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Chapter Thirty-Five



The speaker room was just another conference room with slightly nicer snacks. Coffee, bottled water, bagels, and pastries. The other tables were occupied by small groups, mostly huddled around laptops, mostly engaged in serious conversations. All of them looked like they were making deals, or were demoing, secretly, the next big tech advance, or like they at least knew what was going on in the world. It was six thirty in the evening—dinner hour, not exactly prime time for a product demo. But then, I wasn’t exactly ready for prime time.

That morning I’d stood in the doorway and watched for a few seconds as Darren ran through his act at the Vorpal press event. Darren was onstage with a headset mike, being interviewed by the editor of a prominent gaming magazine.

“Simon and I were like brothers, you know? And the games we did, they have their niche, right? We love them, we really do.” There was a pause, staged or not. There was an industry rumor that Darren could in fact cry upon command.

“But games have changed, it’s bigger now. I want to make games for everybody. It’s about more than just action, it’s about telling a story. It’s about character. We’re up against the big guys, the movies, right? We’re ready to take our place in the world. And we will, and we’re going to kick their ass. That’s right, Spielberg. I’m calling you out!”

I left as the applause line hit and dissolved into laughter. I knew what I was up against. I knew enough to understand the media narrative they were hoping for: Black Arts Studios sells out, loses the genius duo that made it special, falls on its face. That was the story worth showing up to cover. The presentation hall itself was like an enormous engine specifically designed to leach charisma from the person speaking at the front of it. Pale bald developers dragged themselves onstage to deliver a marketing presentation with the stumbling cadence of a man dribbling an underinflated basketball.

The hall was more crowded than I expected, about two-thirds full—two hundred people, maybe. I guessed it was an even split between hard-core franchise loyalists, people (journalists, particularly) who’d come expressly to see us fall on our faces, and people making sure they got a seat for the Sony press conference that followed us in the same venue. But there was a buzz to it. There was a narrative here, and we were going to get written up. I was going to get written up.

A woman from IT gave me a small microphone to clip to my collar. I typed RoGVII.exe at the keyboard tucked inside the podium and pressed F8. The demo splash screen came up on-screen behind me. I torqued half around, in the awkward characteristic pose you get into, demoing a game on a screen above and behind you. The demo was on two screens, and on a third there was me. I was seeing myself on a forty-foot-tall screen. I swayed a little. I wasn’t hungover; rather, I thought I might still be a little drunk.

“The latest game—this exciting new entry—in our award-winning Realms of Gold franchise, Realms VII: Winter’s Crown, is designed to appeal to those new to gaming and hard-core gamers alike. Whether you are new to the Realms or a longtime resident, it will offer familiar delights and a few new surprises.”

Most of the first four rows of the hall were full, with a few stragglers standing at the edges and back.

“The time…” It seemed a little too soft, so I started again, leaning into the microphone a little. “The time”—too loud!—“is late in the Third Age of Endorian History!”

I gestured up at the screen showing the calligraphed words WINTER’S CROWN as the music built to a climax and the hall lights dimmed.

The screen cleared to reveal a young woman standing in a city square, a crimson-and-violet sunset behind her. The inevitable joker in the audience gave a wolf whistle, but she wasn’t much of a pinup figure. She wore a gray cloak over worn and scratched leather armor. Her idle animations were set to “nervous,” meaning that if I weren’t issuing any commands she’d stand where she was and tap her foot, glance around, touch her sword hilt just to make sure it was hanging right. As the sun set she was illuminated more clearly by light spilling out of a tavern window.

“As you can see here… the Realms engine has been enhanced and updated…” I panned across the square and instantly regretted it as the frame rate chugged a little while the renderer choked on all those polys. For a moment I was paralyzed by the thought that I can’t take a breath or speak a word that isn’t going to boom through the hall. The microphone felt like a bee stuck to my lapel.

“… improved magic system… an array of weapons…” There was an agreed-on and exhaustively rehearsed list of features. In the course of the ten-minute demo I had to hit them all. I was saying something about mipmapping that a programmer had told me to point out. Did other games have it? I didn’t know.

