PART VI THE SOLAR AGE

Chapter Forty-Seven

I would walk home from work at two or three or four in the morning, breathing in the heat after sixteen hours of shivering in the office air-conditioning while editing the glacial landscapes of northern Endoria.

I had two jobs—the first was making and testing a fantasy role-playing game, and the second was extracting a cursed sword from the Milky Way galaxy. The next night Lisa stopped by my desk.

“So just make sure you import the last saved game or this whole thing is pointless. How far away is it, actually? What did the tracking device say?”

“Pretty far up, I guess.” I showed her the slip of paper on which the number was written down. She took it and walked away without saying anything. Five minutes later she came back.

“What units are these?”

“It’s an MI6 device, so… I don’t know. Yards? Furlongs? Is there going to be a problem?”

“Probably you should start working on a way out of the solar system.”

She went away again.

There were hard limits to how high you could fly by magic in Realms; in Clandestine you were limited to pre-1989 tech (the alien spacecraft being, I found, nonoperable), so Nick Prendergast rarely made it past low earth orbit. It was time to take matters into the twenty-second century.

SOLAR EMPIRES (1989)

se.exe

IMPORT SAVE GAME? (Y/N)

Y

LOADING…

The screen cleared, the Black Arts logo appeared, then the title screen appeared over a stylized view of the solar system, the player peering in from just past the orbit of Saturn, its ecliptic tipped at a jaunty, inviting angle. This would be Black Arts’ science fiction franchise, of course. Matt sat down to watch, taking a break from updating the bug database.

I pressed NEW GAME and was given a choice of identities from among the Heroes’ far-future analogues: Brendan Blackstar, Loraq, Ley-R4, or Pren-Dahr. To whom would I give the future of humanity? I chose Ley-R4.

The screen cleared, and words began scrolling slowly up from the bottom of the screen:

It is 2113, and the Second Terran Empire is coming apart. At the same time, humankind stands on the brink of expanding into a universe of mystery, danger, and vast wealth.

YOU are one of the four reigning personalities of the age locked in a desperate struggle to be the first to launch an interstellar colony ship, thus becoming the guiding spirit of humankind’s expansion into the galaxy.

It is time to wage interplanetary war! It is time to begin the Solar Age!

It is time to build…

SOLAR EMPIRES!!!


In a map of the solar system, planets appeared as king-size marbles, sliding achingly slowly around the sun as a celestial chorus chanted faintly in the background, a Philip Glass touch.

I heard Lisa sit down behind me. “Ley-R4 again.”

“Does that matter?” I asked.

“It’s just predictable.”

Lisa leaned past me. Her black T-shirt smelled like clove cigarettes.

“You’ve got Saturn’s moons. Shitty for metals, but all the hydrogen and methane you’ll ever want. Get your fusion tech up and running fast.”

“And then what?”

“It’s a four-X game.”

“A four…?”

“It’s what you do. Explore. Expand. Exploit. Exterminate.”

She left us alone with the cosmos.

“I thought she didn’t play these games,” I said to break the silence.

“You didn’t know? She designed about half of it herself; the rest is from Simon’s notes. That’s why it doesn’t play like a Darren game,” Matt said.

“I thought Darren did everything.”

“He did a lot. I mean, it was his idea to start using Simon’s sci-fi material, but the Clandestine games were making so much money he just focused on that. It was more his kind of thing anyway. Plus he was, I don’t know, deal-making, partying with investors, I guess. He was good at a lot of stuff.”

Looking back at the screen, I realized I was seeing Lisa’s cosmos. The stars had a faint shimmer, as if seen through the soft air of an evening cookout. The vacuum of space wasn’t a flat black; it took on an illusion of depth, layered with dark gray and ultradark browns and purples, the downy fur of an immense, velvety night beast. It made you want to explore; it made you feel that the cosmos was a glittering jewel box.

The display zoomed in to a set of three dirty-white spheres huddled in space underneath the sublimely enormous expanse of Saturn’s cloud layer, which was mottled like a made-up fantasy ice cream flavor.

Your tiny ships are blue-and-white spheres studded with antennae, and your bases are like little cartoon college campuses under glass domes; grassy quads and white neoclassical buildings fronted with tiny flights of steps leading up to tiny fluted columns, and—at maximum zoom—tiny faculty and tiny students.

