to modern multiplayer. The fundamentals of engagement haven't changed.
Discuss