I didn’t know what it was, but I could feel the collective boredom of the audience. The journalists had been to, at the minimum, a dozen of these press events in the past three days, each one pushing to be bigger than the last, each one in its own way at once technically dazzling and utterly boring. Every year the technology got better but the stories were the same recycled Joseph Campbell or knockoffs of two-years-ago hit movies. When was the last time something surprising happened at one of these?

“We’re at a point midway through the game. By the time you get here, a dozen adventures, chance meetings, and decisions brought you to this city. You could be anyone, depending on the life you’ve led and the choices you’ve made.” I underlined the words by cycling through a few different sets of possible starting conditions for this scenario, each one randomly generated.

“It could be you…”

We saw the exact same scene, but this time it was dawn and rainy and you were a stocky, pale man with a black beard and a battle-ax and an expensive-looking coat, navy blue with brass buttons.

“… or you…”

I switched again and it was a clear, moonlit night and you were a tall, gaunt man in a coarsely woven shirt, with a long sword slung over his back and pointed ears on either side of his scarred and ravaged face, its one remaining eye wanly glowing. Even his posture was different, slumped a little but somehow determined.

“… or you.”

It was a good trick, one that Lisa had cooked up, and I heard the murmur as it hit. I flipped back to the initial character, then ducked her into an alleyway. I found a shadowy spot, backed up, sprinted, leaped, and caught the low eaves of a stone building. My feet scrabbled on the wall a moment before I hauled myself up to the peaked roof. Then I was off and running, leaping from one moonlight-drenched slate roof to the next, heading toward a mansion that loomed up in the dark, two stories above its surroundings.

“As you can see, it’s a fully explorable environment. Our mission tonight is a bit of intrigue. A young baron has stolen the exquisite Gem Imperial and plans to return it to claim a reward—the hand of the young and beautiful princess R’yalla of the city-state, a path to the throne itself. Our contact in the Thieves Guild learned of the scheme and our job is to steal that gem from the baron and return it ourselves. Young love!”

Was that—? A flash of color in the street, a watchman running past. I’d done this a dozen times in rehearsal and hadn’t noticed it. But this was an unscripted game—these things could vary. I slipped through an open window of the baron’s mansion, into an empty storeroom, and then into a silent, dim hallway hung with tapestries.

“Your friend in the Thieves Guild promised it would go down easy. Nobody but you knows the jewel is here. And when you get back to the palace, you’ll be able to name your own reward. The source of the information was the Thieves Guild in this case, but it might have been the Faerie Underground or the Sons of Autumn. Cities in Endoria are teeming with rival factions, and your path through them banks heavily on your own choices. You need that gem, maybe to pay off a sorcerer, maybe to court a high-born lady, maybe to hire a mercenary, maybe to feed a drug addiction. All up to you.”

I first knew it was going wrong when I heard a guard shout an alarm, followed by a clatter of blades and a shouted, “Who’s there?” We’d rehearsed this; no AI should be alert at this point. Matt glanced up at me. He held up two hands in a Ctrl-Alt-Delete gesture and nodded toward the computer—did I want to reboot and start again? I shook my head.

“Looks like they’re on to me,” I said. I dropped down into a courtyard a level below. My fall knocked off a couple of hit points. Was something wrong with my pants? I was increasingly sure there was a problem with my pants, but there was no possible way I could check.

The guards shouldn’t be in search mode. I retreated into an antechamber, but it wasn’t empty—an elderly servant was on patrol pattern. He wasn’t a combatant—at the sight of an enemy he’d run off and raise the alarm.

“Okay, I’m just going to—here.” The sound effect was unpleasantly meaty. A woman in the front row winced.

“He’s fine, everybody,” I said, dragging the body into a corner. “Just unconscious.”

We were well off-script, but if I hurried there was no reason we couldn’t get back on track. Out a window; the wall was tagged as climbable. Maybe the second floor was still quiet.

