Authors: Austin Grossman
Tags: #Ghost, #Fiction / Ghost, #Fiction, #Fiction / Thrillers / Technological, #Suspense, #Technological, #Fiction / Thrillers / Suspense
The pattern of border conflicts continued until roughly halfway through the game, when Lisa was revealed to be holding almost three-fifths of the map and the other three players agreed to a five-year
alliance. Her rapid expansion had left weak points in the frontier, and her faerie empire was broken into two sections before the former allies turned on one another.
From then on peace never resumed. Simon poured resources into a regular navy and swept the seas clear, but even as he did so his fields were burning. Kim had poured his treasury into a motley mercenary army—northern axmen and southern archers, even a small dragon.
Then, at eleven forty-eight, in a single turn, an enormous swath of Lisa’s and Simon’s territories converted to a scrambled, blinking wasteland of desert and lava hexes, a brushstroke of annihilation smeared through the center of the map. Hundreds of miles of fertile farmland, teeming cities, and unbreachable fortifications—not to mention tens of thousands of elves and men—were gone in a single update of the board.
The room froze as Simon and Lisa broke the silence rule with, simultaneously, “Holy shit” and a whisper-sung “What the fuuuck…” Noise began bubbling up from the room.
Kim cleared his throat. “It’s not a bug,” he announced distinctly. He’d found what he was looking for under the mountains, a daemon or artifact or spell. After a few moments, the room quieted and Simon and Lisa began entering their moves. The strategic landscape had been turned on its head: Darren’s horde was soon reduced to irrelevance. He formally resigned and his remaining units flipped to Simon’s control. But Simon’s economic base had turned to ash and sand in the cataclysm together with much of his royal family. A half dozen turns later, he bowed out. Lisa survived at the edges of the blighted lands, coldly rebuilding.
It was one of the few times I saw Lisa suspended at the center of a frozen, attentive room. I knew she was nervous, because she kept looking down to check where her hands were on the keyboard. But after a few minutes I decided it wasn’t stage fright, it was something more surprising.
It took a little while to grasp it—Lisa was playing. I was more and more sure that if she hadn’t before, she now wanted to win.
Lisa pursued a Fabian strategy, ducking and dissolving her army whenever Kim’s massed dwarves appeared until she had managed to back them up to the desert’s edge, and then she revealed her hidden card. At the head of Lisa’s army stood a tiny stick figure of a man with a conical hat and a staff. A #info command revealed it to be the Archmagus Lorac. This final touch had been added by Darren and Simon. Four Heroes, powerful and nearly immortal, roamed the map: the wizard Lorac, Prendar the thief, the warrior Brennan, and the princess Leira. If a player’s conduct had appealed to them, they would lend their talents to that nation. Lorac had been called to the elf queen’s banners. This was their first appearance, the Four Heroes of the Realms. They started as essentially a couple of power-ups for lucky players, a little bonus to combat or magic or scouting that might tip a battle or two.
(A note on naming: Lorac was Carol spelled backwards; she did the initial pass on the special-unit code; when last heard from she was doing her residency at Johns Hopkins medical school. Brennan was Simon’s old
D&D
character. Leira because Darren had a crush on a girl named Ariel at computer camp. They made out twice and nothing else happened, but by then the name was already canon. No one knows where Prendar comes from.)
When Lorac, a stick figure with a grinning skull, a crown, and a wizard’s staff, took the field, his magical protection became the vital counterweight to Kim’s undead sorcerous monarch. Kim’s wizard king had died a century into the game, but his magic sustained him beyond the grave—all hail the Lich King!—and until then he had had no match on the battlefield.
The two battle lines met, and the elves won out over a mixed force of living and dead in a grinding battle of attrition. The power of Ahr was broken. At one forty in the morning, all four screens cleared at once, then displayed the same message in block capitals:
THE ELF QUEEN REIGNS SUPREME
AND THUS
THE SECOND AGE IS CONCLUDED
The room was silent except for the two ceiling fans. No one seemed to know when to break the six-hour hush until Darren pushed his chair back to stand and it toppled over. The brazen clanging seemed to unlock something in the crowd, because they realized they could cheer what we were doing, and that we had figured out how to be awesome, together. The sound that followed sounded just like what it was, history being made. Simon and Darren looked at each other, and Simon was grinning his face off.
