Page 5 of Reamde


  Richard’s crazy idea was to eliminate the possibility of such fudging by having the availability of virtual gold stem from the same basic geological processes as in the real world. The same, that is, except that they’d be numerically simulated instead of actually happening. Idly messing around on the Internet, he discovered the mind-alteringly idiosyncratic website of P. T. “Pluto” Olszewski, the then twenty-two-year-old son of an oil company geologist in Alaska, homeschooled above the Arctic Circle by his dad and his math major mom. Pluto, a classic Asperger’s syndrome “little professor” personality now trapped in the rather hirsute body of a full-grown Alaskan bushwhacker, had spent a lot of time playing video games and seething with rage at their cavalier treatment of geology and geography. Their landforms just didn’t look like real landforms, at least not to Pluto, who could sit and stare at a hill for an hour. And so, basically as a protest action—almost like an act of civil disobedience against the entire video-game industry—Pluto had put up a website showing off the results of some algorithms that he had coded up for generating imaginary landforms that were up to his standards of realism. Which meant that every nuance of the terrain encoded a 4.5-billion-year simulated history of plate tectonics, atmospheric chemistry, biogenic effects, and erosion. Of course, the average person could not tell them apart from the arbitrary landforms used as backdrops in video games, so in that sense Pluto’s efforts were all perfectly useless. But Richard didn’t care about the skin of Pluto’s world. He cared about its bones and its guts. What mattered very much to Richard was what an imaginary dwarf would encounter once he hefted a virtual pick and began to delve into the side of a mountain. In a conventional video game, the answer was literally nothing. The mountain was just a surface, thinner than papier-mâché, with no interior. But in Pluto’s world, the first bite of the shovel would reveal underlying soil, and the composition of that soil would reflect its provenance in the seasonal growth and decay of vegetation and the saecular erosion of whatever was uphill of it, and once the dwarf dug through the soil he would find bedrock, and the bedrock would be of a particular mineral composition, it would be sedimentary or igneous or metamorphic, and if the dwarf were lucky it might contain usable quantities of gold or silver or iron ore.

  Reader, they bought his IP. Pluto moved down to Seattle, where he found lodging in a special living facility for people with autism spectrum disorders. He set to work creating a whole planet. TERRAIN, the gigantic mess of computer code that he had single-handedly smashed out in his parents’ cabin in the Brooks Range, gave its name to T’Rain, the imaginary world where Corporation 9592 set its new game. And in time T’Rain became the name of the game as well.

  NEAR RED OAK the highway ran past a shopping center anchored by a Hy-Vee, which was a local grocery store chain. Like a lot of the bigger Hy-Vees, this one had a captive diner just off the main entrance, where local gaffers would go in the mornings to enjoy the $1.99 breakfast special. Richard, seeing himself, for at least the next half hour, as a sort of aspirant gaffer, parked the Grand Marquis in one of the many available spaces and went inside.

  He was expecting bright simple colors, which would have been true of the Hy-Vee diners of his youth. But this one had post-Starbucks decor, meaning no primary colors, everything earthtone, restful, minutely textured. Big steaming pickups trundled by the window, enhanced, like Lego toys, with bolt-on equipment. Pallets of giant salt bags were stacked in front of the windows like makeshift fortifications. At the tables: a solitary general contractor rolling messages on his phone. Truckers, great of beard, wide of suspender, and huge of belly, looking around and BSing. Uniformed grocery store employees taking coffee breaks with spouses. Small-town girls with raccoon eye makeup, not understanding that it simply didn’t work on pale blondes. Hunched and vaguely furtive Mexicans. Gaffers showing the inordinate good cheer of those who, ten years ago, had accepted the fact that they could die any day now. A few younger clients, and some gentlemen in bib overalls, fixated on laptops. Richard made himself comfortable in a booth, ordered two eggs over easy with bacon and whole wheat toast, and pulled his own laptop out of his bag.