“We’re rendering well into the distance here…” I panned the view out over the moonlit skyline, then instantly regretted it—the frame rate chugged for a second as it tried to draw half the city. But then I was in an upstairs hallway, crouching behind an artfully placed dresser as a chambermaid patrolled past. Silence set in as I waited for her to finish.

“One of our new weapons is the fire arrow—allows you to light a torch from a distance, or set fire to almost anything.” There was an unlit torch in a sconce just outside the bedroom. I swapped inventory, aimed, and shot the fire arrow. The torch lit nicely, as did the chambermaid just crossing the threshold. This time there was an audible gasp from the house.

“So okay, note here that fire is completely procedural, like most things in the game.” The maid was now definitely on fire and had gone into her “Help, I’m on fire” response, which meant screaming and running in a random direction. “The fire will spread dynamically in the world depending on what’s near it—see the dresser there, and the drapes—degrading objects as it goes.

“Which you’ll just put a stop to by—hang on—you can see how the short bow is incredibly effective, even at medium range… and we’ll move on to our main object… the jewel! The house will be mostly awake at this point—we track sound propagation pretty well.”

The maid’s body was still smoldering a little. I sprinted down the hall, a little way ahead of the guards, who had oriented themselves to the maid’s shouted alarm.

“And here’s the baron himself—we’ll see he’s a romantic at—okay, I guess he’s decided to make a stand. Very—one sec—very brave. He’s not really programmed as a combatant. The blood is just a particle system, but we save its location on the textures—spatters pretty well. You’ll see he’s dropped his inventory—gold, dagger, and… the jewel itself. Nicely done. And I see we have some more servants arriving.”

I went to work. By now the audience was actively laughing and applauding as each innocent went down. In a moment the room was covered in blood spatter, bodies, and dropped inventory. It looked like half the characters in the entire level had shown up to make me kill them.

In a dozen playthroughs, this had never happened. When a live press demo is blown, it’s one of the great pleasures of E3; that’s when the dull, overrehearsed corporate presentation transforms in an instant into a high-wire act, then into a riveting theater of cruelty, the hapless developer squirming, every detail of his fear and desperation called out on the video screen behind and above him. The whole room was awake and watching. I was intensely conscious of the video camera set up at the back of the room. Of Matt in the front row, appalled. I looked out at all the pink oxford-cloth shirts and Dockers and BlackBerries and thought, these aren’t even nerds. Who are these people, and why are they trying to f*ck me over?

No. No, f*ck these a*sholes and their schadenfreude, this was all going down just the way we planned it, and I’d be damned if I’d admit otherwise. And I wasn’t going to get killed in my own demo.

“Right. So there’s an inventory system?” I said. Using the camera, I called out a few items on the floor. “Aaaand… you’ve got a pair of shoes there, a little gold, looks like. Lots of choices for any player.”

The audience quieted. Not out of any respect, but because there was obviously more fun to be had here. I was fatally off-script now, with no idea how to get back, but at least I knew the terrain. I ditched out the window onto a balcony and climbed back to the roof. Two guards were waiting.

More ad-libbing. “The guards will have alerted the city watch, and in moments the entire city will be in hostile mode. We’ve put a lot of work into the AI.” This was all supposed to have taken us up to the castle. We were supposed to be getting an award from the king, and then R’yalla was going to smile at us. There was going to be a speech. We’d set it up just the way Ryan wanted.

“Some of this is based on a real city in Scotland. You can see where—hang on, still killing this guy—you can see where there’s a northern Gothic feel to the rooftops.”

I showed them some close-up fighting moves from the combat system—by this point in the game you’re a hardened killer, no longer the untrained naïf of the round tower and the forest. I fenced with one of the guards for a few moments just to show I could, then finished him. I still knew the combat system inside and out. I hooked a leg and shoved the other guard backward off the roof’s edge. The interface for this was a sorry, convoluted nightmare that needed fixing—underneath the podium my left hand was holding down three separate keys at once just to maintain the proper combat stance—but nobody needed to know that. It looked fantastic.

