Austin Grossman - You

Здесь есть возможность читать онлайн «Austin Grossman - You» весь текст электронной книги совершенно бесплатно (целиком полную версию без сокращений). В некоторых случаях можно слушать аудио, скачать через торрент в формате fb2 и присутствует краткое содержание. Город: New York, Год выпуска: 2013, ISBN: 2013, Издательство: Mulholland Books, Жанр: Триллер, Фантастика и фэнтези, на английском языке. Описание произведения, (предисловие) а так же отзывы посетителей доступны на портале библиотеки ЛибКат.

You: краткое содержание, описание и аннотация

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A NOVEL OF MYSTERY, VIDEOGAMES, AND THE PEOPLE WHO CREATE THEM, BY THE BESTSELLING AUTHOR OF
.
When Russell joins Black Arts games, brainchild of two visionary designers who were once his closest friends, he reunites with an eccentric crew of nerds hacking the frontiers of both technology and entertainment. In part, he’s finally given up chasing the conventional path that has always seemed just out of reach. But mostly, he needs to know what happened to Simon, the strangest and most gifted friend he ever lost, who died under mysterious circumstances soon after Black Arts’ breakout hit.
Then Black Arts’ revolutionary next-gen game is threatened by a mysterious software glitch, and Russell finds himself in a race to save his job, Black Arts’ legacy, and the people he has grown to care about. The bug is the first clue in a mystery leading back twenty years, through real and virtual worlds, corporate boardrooms and high school computer camp, to a secret that changed a friendship and the history of gaming. The deeper Russell digs, the more dangerous the glitch appears—and soon, Russell comes to realize there’s much more is at stake than just one software company’s bottom line.
Austin Grossman’s debut novel
announced the arrival of a singular, genre-defying talent “sure to please fans of Lethem and Chabon” (
). With YOU, Grossman offers his most daring and most personal novel yet-a thrilling, hilarious, authentic portrait of the world of professional game makers; and the story of how learning to play can save your life.

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This last piece of code was one of a number of features that reflected deeply held ideas about video games that Simon had encoded into the system. Apparently he thought it helped players invest in the game as real; real risk, real consequences.

Its real effect, ultimately, was to limit the extent of the Black Arts audience—not everyone wanted to take these games that seriously. Sometimes they just wanted to goof around and try things. On the other hand, it also created a hardened core of Black Arts loyalists who would buy every game and who at parties would get into long philosophical arguments about the use of the Save command in games.

And no one, anywhere, knew what the letters in WAFFLE stood for.

“Okay, now what?”

“Play the damn game,” said Prendar.

A small plaza well back in the merchants’ quarter. A modest cobblestone circular plaza and, in the center, a worn-down statue of a bear on its hind legs silhouetted black against the purpling sky.

It’s almost nightfall when Leira sees the tavern’s light ahead, the Duke and Dancer. A shield hangs on the wall outside, the griffin sigil of Darren’s old kingdom. She ducks under the low door frame and steps inside. Self-conscious, she keeps a hand on the hilt of one long blade just to make sure it’s still there. There are two lanterns hanging from a thick wooden beam overhead, a beam that must have been cut from a hundred-year-old tree, a tree that probably never heard a word of Common spoken in its lifetime. A fire is going at the far end of the room, and everything smells like wood smoke and beer and sweaty people. It’s warm after a day of walking in the rain, and her cloak steams a little. The stew is salty and the dark ale is bitter and incredibly good.

The tavern is full of two dozen men, and Leira is comfortable being lost in the din. She’s small and used to not being noticed; it’s a talent. Most of the men are farmers and craftsmen, there every night of their lives, but the inn hosts a few travelers, too.

She thinks back over the day’s walk. Video game characters are only half there except when you’re involved. But the whole saga is built around their roles in the world, half you, half them, a grand-scale millennial puppet theater.

You know from writing the TDR that as a playable character Leira has a high movement rate and great bonuses on ranged attacks. But you know so much more about her, even more than the computer does, because inside the outlines there is what you put into them, so much more memory and awareness and feeling, a whole country of it. And as the evening wears on, she thinks, or perhaps you think, about a summer night in a storybook castle long ago, before the wars began.