T
here were sixty-three participating campers, and it would take a punishingly intense schedule to run sixteen official first-round matches, and four official second-round matches in eleven days (with one three-player match). The second round would produce a final four, with a twenty-first and final match on the final night to produce an ultimate winner. A grueling but unmistakable necessity. A moral imperative, in fact.
There was no prize for winning, at least nothing tangible. But there was a slightly sleazy unspoken question that hovered everywhere at camp, which was, who was the smartest. Who wrote the tightest search function; who could find the optimal shortest path between cabin, lake, and dining hall. There were people who wrote brilliant code and people who wrote workmanlike functional code, but there was no scoring system.
Realms II
was a contest you could win, though. Seen in this light, Darren’s easy assurance that he’d make the finals was a stark provocation, and Simon’s mouth-breathing gamer stare became a challenge. Mind to mind, who was smarter?
You couldn’t set the question aside, because for a lot of these people it was the arena of last resort. They thought they were ugly; they thought they were losers; but they knew they were smart and it kept them afloat, and, in some cases, it kept them alive.
I hadn’t fought for rank on
Realms I;
I’d ceded that fight without thinking of it. But one of us was going to win this.
Realms II
made me
ask myself: Was it possible that I could be the best? And I was a little surprised to find myself answering, “Let’s see.” I suspected Lisa felt the same way, that a lot of us did.
Watching the first round of sixteen four-player matches was like watching sixty-four fantasy novels in a fast-forward tabletop brawl. Nobody played the same, maybe because everyone felt that the feature they authored held the mystical key to victory—they could game the way weather patterns influenced land and sea battles or price-control laws or weapons-forging expertise or the breeding of magical creatures. A few were proven right, such as the kid who attained a first-round victory by cloaking a capital’s location until the final three turns. Darren’s highly focused assassin’s guild planted moles inside its three opponents’ ruling bodies and won the game on a single invisible signal at the two-century mark, resulting in the shortest game on record and the first flash of his pro gamer talent at work. (The longest-lasting game featured a diplomatic alliance that spanned 312 years and ended in a brutal twelve-year siege with a Masada-style finish. The traumatized victor had to be talked out of conceding.) But just as often, these strategies failed spectacularly. The game world was just way too complicated for a single strategy to rule. Lisa’s game saw a fluke roll on the wandering monster table produce a huge ancient white dragon, a great three-tile monstrosity that sent sovereigns scurrying for the corners; the remainder of the match depended on relocating forces out of its way.
The wandering AI heroes were decidedly a factor. Brennan reinforced troop discipline and morale; Leira, movement rate and aggressiveness. Prendar could scout and reveal troop movements, or conceal one’s own, and one time performed an assassination. Lorac’s abilities ranged from defensive magic to illusion to terrain alteration to explosions. The AIs weren’t under direct player control. They chose what battles to show up to and which abilities to use, and it was up to players to woo them however they could.
At the conclusion of the first round, five girls and eleven boys emerged from sixteen matches (one of them three-handed). Five of six RealmsCom members had pulled out first-round victories, except for Don, whose good nature had been a little bit preyed upon by a Yale-bound Hotchkiss junior. We met formally to discuss bug fixes, rules changes, features, and tweaks to game balance. The white dragon was duly adjusted. Play was suspended for a day as everyone collectively relaxed. Broken friendships were patched up, homework was done, and the camp, generally speaking, realigned itself around a new class hierarchy—the audience and the sixteen players.
I could reconstruct every single game of that tournament, and years later, when I had trouble falling asleep, I would try. But I could remember other things. We were all wobbling, sleep-deprived, and night-blind through a summer of early adolescence, some of us more functional than others. At night, we would sit up late on the porch of Senior Cabin, Simon and Darren and Gabby—the tall, world-weary Long Islander with a terrible case of acne whose parents were divorced (“Stepmom’s a bitch. It’s no biggie”)—and Lisa and me, and one night the five of us made a dash out past the floodlights to the fence and then walked a long two and a half miles in the dark down the main highway with no streetlights. I remember the brilliant stars and black, creaking pines, and screaming with laughter and dashing into the trees at any flash of far-off headlights until we hit Lanesborough’s bare quarter-mile downtown. We all watched while Gabby, four inches taller than anyone else in the group, crossed the parking lot to the pale buzzing circle of light surrounding the Quick-Stop: Food and Liquor, strutting like a gunfighter at ten minutes to noon, waiting until the very last moment to flick her cigarette into the shadows before yanking the jingling door open. We waited, hushed with the audacity of it, four and a half minutes while she stood in line, until she came out, unsmiling but radiating triumph, carrying a six-pack of Rolling Rock and a small paper sack with the mouth of a brown bottle projecting out of it, and I
felt a peculiar joy, the indelible cognitive rush of living a moment for the first time, and knowing it and feeling every part of it.