It was only when the guards were dead that I realized I was still speaking into the microphone, addressing more than two hundred people. It looked like a few more audience members were slipping in and sitting at the back. Were people already gossiping about this? And what had I been saying this whole time?

“… which is why the old gods never returned to the city.” That sounded wildly off-topic, but at least it wasn’t offensive. The rooftop was empty. From there we could see the whole city, which was divided by a broad canal.

But by the time I climbed all the way down to the street, a red-and-white-cloaked city guardsman had already spotted me. The guardsmen were deliberately overpowered and more or less telepathic in their ability to coordinate and respond to citywide alarms. They had to be, otherwise players would hang around robbing the city merchants blind.

“As you can see, there’s a fully explorable landscape. The city is a living ecosystem.” I sprinted down the narrow cobblestone street toward the canal ahead. A merchant’s wagon blocked the way.

“Just going to—okay—kill this guy a second.” More hilarity as a merchant’s headless body stumbled and fell. What was wrong with these people? The wagon rolled a little way forward onto the bridge, but it didn’t quite line up, and one of its wheels was left hanging in space.

“Check it out, rigid-body physics in real time,” I said limply. I didn’t know what it meant.

I scrambled over the cart as the AI guards arrived. Why was the cart on fire? In a few seconds it had set the wooden bridge on fire and one of the guardsmen, too.

I was running out of features to point out that were not on fire, so I stood and let them all see the caravan slowly tipping, then tumbling slowly over into the canal. It fell correctly, thanks be to Crom—I thought of the many, many rehearsals in which objects had hung in midair, or bounced like beach balls, or leaped into the sky and out of sight. The cart began to float downriver, and the fire went out properly. I hoped somebody noticed and cared.

I checked the clock—how had this demo run only eight minutes? The palace was only a few blocks away, but that was a long twenty seconds to fill.

“So—the, uh, Heroes of Endoria are never far. Waiting, watching. All your favorites will indeed appear in Realms of Gold VII: Winter’s Crown.”

Silence in the room.

“Ahem. Note how the sound of footsteps changes when the character goes from cobblestone to mud to wood. Recorded specially.”

The palace, at last, was lit up with carriages waiting in front, liveried servants at attention. It was a fairy-tale scene and not at all on fire.

“And you’re right on time! This invitation will get us in… and you can see that marble texture is slightly reflective. The ceremony is just beginning and they’re calling for the jewel, which is—I checked—safe in your inventory.”

The king was speaking to the assembled courtiers and the princess herself.

“It is our pleasure to invite whoever may come forward to redeem the grandest Jewel of Ahr, our Gem Imperial. Does anyone in this room possess it or have knowledge of what has become of… aaargh!”

The city watch wasn’t even permitted to enter the palace, which made it so especially odd when one of them murdered the flagged-unkillable king with an enormous black runesword. It was the Mournblade bug, and it had been throwing this demo off from the beginning.

“What—what is this foul assassination you witness? We must take our revenge,” I said in a hopeless attempt to pivot the narrative midstream. I wasn’t really a role player, much less an improv actor. I wasn’t actually sure what I said next as the king went down and the watchman began painting the back half of the presentation hall red with noble blood spatters. Then the guard spontaneously collapsed, hit points zeroed out, and the sword was taken up by the next passing unarmed AI in combat mode. I wasn’t really aware of too much that happened for the next ten seconds other than trying in vain to talk over the near-deafening levels of hilarity in the room. By the time a demented lady-in-waiting was pursuing me through the Emerald Gallery with her cursed obsidian blade, I was hard put to pull the narrative threads together into anything passably genre-normative.

The canal ran under the palace windows, cool and inviting. Providentially, I could see the floating cart I had tipped in the water earlier. Shortly, I was being borne away on the current through merciful calm, screams fading in the distance.

“There’s the water. Specular highlights—see the way the flames reflect? And the moon there,” I said.

