As if angered by my pity, it stopped, turned to face me, and clicked into a new set of animations—it was hostile! Its mouth opened and closed soundlessly. It drew its sword and made a chopping motion. The screen flashed red. It hit me! Being a game designer didn’t make me special or invulnerable.
I dove to the game manual to see how to defend myself, but it was too late: my health bar was falling away in chunks. The sword had a gold hilt and a fleck of red at its base—a thumb-size ruby mounted in the pommel. Was the skeleton rich once? Were these the bones of a king? No time to wonder; another flash and my in-game point of view fell over and dropped to the ground. I watched the skeleton’s feet, seen from behind now, walk off into the darkness in bony triumph. Someday it would be a real boy. I noted in passing that the skeleton had stolen my sword and two gold pieces. Up close, I could see that the floor was a pattern of black and brown pixels.
“Uh, yeah, you wanted to turn on invulnerability there,” Matt said, walking past.
I started again, this time working from empty space. I built a pillar, just a stack of blocks. And another pillar, then an arch connecting them, then a line of pillars. I built a second line next to it. I added more pillars, then a roof and a tower, until it became a cathedral, a cathedral to the undead god-emperor Russ’l the Dreadlord. I built a hundred traps to maul or ensnare or disintegrate passersby. Then I built the hell where Russ’l put those who defied him. Feeling a bit ashamed, I created an elaborate garden where Russ’l met petitioners seeking his blessing. I noticed it was four twenty-five in the morning, and I was crouched with my face inches from the monitor, my back oddly twisted and locked in place. I was in pain and needed the bathroom and I was happier than I could remember being for at least a year or two.
I walked home, newly unable to make sense of the world, or perhaps able for the first time to see through the trick of three-dimensional space. Three-dimensional space was not at all what I thought it was. It was just a sort of gimmick, nothing more than a set of algorithms for deciding what shapes you can and can’t see and how big they look at a given distance, whether they’re lit or in shadow, and how much detail shows. When you could write a computer program that did the same thing, it didn’t seem so special. I walked in a new reality, the airless dark 3-D world of Massachusetts, and the ultimate game seemed just a twist of thought away. Maybe I was there already.
Ihad only been at Black Arts a week when I saw the bug for the first time. I was trying to clone a level out of a forgotten RPG ( Into the Kobold Sanctum ) just to see if I could do it. It was an underground fortress improbably embedded in the base of a gigantic tree. You never saw the tree itself, just its roots as they wound in and out of the corridors and chambers. At the center was a hostage, your sister, and you were racing to free her. In reality she couldn’t be killed, the suspense was fake, but players wouldn’t know that.
I was in the rhythm of tweaking a few triggers, flipping into the game, playing through the level until something broke, and flipping back to tweak again. I passed a guardsman half-embedded in a cave wall, flipped to the editor and pumped him a few grid points, then restarted.
Immediately I heard the sound of combat down the hall. Was something off? I’d run this section a dozen times. I ran down the hall, this time passing only dead and dismembered guardsmen. The halls were silent. I reached the main hall, where a goblin king should have been sitting, a bound maiden at his feet. Instead, the hall was a sea of dead bodies. The king who couldn’t be killed lay dead in front of his throne. Far at the back of the hall, I saw two figures fighting, and in a moment one was dead. The other was my sister, a black sword in her hand, and there was a moment when she turned, ready to go for me, and I felt an irrational panic, like very little I had felt before in a game. The eerie, substanceless mannequin approached, her black pixel eyes swelling to an inch wide on the screen, and all at once her death animation began. She arched her back and then threw herself violently to the stone floor. Like any dead creature in a game, she spawned her inventory, a few coins and the sword, which promptly disappeared. Before I could stop myself, I shut the computer off, all the way off, powered down.
I booted the computer back up and ran the editor. Both the king and the woman were flagged immortal. I ran the level again, three more times, with no trouble.
It was remarkable, terrifyingly remarkable, and deeply uncanny, the way a broken simulation always is; something about it suggested a brain having a stroke, an invisible crisis in the machinery. It had lunged up momentarily from the depths of the code base, a flash of white fin and gaping mouth seen for an instant, then gone again.
I was going to the kitchen to shake the whole thing off with a bag of Sour Patch Kids when Don’s voice came over the paging system.
“Could I have everyone join me and Darren in the conference room for a second?”
“Holy shit,” Matt said across the cubicle divider. “Darren’s back. It’s the new game.”
We shuffled in. Don stood at the far end of a row of tired, puffy faces, bad haircuts, a long conference table populated with Diet Coke cans.
At least half of us were wearing iterations of the company T-shirt; I could see four or five versions of the Black Arts logo. Lisa leaned against a wall at the back, eyes closed. She wore the company T-shirt, too, in a tentlike XXL edition.
Don and Darren stood at the front. I hadn’t seen Darren for at least six years; he’d started wearing a sport jacket over his T-shirt and ripped jeans, Steve Jobs–style, but otherwise he looked exactly the same—sandy blond hair, wiry build, and slightly messianic stare. I remembered being a little dazzled by him in an older-brother kind of way. It wasn’t just me; he had that quality for nearly everybody—he had this taut magnetism. I avoided his gaze. I didn’t think he ever liked me, even before I bailed on the game world.
“Thanks, everyone. Thanks. I only have a couple of things to cover,” Don said. “Darren and I want to just get everybody oriented.” For a manager, he didn’t seem that comfortable as a speaker. He was used to Darren handling it.
“Number one, we shipped Solar Empires III . It’s selling… pretty well so far, and CGW’s cover story is going to come out next week, which should give it a boost, and a little bird told me we’re a contender for the Best Strategy Game award from Electronic Gaming .” There was some cheering—people were still buzzed with whatever they’d gone through. Lisa didn’t bother clapping. Neither did Toby. He really did hate outer space now—planets, comets, gleaming battleships aloft on the solar wind like golden cities, the whole empty lot of it—but there was a much wider market for it than for fantasy.
“Second thing. Darren and I talked this week since he got back from Nepal, and we roughed out a couple of big decisions for the company.
“First off, we’re entering into a partnership with Focus Capital, which should stabilize things a bit after last year’s rough spot.”
“What’s the next game?” Jared called out.
“Right. The market for science fiction gaming is pretty good right now…” The room went a bit quieter. I saw Matt’s knuckles actually whiten on the edge of the table. The romance of simulated space exploration had palled over three months of eighty-hour workweeks. “But we’re going back to fantasy. We’re going back to the Realms . Darren’s working out the details, but it looks like we’re back to the Third Age. Darren?”
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