History holds its breath while you ponder your options. You begin scooping ammonia out of Saturn’s upper atmosphere. You receive a communication marked DIPLOMATIC—URGENT. It’s Pren-Dahr, future incarnation of Prendar/Prendergast. His familiar long face and tufted red hair poke out from a sparkly gold toga draped over a purple leotard. He is an elongated native of zero gravity. The sun bulks overlarge in the view screen behind him—he is on the planet Venus, which he owns. Pren-Dahr’s ships are tiger-striped in blue and green; his bases are gold pyramids. He is, fittingly, a corporate overlord. He is friendly, flirtatious even, as if recalling his brief, disastrous marriage to Leira in the Third Age.

You grab for territory. Ceres is dotted with grim concrete bunkers, and a little tail of debris emerges from a mining operation at one end. This is the domain of Brendan Blackstar, a military leader and privateer, who seeks to crush the galaxy beneath humanity’s five-toed feet. His spaceships are maroon with gold highlights, blocky, as if they were made of LEGO, with wide, stubby exhaust jets.

You set about starving him of resources. Maybe he’ll forgive you later; you’re both going to live a very, very long time. Somewhere deep inside the bunkers, under the Hellas Planitia, under layers of Martian sediment and the fossil bones of ancient beasts, a tiny Brendan Blackstar must be yelling at his tiny general staff, just as a tiny Pren-Dahr coolly teleconferences with his board of directors. Loraq’s got his network of temples on Mercury. Maybe Karoly got there after all. You, Ley-R4, lecture your recalcitrant department heads.

When the meeting ends, you linger on in the fourth-floor meeting room, looking out over the frozen surface of Saturn. You wear a silver-and-blue skintight leotard, your raven hair floating in the low gravity like a mermaid’s. You wear horribly anachronistic glasses.

Why are you in charge? You came up through the classics department, for heaven’s sake. The Milky Way looms, mysterious and welcoming, an unattainable bonus level that lasts forever. Will you ever get there? Will you get there first, or will one of the others?

It’s only a matter of time before a dirty war breaks out. Pren-Dahr and his board of directors declare that for the sake of the stockholders, more stringent measures must be taken, and so ends the First Terran Commonwealth.

And so now, creaking, antiquated spaceships roam the system, some still marked with the names of obsolete Terran nationalities. Their grizzled pilots breathe stale air from groaning compressors and fight with ballistic repurposed mining equipment—rock cutters and mass drivers. It is a war of orbital mechanics, fuel economy, and terrible, violent decompression events. You can take control of individual craft whenever you want—sometimes it’s necessary to execute a plan that the ship AI is just too dim to grasp, or sometimes you might just want the kinetic thrill of piloting an ailing craft through an edge-of-possible near-orbit maneuver.

In the middle of a mission it comes to you what you’re doing—you’re playing Lunar Lander, a game you played on the Commodore PET, the first time you put your hands on a computer keyboard, the first time you felt yourself touch the phantasmal world of simulated reality through that conduit, however primitive. You remember the feel of tipping that little Apollo lander back and forth in a sad dance that always ended in the little craft, its fuel zeroed out, its tiny astronauts probably saying good-bye to their loved ones, plummeting to the lunar rock, shattering on impact, or just as often cannoning into the side of a crag in a burst of poorly judged acceleration.

And it came to me in a flash that Simon must have marched down the same hall to the same computer. I pictured Simon in the same scene, seated in front of the PET. He sensed this was it for him, a portal into the future—into his own future, into the only adult life he could bear to have. They’d handed it to him, saying, in effect, “We don’t know what this is, and we don’t even have time to figure it out; we’re busy being grown-ups and operating the mimeograph machine and pretty much making your lives possible.”

And Simon got it. He recognized its rigid limitations and its endless possibilities at the same time, and the daemon inside him told him how to answer the grown-ups: “Don’t worry. I know this doesn’t make sense to you, but it does to me. In fact, it’s the thing I’ve been waiting for, the thing that makes my private obsessions, all that thinking I do about numbers and other worlds and all of it, it’s the thing that makes it all work. Trust me, this is going to be great. And thank you.” Of course nobody said those things—it would take years and they’d never remotely understand each other anywhere near this well—but that’s what happened nonetheless.

Until now you didn’t realize. You were staring right at this thing, thinking it was a simulation game about a vicious four-sided intrastellar war. Whereas now you see it is a letter to the future.


I was combing the cometary halo for clues when Lisa came back with a number on a piece of paper.

“So that’s a big number,” she said. “Do you know how big?”

“I know that numbers with an e in them are big, but that meters are not big.”

She said, “It’s just short of a yottameter.”

“You’re saying nothing. These are just sounds.”

“A septillion meters. Yottameters are the largest unit in the metric system. It wouldn’t be inside the solar system. It wouldn’t be inside the galaxy. You’ll have to get farther.”