“So at this point we’re halfway through the game. We’ve come pretty far in our quest to go find a picture of a crown for no reason other than whatever backstory there is. Does anyone even know it? You’re spending twenty hours to get a crown that doesn’t even affect gameplay.

“Why do you want it? Do you care what happens to any of these people? I mean, Jesus, you killed your own henchman just to get a Helm of Water Breathing. Just to level up so you could get into the Thieves Guild.”

The city drifted past, windows glowing orange-yellow against a black sky. The alarm cries of the guards paced me, then fell behind. What now? Standing on a floating wagon wasn’t exactly next-gen gameplay.

“The river takes you through the heart of the city,” I explained. There was some time to fill. “Then down into the sewer system, farther and farther from the mess you made back in the world aboveground.”

The bridge had stopped burning, but the screen still showed a straight line of white smoke climbing into the sky. The canal felt like the loneliest place in the world.

We were in the sewers; no one had expected them to show at E3. No one should be seeing this part. They looked good enough; Matt had at least textured them properly. The audio system modulated background noise into slightly musical echoes. We needed a little narrative.

“Farther from the dead guards and the jewel you lost, and the princess who was waiting for you. Farther from home, farther from your roommate, who doesn’t do the dishes, farther from your body, getting softer with each passing year. Overhead, the night sky is pierced by hard white pixels under black glass. You can see your reflection in the screen. Outside it’s still midafternoon. God, why aren’t you at work? Aren’t you twenty-eight or something? Aren’t you tired of talking to people through a conversation system that hasn’t changed since The Secret of Monkey Island came out? That was, like, ten years ago.”

Finally, we passed out through a stone archway at the base of a cliff. The city was far above us now. The moon was starting to set. We were entering a space of open-ended wetlands.

I cleared my throat. “Did I mention that Realms of Gold is a mix of indoor and outdoor action-adventure?”

The wagon bumped up against mud. I got out and leaped to the shore, leaving footprints that faded in a few seconds. It was a small, low island hidden in miles of marshland. The night was quiet except for crickets and a bullfrog. At least somebody had tagged this area with the marsh sound palette.

“The cries of panic and alarm have long since faded behind you, and the night’s gone still and silent. But in the lands beyond, the world is tilting on its axis. You know it. We all do,” I said—where exactly was this coming from? “Everything’s changing. You’re going to have to find something to hold on to.

“You reflect on what brought you here,” I said. “The losses.” I made sure they could see the burn scars—unlike regular hits, fire damage in RoGVIII leaves a permanent mark. “The victories. The choices.” I rotated the camera until we could see the tattoo snaking down the side of Leira’s neck. It marked her as a criminal assassin back in her homeland, although they wouldn’t know that.

I had lost track of where we were now. Some procedurally generated wilderness landscape no one ever bothered to visit before. I just wanted to find something interesting for people to look at. I zoomed the camera out from its usual close-over-the-shoulder position and upward as we approached the center of the clearing. From overhead you could see now where you were, at the edge of a circle of standing stones. Up and up went the camera.

“The choices you made are the story you told. For better or worse, it’s part of you now, and it’s your story, not ours. Take it with our blessing.”

As the camera kept rising, I could see an ancient plaza, light and dark stone in a pattern I finally recognized.

“Long ago, before the waters came, there was a temple here.”

Our character was growing smaller and smaller as the camera was rising. Now you’re just a pixelated dot in the center of an enormous rune the size of a traffic circle.

“This is the Sign of Auric, whose temple it was. Auric, the Endorian god, patron of mercy, of late harvests and last resorts.

“Realms of Gold VIII, everybody. Winter’s Crown. Coming this Christmas.”

I signaled Matt, and the lights came up. Most of the audience had either left or sat staring expectantly for my next trick as if I couldn’t see them, as if I were on TV. I unclipped the mike, shut off the monitor and the computer, grabbed the CD. I wanted to walk offstage, but of course in a conference hall there’s no backstage, just a long walk up the aisle to the exit.