Read For The Win Online

Authors: Cory Doctorow

Tags: #Science Fiction, #Fiction, #Dystopian

For The Win (6 page)

BOOK: For The Win
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"I think your little girl is right," Mr Banerjee said, with quiet authority, and Mala's entire family stared at him, speechless. An adult, taking Mala's side over her mother? "She is a very good leader, from what I can see. If she says her people need paying, I believe that she is correct." He wiped at his mouth with a handkerchief. "With all due respect, of course. I wouldn't dream of telling you how to raise your children, of course."

"Of course..." Mamaji said, as if in a dream. Her eyes were downcast, her shoulders slumped. To be spoken to this way, in her own home, by a stranger, in front of her children! Mala felt terrible. Her poor mother. And it was all Mr Banerjee's fault: he'd mentioned the money in front of her army, and then he'd brought her mother to this point --

"I will find a way to get them to fight without payment, Mamaji --" But she was cut short by her mother's hand, coming up, palm out to her.

"Quiet, daughter," she said. "If this man, this
gentleman
, says you know what you're doing, well, then I can't contradict him, can I? I'm just a simple woman from the village. I don't understand these things. You must do what this gentleman says, of course."

Mr Banerjee stood and smoothed his suit back into place with the palms of his hands. Mala saw that he'd gotten some chana on his shirt and lapel, and that made her feel better somehow, like he was a mortal and not some terrible force of nature who'd come to destroy their little lives.

He made a little namaste at Mamaji, hands pressed together at his chest, a small hint of a bow. "Good night, Mrs Vajpayee. That was a lovely supper. Thank you." he said. "Good night, General Robotwallah. I will come to the cafe tomorrow at three o'clock to talk more about your missions. Good night, Gopal," he said, and her brother looked up at him, guiltily, eggplant still poking out of the corner of his mouth.

Mala thought that Mamaji might slap her once the man had left, but they all went to bed together without another word, and Mala snuggled up to her mother the same as she did every night, stroking her long hair. It had been shining and black when they left the village, but a year later, it was shot through with grey and it felt wiry. Mamaji's hand caught hers and stilled it, the callouses on her fingers rough.

"Sleep, daughter," she murmured. "You have an important job, now. You need your sleep."

The next morning, they avoided one another's eyes, and things were hard for a week, until she brought home her first pay-packet, folded carefully in the sole of her shoe. Her army had carved through the enemy forces like the butcher's cleaver parting heads from chickens. There had been a large bonus in their pay-packet, and even after she'd paid Mrs Dibyendu and bought everyone masala Coke at the Hotel Hajj next door, and paid the army their wages, there was almost 2,000 rupees left, and she took Mamaji into the smallest sorting room in the loft of the factory, up the ladder. Mamaji's eyes lit up when she saw the money, and she'd kissed Mala on the forehead and taken her in the longest, fiercest hug of their lives together.

And now it was all wonderful between them. Mamaji had begun to look for a place for them further towards the middle of Dharavi, the old part where the tin and scrap buildings had been gradually replaced with brick ones, where the potters' kilns smoked a clean woodsmoke instead of the dirty, scratchy plastic smoke near Mr Kunal's factory. Mala had new school-clothes, new shoes, and so did Gopal, and Mamaji had new brushes for her hair and a new sari that she wore after her work-day was through, looking pretty and young, the way Mala remembered her from the village.

And the battles were
glorious
.

She entered the cafe out of the melting, dusty sun of late day and stood in the doorway. Her army was already assembled, practicing on their machines, passing gupshup in the shadows of the dark, noisy room, or making wet eyes at one another through the dim. She barely had time to grin and then hide the grin before they noticed her and climbed to their feet, standing straight and proud, saluting her.

She didn't know which one of them had begun the saluting business. It had started as a joke, but now it was serious. They vibrated at attention, all eyes on her. They had on better clothes, they looked well-fed. General Robotwallah was leading her army to victory and prosperity.