“Why don’t they need anything bigger than a yottameter?”

“Because the universe is only nine hundred and thirty yottameters wide, of course.”

“You’re making this up.”

“Why would I make it up?”

“Why would you know it in the first place? Consider yourself appointed to the intergalactic travel initiative. I have a war to fight.”


When you pile up enough Research Points, you get to choose a new technology to develop. Starting with Basic Fusion, you can move on to Biosphere Design, Holographic Computer Interface, Stellar Mechanics, Improved Social Engineering, and so forth. Every technology unlocks new choices about what you can learn next, so that if you take Fusion it leads to Improved Fusion or Gamma Radiation Beams or Pin-size Nuclear Missiles or Ultradense Matter Manipulation, and those open up more choices. It’s called the Technology Tree. Every technology allows a new kind of building or spaceship or ability. There’s a building tree that works the same way—basic buildings like biodomes and electric generators and factories are prerequisites for building more specialized production facilities, which allow new and different units, and so forth. Everything is interconnected in a complicated web. Some technologies are prerequisite for some buildings, and vice versa, and it all gates on other factors, like what materials are available—there’s no fusion without plutonium, for example.

So you lie in an empty cubicle by the far wall, a down sleeping bag pulled to your chin. It’s an old sleeping bag you lugged from home to college to your first apartment to the next to the next. It’s a pointless exercise, since you never go camping anymore, not since the seventh grade, and you never go to sleepovers or lie out all night in the backyard. The bag has probably never been washed in its entire lifetime, and it seems to smell like campfires and basement damp and sweat and the pee from a long-ago cat.

As you lie there your mind wanders in the darkness in a sleepy train of thought, in which the tech tree just keeps going and going, on past fusion and neural interfaces and planet-busting missiles into force fields and teleportation and hyperdrive, and then you’re falling asleep, and now you invent hypermancy and neuro-French and conceive of factories for s’mores and manifestos and you can breed superintelligent cats and fix the family station wagon, and then you even build your old elementary school and in the back of the principal’s office you find the portal to Mars that was so obviously there—why didn’t I think?—and you step through to Mars, where it’s the summer of 1977 forever, and you want to go back through the portal and tell everybody that guys, guys, this is it, I finally found it, but now the lights are on and it’s morning and the early-morning programmers are already at work.

The Dark Age passes, and the Second Terran Empire, and the Solar Tetrarchy emerges. Brendan Blackstar and Pren-Dahr fight to a stalemate. You discover the buried relics of a Precursor civilization at the Martian north pole. Tech bonus!

By this time you can speak the language of Solar Empires, a rock-paper-scissors exchange of moves and countermoves. You learn to deduce hidden information. You learn that, underneath it all, the world is just a way to turn water, minerals, and sunlight into spaceships and soldiers and scientists.

It’s time to leave. You build an enormous freighter and add a cylindrical biosphere whose construction costs a third of your resources per turn. When it’s ready, you sling it away from the sun. Your enemies make a last-ditch effort to knock it down before it passes Jupiter orbit, but they can only scratch the hull. Ley-R4 is on board, dreaming in stasis sleep as the system collapses into chaos behind her.

The Solar Age is at last over; the Pan-Stellar Activation begins.


It’s dawn, and in my mind I imagine Simon at work a decade ago, grinding out Solar Empires against the pressure of a Christmas deadline, stopping only when he’s half blind from tracing through his own code. “I’m never going to forget what this feels like,” he thinks, breathing the blue dawn air, stumbling once in the dirty, snow-crusted parking lot, “not if I become a famous movie star, not if I have a hundred hundred friends.” His car is the only one in the lot, the last ugly chocolate in the box. His hands are cramped, and at first he can’t really grab the steering wheel properly, he just kind of hooks his hands on. He starts the car, lets it run a minute before blasting on the heat, and crunches packed snow as he tears out of the lot.

He drives home, passing commuters going the opposite way, all part of a routine he’s become unstuck from, gone out of sync with, like a dimension traveler whose fantastic machine has jammed. This is what he wanted, isn’t it? To stay up late every night? To cut his own path, to laugh at the ones who didn’t have the imagination to invent their own lives, who were too afraid or too dim, the ones who didn’t know how to burn? But just at that moment, he remembers how much easier it had been the other way, like in high school, when he at least shared a temporal rhythm with the rest of humanity. But, he reflects, I hated that, too, hated it so much I learned C++, for heaven’s sake. He returns at five that afternoon, as the sun is setting on his last day.