  The opening screen of T’Rain was a frank rip-off of what you saw when you booted up Google Earth. Richard felt no guilt about this, since he had heard that Google Earth, in turn, was based on an idea from some old science-fiction novel. The planet T’Rain hung in space before a backdrop of stars. The stars’ positions were randomly generated, a fact that drove Pluto crazy. Anyway, the planet then began to rotate and draw closer as Richard’s POV plunged down through the atmosphere, which sported realistic cloud formations. The shapes of continents and islands began to take on three-dimensionality. Dustings of snow appeared at higher elevations. Waves appeared on the surfaces of bodies of water, rivers were seen to move. Roads, citadels, and palaces became visible. Some of these had been presupplied at T’Rain’s inception, and therein lay a great number of tales. Others had been constructed by player-characters during the Prelude, a period of speeded-up time that had occupied the first calendar year of T’Rain’s existence, and still others were being constructed now, though much more slowly since the game world had slowed down into Real Time Lock. At the moment, Richard’s main character was twiddling his thumbs in a half-completed fortress in a system of fortifications that, in this part of T’Rain, was roughly analogous to the Great Wall of China, in the sense that everything north of it was overrun by high-spirited horse archers.

  Richard hadn’t logged on since late Wednesday evening. During the intervening thirty-six hours, of course, an equal amount of time had gone by in the virtual world of T’Rain, which meant that Richard’s character had to have been doing something during that day and a half—something quiet, innocuous, and inconsequential, such as sleeping. And indeed, according to the minilog that was now superimposed on Richard’s view of the world, the character, whose name was Fudd, had slept for eight hours, spent seventeen hours awake, slept for another eight, and rolled out of bed three hours ago. During Fudd’s waking hours he had, without any intervention from Richard, consumed a total of four meals, which accounted for two hours, and had devoted the remainder of his time to “meditation” and “training,” which had had the effect of making Fudd slightly more magically powerful and slightly better at kicking ass (not that Fudd needed a lot of improvement in either department). Every race and class of character in T’Rain had such automatic behaviors. Some, such as sleeping and eating, were shared by all. Others were specific to certain character types. Since Fudd was a sort of warrior magician, his “bothaviors” were meditation and training. If he’d been a miner, his bothavior would have been digging up gold, and whenever Richard logged on to that character he would have observed a slightly larger amount of gold dust in its purse.

  Of course, being a warrior mage had way more entertainment value than being a miner. Players selected their character types accordingly. Still, the entire virtual economy would collapse unless miners were digging up the gold and other minerals that Pluto’s algorithms had salted around the world, and so miner characters had to exist in very large numbers to make the whole thing work. Here was how Corporation 9592 had squared this with making a game that was actually fun to play:

  • Warrior mages and other interesting characters were expensive to maintain. Corporation 9592 charged the owners of such characters more money. Miners, hunter-gatherers, farmers, horse archers, and the like cost virtually nothing; teenagers in China could easily afford to maintain scores or hundreds of such characters.

  • Miners, farmers, and the like didn’t require a lot of intervention by their owners. A miner character would reliably generate gold with no human intervention at all, provided that its player had the good sense to plonk it down in a part of the world that had actual gold mines and to protect it from raids by bandits, invaders, and so forth.

  • If you really did feel like playing the miner, as opposed to just letting it act out its natural-born bothaviors for the entire duration of its life span, the
re was usually stuff you could do. There were rich veins of ore scattered around the world that, once discovered, could be mined far more productively than the run-of-the-mill deposits where the vast majority of miner characters toiled. These veins tended to be in rough border regions that could not be reached and explored without having a lot of fun adventures along the way.

  • The social structure was feudal. Any character could have between zero and twelve vassals, and either zero or one lord. A character with no lord and no vassals was called a ronin, but, except among rank newcomers, there were few of these; more typical was to set up a moderately sized network of vassals who spent their lives doing things like mining and farming. A character who had some vassals but no lord was called a Liege Lord and, obviously enough, sat at the top of a hierarchy; most Liege Lords were small-timers running one-or two-layered networks of miners or farmers, but some ran deeper trees comprising thousands of vassals distributed among many layers of the hierarchy, and here was where the intragame politicking really became a significant part of the game, for people who cared and could afford to spend their time that way.