"Let's play," she said. In her pocket, her handphone had the latest message from Mr Banerjee with the location of the day's target. Yasmin was at her usual place, at Mala's right hand, and at her left sat Fulmala, who had a bad limp from a leg that she'd broken and that hadn't healed right. But Fulmala was smart and fast, and she grasped the tactics better than anyone in the cafe except Mala herself. And Yasmin, well, Yasmin could make the boys behave, which was a major accomplishment, since left to their own they liked to squabble and one-up each other, in a reckless spiral that always ended badly. But Yasmin could talk to them in a way that was stern like an older sister, and they'd fall into line.

Mala had her army, her lieutenants, and her mission. She had her machine, the fastest one in the cafe, with a bigger monitor than any of the others, and she was ready to go to war.

She touched up her displays, rolled her head from side to side, and led her army to battle again.

#

This
scene is dedicated to Barnes and Noble, a US national chain of
bookstores. As America's mom-and-pop bookstores were vanishing,
Barnes and Noble started to build these gigantic temples to reading
all across the land. Stocking tens of thousands of titles (the mall
bookstores and grocery-store spinner racks had stocked a small
fraction of that) and keeping long hours that were convenient to
families, working people and others potential readers, the B&N
stores kept the careers of many writers afloat, stocking titles that
smaller stores couldn't possibly afford to keep on their limited
shelves. B&N has always had strong community outreach programs,
and I've done some of my best-attended, best-organized signings at
B&N stores, including the great events at the (sadly departed)
B&N in Union Square, New York, where the mega-signing after the
Nebula Awards took place, and the B&N in Chicago that hosted the
event after the Nebs a few years later. Best of all is that B&N's
"geeky" buyers really Get It when it comes to science
fiction, comics and manga, games and similar titles. They're
passionate and knowledgeable about the field and it shows in the
excellent selection on display at the stores.

Barnes
and Noble, nationwide

Gold. It's all about gold.

But not regular gold, the sort of thing you dig out of the ground. That stuff was for the last century. There's not enough of it, for one thing: all the gold ever dug out of the ground in the history of the world would only amount to a cube whose sides were the length of a tennis court. And curiously, there's also too much of it: all the certificates of gold ownership issued into the world add up to a cube twice that size. Some of those certificates don't amount to anything -- and no one knows which ones. No one has independently audited Fort Knox since 1956 FCK. For all we know, it's empty, the gold smuggled out and sold, put in a vault, sold as certificates, then stolen again and put into another vault, used as the basis for more certificates.

Not regular gold.

Virtual
gold.

Call it what you want: in one game it's called "Credits," in another, "Volcano Bucks." There are groats, Disney Dollars, cowries, moolah, and Fool's Gold, and a million other kinds of gold out there. Unlike real gold, there's no vault of reserves backing the certificates. Unlike money, there's no government involved in their issue.

Virtual gold is issued by companies. Game companies. Game companies who declare, "So many gold pieces can buy this piece of armor," or "So many credits can buy this space ship" or "So much Jools can buy this zeppelin." And because they say it, it is true. Countries and their banks have to mess around with the ugly business of convincing citizens to believe what they say: the government may say, "This social security check will provide for all your needs in a month," but that doesn't mean that the merchants who supply those needs will agree.

Companies don't have this problem. When Coca Cola says that 76 groats will buy you one dwarvish axe in Svartalfaheim Warriors, that's it: the price of an axe is 76 groats. Don't like it? Go play somewhere else.

Virtual money isn't backed by gold or governments: it's backed by
fun
. So long as a game is fun, players somewhere will want to buy into it, because as fun as the game is, it's always more fun if you're one of the haves, with all the awesome armor and killer weapons, than if you're some lowly noob have-not with a dagger, fighting your way up to your first sword.

But where there's money to be spent, there's money to be made. For some players, the most fun game of all is the game that carves them out a slice of the pie. Not all the action belongs to the giant companies up on their tall offices and the games they make. Plenty of us can get in on the action from down below, where the grubby little people are.

Of course, this makes the companies
bonkers
. They're big daddy, they know what's best for their worlds. They are
in control
. They design the levels and the difficulty to make it all perfectly balanced. They design the puzzles. They decree that light elves can't talk to dark elves, that players on Russian servers can't hop onto the Chinese servers, that it would take the average player 32 hours to attain the Von Klausewitz drive and 48 hours to earn the Order of the Armored Penguin. If you don't like it, you're supposed to
leave
: you're not supposed to just
buy
your way out of it. Or if you do, you should have the decency to buy it from
them
.