You had skin under your fingernails. The prince crouched, cursing, and spat on the floor. You scanned the gallery. It was empty. The mirrored walls showed only candlelight, paneling, your strange, ashen face.

The ball was still at its height. It was the day you’d been looking forward to since you turned thirteen, the thing you’d lorded over your younger sisters. You were going to have a ball. You were wearing the pale green dress you’d forgone a horse for, and saw for the first time how poorly it suited you. You heard your father’s too-loud laugh over the music and the crowd. You tried to imagine how you would explain this to him. It seemed so implausible. You had always been the proper lady to your sister’s tomboy. You were the one they expected to marry off early. Nothing was going to prevent that—or was it?

Flustered, you cast around and settled on a silver candlestick. You held on to your skirt with one hand to keep from tripping over it as you swung the other hand in a broad, hearty sidearm motion that brought the candlestick’s thick, square base into contact with the prince’s kneecap. It must be midnight by now, you thought, and there were an enormous number of decisions to be made in a short time.

Enter Lorac. He has low hit points and armor but above-average foot speed. He has high intelligence, a wisdom bonus, three extra languages. Metal armor is forbidden; metal weapons are used at a major penalty. The spell caster allows four specialties. All magic items operate with a bonus. There is a 20 percent chance that he will be able to evade the effects of cursed items.

In Realms III Lorac has a range of powers that get him through his obstacles. A gesture that lets him drift slowly through the air instead of falling; a word that shatters nearby objects. For all his age, he looks unruffled by the obstacles. When the rain comes he adjusts his hat, but that’s all. In town he gets to choose new robes. When he enters the tavern he gives Leira a sidelong look but doesn’t speak to her. In the firelight he looks a little like one of the three kings of the Nativity scene.

He wasn’t a king but he might have been a king’s vizier, a cunning man and master of many subtle arts. One of the ones who secretly lusts for power, and one day he betrays the king.

Why? It’s hard to remember, just that every step seemed at the time like the logical and smart and easy way to play it. Maybe it wasn’t before, but now it’s what you do. It’s your story.

You saw your moment. The king wasn’t watching, and you stole the key to the royal aviary, in which there was a magic bird whose magic songs foretold the future. Of course it went wrong. You’re not royalty and you’re not the hero of the story. You’re just a civil servant with a prelaw degree and a flair for languages. What made you think you could hang with the royals? Princes and kings have this kind of story in their blood.

When the king came back you panicked like a fool. Your sorcery lit the tower, but he tossed you into the moat anyway. It was the birdseed you bought, in the marketplace, the day you were wearing that disguise. It wasn’t that good a disguise, was it? Who knew a king would have those kinds of connections on the street? If they’d enacted the educational reforms you’d asked for, those fucking urchins would have been in school, where they belong.

The townsfolk threw vegetables as you limped, dripping and sobbing, through town. The worst of it is, that king really liked you. He was a genuinely nice guy, never made you feel bad about the money thing from the first day you roomed together. As vizier you lived at the palace, ate with his family, played with his children, showed everybody magic tricks, and told stories from your early life, before the days of jewelry and fancy hats.

You pawned your scepter of office for enough money to book passage out of the kingdom. No more dining on pheasant, no more carpets, no more starlit desert nights. You never wanted to see that place again. There are other lands, other kingdoms. You walked north until no one had heard of your crimes. You’ll go as far as your movement points will take you.

You rode on barges, slept out on deck under the stars, bargained with men in their own tongues. At first your academic diction marked you as a stranger, but gradually you picked up their vernacular rhythms, dropped the subject and your fancy tenses. You crossed the continent’s central desert in the company of a caravan, entertained their children with fire tricks from a first-year alchemy class you dug out of your memory. In return, a wiry, tan man taught you the basics of fighting with a short blade by grabbing your arms and yanking them into position. You left the caravan at the foot of a mountain range, and you kept going.

In the mountains you learned another form of magic, whatever’s fast and cheap. There was no time for a three-hour warm-up, and there was no place to get powdered peacock bone; there was only time to shout or make a rapid sketch in the dirt. You lay by your fire, looking up at the stars, and your days at the academy, your days in the king’s court, all of it seemed far off, which is what you’d like, really. Farther, if you could possibly get it.

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