  By making such provisions and tweaking them over the first couple of years of T’Rain’s existence, Richard and Nolan had managed to pull off the not-so-easy feat of making a massively multiplayer game that was as accessible to the all-important Chinese teenager market as it was to the podgy middle-aged Westerners who were dependent upon those Chinese teenagers for virtual gold. From one point of view, the Westerners got to have more fun, since they could purchase gold pieces and use that virtual cash to fund spectacular building projects and wars that were simply out of reach to the kids in China. But on the other hand, those kids in China were actually making money; playing the game, to them, was a source of income rather than an expense, and most of them were perfectly happy with the arrangement.

  All of which fell under the general category of “plumbing”; it was the stuff that Richard had figured out very early in the project, the prerequisite for its being a self-sustaining business at all. He had become so fascinated by the gritty stuff, such as bothaviors of bellows-pumpers, that he had failed to pay enough attention to the features of the world that would be most obvious, and therefore most important, to the actual customers. Pluto’s world generation code was mind-blowingly awesome. Richard’s currency stabilization plan—once he’d hired a ­couple of people who knew about tensors—was worked out in better detail than such plans for real currencies. And the underlying code written by Nolan’s programmers to keep the whole system running was as well engineered as any in the industry. But for all that, they didn’t actually have a world. All Richard’s miners and horse archers and whatnot were just faceless manikins. T’Rain had no races, no cultures, no art and music, no history. No Heroes.

  To provide all that, they needed what were known in the business as Creatives.

  It seemed logical enough that their first Creatives ought to be writers, since their work would inform that of the artists and composers and architects who would be hired later. They had hired Professor Donald Cameron, a Cambridge don and writer of very highly regarded fantasy fiction, to lay down a few general markers. But Don Donald, or D-squared as they inevitably referred to him in all internal communications, was under contract, at the time, to deliver Volumes 11 through 13 of his Lay of the Elder King trilogy, and Richard really needed to get a lot written in a hurry.

  And so it was that Richard, under a certain amount of temporal duress (launch was less than a year away), had conceived Corporation 9592’s Writers in Residence Program.

  Years later, he was astounded by the naïveté of it. Writers, as it turned out, rather liked having residences. Once they had moved in, it was nearly impossible to dislodge them.

  Devin Skraelin was the third writer they approached. Negotiations with the first two had run hard aground on various arcane new-media subclauses for which their lawyers had lacked the necessary mental equipment. Richard was desperate by that point, and, as it turned out, so was Devin. As a fantasy writer, he was not highly regarded (“one cannot call him profoundly mediocre without venturing so far out on the critical limb as to bend it to the ground,” “so derivative that the reader loses track of who he’s ripping off,” “to say he is tin-eared would render a disservice to a blameless citizen of the periodic table of the elements”), but he was so freakishly prolific that he had been forced to spin off three pen names and set each one up at a different publishing house. And prolific was what Richard needed at this point in the game. Early in his career Devin had set up shop in a trailer court in Possum Walk, Missouri, because he had somehow determined (this was pre-Internet) that it was the cheapest place to live in the United States north of the Mason-Dixon Line. He had refused to deal through lawyers (which was fine with Richard, by this point) and refused to travel, so Richard had gone to see him in person, determined not to emerge from the trailer without a signed contract in hand.

  Just how dirty and squalid that trailer had been, and just how much Devin had weighed, had been greatly exaggerated since then by Devin’s detractors in the T’Rain fan community. It was true that his reluctance to travel had much to do with the fact that he did not fit comfortably into an airline seat, but that was true of a lot of ­people. It was not true, as far as Richard could tell, that he had grown too obese to fit through the doorway of his trailer. Later, when the money started coming in, Devin moved into an Airstream so that he could be towed around the country with no interruption in his writing schedule—not because he was physically unable to leave it. Richard had seen the Airstream. Its doorway was of normal width and its sanitary facilities no larger than those of any other such vehicle, yet Devin had used both of them, if not routinely, then, well … when he had to.