And here's a little something they won't tell you, these Gods of the Virtual: they
can't
control it. Kids, crooks, and weirdos all over the world have riddled their safe little terrarrium worlds with tunnels leading to the great outdoors. There are multiple, competing interworld exchanges: want to swap out your Zombie Mecha wealth for a fully loaded spaceship and a crew of jolly space-pirates to crew it? Ten different gangs want your business -- they'll fix you right up with someone else's spaceship and take your mecha, arms and ammo into inventory for the next person who wants to immigrate to Zombie Mecha from some other magical world.

And the Gods are powerless to stop it. For every barrier they put up, there are hundreds of smart, motivated players of the Big Game who will knock it down.

You'd think it'd be impossible, wouldn't you? After all, these aren't mere games of cops and robbers, played out in real cities filled with real people. They don't need an all-points bulletin to find a fugitive at large: every person in the world is in the database, and they own the database. They don't need a search warrant to find the contraband hiding under your floorboards: the floorboards, the contraband, the house and you are all in the database -- and they own the database.

It should be impossible, but it isn't, and here's why: the biggest sellers of gold and treasure, levels and experience in the worlds
are the game companies themselves
. Oh, they don't
call
it power-levelling and gold-farming -- they package it with prettier, more palatable names, like "accelerated progress bonus pack" and "All Together Now(TM)" and lots of other redonkulous names that don't fool anyone.

But the Gods aren't happy with merely turning a buck on players who are too lazy to work their way up through the game. They've got a much, much weirder game in play. They sell gold to people
who don't even play the game
. That's right: if you're a bigshot finance guy and you're looking for somewhere to stash a million bucks where it will do some good, you can buy a million dollars' worth of virtual gold, hang onto it as the game grows and becomes more and more fun, as the value of the gold rises and rises, and then you can sell it back for real money through the official in-game banks, pocketing a chunky profit for your trouble.

So while you're piloting your mecha, swinging your axe or commanding your space fleet, there's a group of weird old grownups in suits in fancy offices all over the world watching your play eagerly, trying to figure out if the value of in-game gold is going to go up or down. When a game starts to suck, everyone rushes to sell out their holdings, getting rid of the gold as fast as they can before its value it obliterated by bored gamers switching to a competing service. And when the game gets
more
fun, well, that's an even bigger frenzy, as the bidding wars kick up to high gear, every banker in the world trying to buy the same gold for the same world.

Is it any wonder that eight of the 20 largest economies in the world are in virtual countries? And is it any wonder that playing has become such a serious business?

#

This
scene is dedicated to Secret Headquarters in Los Angeles, my
drop-dead all-time favorite comic store in the world. It's small and
selective about what it stocks, and every time I walk in, I walk out
with three or four collections I'd never heard of under my arm. It's
like the owners, Dave and David, have the uncanny ability to predict
exactly what I'm looking for, and they lay it out for me seconds
before I walk into the store. I discovered about three quarters of my
favorite comics by wandering into SHQ, grabbing something
interesting, sinking into one of the comfy chairs, and finding myself
transported to another world. When my second story-collection,
OVERCLOCKED, came out, they worked with local illustrator Martin
Cenreda to do a free mini-comic based on Printcrime, the first story
in the book. I left LA about a year ago, and of all the things I miss
about it, Secret Headquarters is right at the top of the list.

Secret
Headquarters
: 3817 W. Sunset
Boulevard, Los Angeles, CA 90026 +1 323 666 2228

Matthew stood outside the door of the Internet cafe, breathing deeply. On the walk over, he'd managed to calm down a little, but as he drew closer, he became more and more convinced that Boss Wing's boys would be waiting for him there, and all his friends would be curled up on the ground, beaten unconscious. He'd brought four of the best players with him out of Boss Wing's factory, and he knew that Boss Wing wasn't happy about that
at all
.

BOOK: For The Win
12.76Mb size Format: txt, pdf, ePub
ads

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