And we half ran back into the darkness and huddled in a natural clearing a short ways back from the road, where moonlight showed our faces just a little, and Gabby parceled out the glass bottles, which Simon opened neatly with a Swiss army knife. We toasted and Simon had only a few sips of his. I gulped as much as I could.
We passed around the other bottle, Maker’s Mark, and he made himself take a long swig. The walk back passed in a blur of hilarity and at least one genuinely drunken face-plant over the curb and into the grass, and it was only when we were maybe a hundred yards short of the cabin that Simon and I took in, with a kind of cresting heartbreak and what must have been pride, that we were now three, that Darren and Gabby had disappeared during the walk back without our even noticing. Simon waved a kind of stunned good night to me and Lisa and waited a moment on the porch before turning in. We were still the coolest kids in camp that night, and he could hold on to that as long as he needed to. I think he knew there were things Darren was always going to learn faster than he could. That he’d always be running to catch up, if not falling farther and farther back. That in the end he’d be left behind.
F
our second-round games for the winners; killers and survivors only. In the opener I got pulled into the game’s first player-on-player aerial battle, my giant eagles to the Hotchkiss kid’s dragonets. With the aid of graph paper and a few trig functions, I was the first to spot a small inequity in the turn radius. A hungover Darren surprised everyone with a rather elegant and economic victory over Lisa, steamrolling two other hapless campers in the process. The third match got replayed because an Italian camper, Val, had exploited a bug in the river-travel rules that enabled her to effectively teleport masses of troops. She won the replay as well, on a truly grisly display of high-level necromancy.
Simon’s match deadlocked in the medieval fantasy equivalent of trench warfare. The war turned on productivity, all four sides straining to squeeze more gold pieces out of hyperoptimized economies as play ground on for a full millennium. But Simon always played dwarves—eldritch miners with iron in their blood—and as dawn came the lines finally cracked, and the last slot in the final four was his.
The summer was peaking in the third week of July, the smell of wet trees after rain, the slow fade to darkness during evening rec period—it all seemed to have come to its fullest, long days we hadn’t been counting until now. We had the second-to-last Thursday night booze run, the last hot-fudge-sundae night in the dining hall. Most of all, it was the tournament that was measuring out the days to the end of summer
friendships, the rare (three, by my count) summer flings, the whole prolonged sweet moment of it. I felt how much Simon wanted to stay in it, to drink in everything he could.
Darren was busier and busier, and more and more popular, and Simon and I fell into the habit, I guess, of being close friends. We’d go for walks sometimes, or have long confessional talks in the darkness of our shared room. Most of what I know about Simon firsthand I know from this period and a few long phone calls he made to my college dorm room.
The calls came once every two or three months. I’d go that long without even thinking of Simon, and then when the phone rang I’d know it was him. He’d want to reminisce and go through old inside jokes together, or talk about games he’d played. Mostly I was humoring him. Occasionally he’d talk about an idea for the Ultimate Game based on this or that new intellectual passion of his, Chomskian linguistics or psychological profiling or Propp’s
Morphology of the Folktale.
Or there would be a new way of arranging menued conversations or new ways of measuring player behavior that opened and closed new branches in the story in ways guaranteed to be meaningful. And it was always the same result—a frantic brittle enthusiasm, and then he would never mention it again. In the last call he said he’d found it, yet again, but he was uncharacteristically evasive. His own idea, this time. And not to tell Darren he’d found it. I honestly didn’t feel like following up, and I didn’t. I was in college, and I’d be a different person now. It was all exactly what I was trying to get away from.