  It was all kind of irrelevant now. Richard had shared with Devin the trick of working (or at least playing) while walking on a treadmill, and Devin had taken it rather too far. Obesity had not been a problem with him for a long time. On the contrary. The nickname Skeletor was at least four years old. There was a web page where you could track his heart rate, and the number of miles he’d logged that day, in real time. He graciously credited Richard with saving his life by telling him about the treadmill thing, and Richard ungraciously wondered whether that had been such a good idea.

  FUDD HAD A dozen vassals, each of whom had another dozen: enough to keep him in beer. His lord was another character owned by Richard, who didn’t get played that often. Having no particular responsibilities, Fudd had been hanging out in a corner of this fortification that was designated as a Chapterhouse, which only meant that it was a safe place for characters of Fudd’s type to be parked, and to practice their bothaviors, for hours, days, or even weeks at a time while their players were not logged in. In the jargon of the game it was called a home zone or simply HZ, by analogy to children’s games of tag. For a miner, the HZ would be an actual mine with its associated canteen and sleeping quarters, for a peasant it would be a farm, and so forth. Warrior-mage knights like Fudd had fancier and more expensive HZs in the form of Chapterhouses, most of which were generic—serving any character of that general type—and a few of which were limited to specific orders, by analogy to the Knights of Malta, Knights Templar, and so on, of Earthen yore. A whole set of conventions and rules had grown up around HZs. They were necessary to maintain the game’s verisimilitude. You couldn’t have characters just snapping out of existence when their player’s Internet connection got broken or their mom insisted that they log out, and so most players tried to get their characters back to an HZ when it was time to stop playing. In cases of force majeure (e.g., backhoes, or Mom slamming the laptop shut on the player’s fingers), the character would slip into an artificial intelligence (AI) mode and attempt to automatically transport itself back to an HZ. Trotting along like zombies, these were easy pickings for bandits and foemen. Nolan kept it that way to discourage players from simply logging out when their characters were embroiled.

  Anyway, now that Rich
ard was in control, it was safe for Fudd to leave the Chapterhouse, and so, as Richard prodded keys on his keyboard, the white-bearded warrior mage unlimbered himself from his meditative pose and headed for the exit of the HZ. The way out led through the tavern where Fudd had been taking his meals in Richard’s absence. The tavernkeeper had mail for him: remittances from his network of vassals, which went into Fudd’s purse. From there he exited to a sort of arming and mustering room, a transition zone between the HZ and the outside world. Fudd shrugged off an invitation from a trio of characters who had figured out that Fudd was decently powerful and who wanted him to join them on some kind of raiding party. For many who played these sorts of games, going on raids and quests in the company of one’s friends—or, in a pinch, with random strangers—was the whole point. Richard had always been more inclined to solo questing. Rather than explaining matters to them, he simply used a magic spell to render himself invisible. Rude, but effective. Angry “WTF?s” rolled up the chat interface as he slipped out the doorway.

  Fudd was not going on a quest anyway. Richard didn’t have that kind of time. He just wanted to wander around the world a bit and see what was happening. He’d been doing this a lot recently. Something was changing; there was some kind of phase transition or something under way in the society of the game. Richard didn’t know much about phase transitions other than it was what happened when ice melted. Working at Corporation 9592, however, had brought him into contact with a sufficient number of nerds with advanced degrees that he now understood that “phase transition” was an enormously portentive phrase that those guys only threw around when they wanted the other nerds to sit up and take notice. Suddenly something happened; you couldn’t exactly make out why. Or maybe—an even more haunting thought—it had happened already and he was too dim-witted, too out of touch, to get it. Which was actually why Fudd existed. Richard had other characters in T’Rain that controlled huge networks of vassals and possessed godlike powers, but for that very reason they never had to participate in the same grunt-level questing and moneymaking on which the majority of customers spent most of their time. Fudd was powerful enough to move around the world without getting jumped and killed every ten minutes, but not so powerful that he didn’t have to work at it.