I don’t know what happened. I don’t think Simon was trying to kill himself, or do anything else crazy. I think he had problems, but making games was probably the sanest thing he could do for himself, or for the rest of us. It’s probably stupid for me to feel this bad about someone I didn’t know that well, someone I had every chance and more to get to know. But he was never a dick to me, and the overwhelming likelihood is that he just didn’t have any experience having close friends, and I had no way to show him where to start. It was good that I now have the chance to see how cool he was. It’s possible that Simon may have saved my life.


Alewife Station, built in the late seventies at the northeastern edge of the subway system, includes a giant concrete parking structure to accommodate commuters from the suburbs. The construction took years. It was a fixture of my childhood, a slow-growing, labyrinthine edifice wrapped in scaffolding and plastic tarps glimpsed from the backseat through rain-spattered car windows on our rare trips into the city.

Dark Lorac walked beside me, tapping the bricks with the Staff of Wizardry, a black rod five feet long surmounted by a small goat skull. We watched cars pull up, moms dropping off kids, dads picking them up. He made a gesture with his staff that seemed to include the garage’s rain-darkened monumental spiral ramps, its sevenfold stack of concrete parking lots, its handicapped access ramps leading underground.

“This is neither the first nor the greatest Dwarven empire.”

Chapter Forty-Eight

Solar Empires II: The Ten-Thousand-Year Sleepover (1995)

Cinematic Intro

A. We see a black starfield, then the camera (but it’s not a camera, because it’s all computer generated, just a point of reference) pulls back until the field of view takes in an enormous (although it’s hard to judge the scale) cylindrical spacecraft, a metal hulk the color of dirty ice whose meteor-scarred hull and dim, flickering navigation lights give an impression of great age. The point of view moves back and back to take in more of the ship, and then we see that the image is framed by a porthole. The porthole is in turn framed by a metal wall decorated with graffiti and posters for musical groups, and then we see a hand gripping a bar fixed to the wall, a hand wearing black nail polish, anchoring its owner floating by the porthole. This, you realize, is you.

You’re about fourteen, and you’re a girl. You are dressed in a gray jumpsuit with the sleeves cut off, and your pink hair is cut in a short, messy pageboy. There are tattoos on your arms and shoulder and throat and cheekbones, curved designs and numbers in a futuristic font.

Your face is hidden from view as you peer out the porthole at the looming craft, until you turn and appear in profile.

Your character design is an anachronistic mess, a nineties Goth girl in space. You imagine the rest. You are in space, where you have lived all your life. The tattoos are indicative of your home asteroid, your training, and your lineage. You have acne scars and a strong jaw.

You hover over the scene. Added detail comes to you unbidden, from your native instinct to make narrative sense of it. You think you are a chieftain’s daughter. Evidently you have been crying.

B. The next image we see is you again, this time in a bubble-helmeted vacuum suit, plunging like a skydiver toward the drifting spaceship, which now occupies the whole background. Your own craft holds position above you—it is a one-person skimmer, a rounded pop-art fantasy in candy colors. You see yourself grow smaller as you drift down away from the camera (as we inexorably surrender to the metaphor), falling toward the spaceship, until on-screen you shrink to a few last pixels against the immense hull that drifts slowly from bottom left to upper right. The craft is slowly spinning.

As you see yourself dwindle, your sense of the ship’s scale grows by an order of magnitude, then another. You make out features on the surface, towers and canyons marked with green and red and amber lights, and a line where, evidently, a piece of space-borne debris impacted the ship at a shallow angle and plowed along the hull for hundreds of feet, or perhaps miles, for all we can tell.

At the upper right-hand corner is a patch of white, which you mistakenly assume is frost until a piece of blue rotates with cosmic slowness, pixel by pixel, into view, revealing itself as one claw of Ley-R4’s iconic blue falcon.

Not heard is the crackle of static on the radio transmitter back in your ship, and the voice that asks, “Honey? Lyra? I’m sorry.” Or the subvocalized words inaudible even in the close air of your helmet. “Don’t look for me.”

C. The last image is the inner surface of an air lock door. A bright spot appears that travels along the line where the door seals itself against the hull, a conventionalized image of an outer-space break-in. But near the outer edge of the image there seems to be trouble, a burn mark on the wall, piled-up garbage, and what is perhaps the toe of a shoe. The bright spot completes its circuit and the door begins to swing open, and here the cinematic intro ends and the game begins.

Looking out through the portal, you can see a planet, a banded gas giant with a red spot. Last thing you knew, you’d bitten and scratched and fought your way out of the solar system. A thousand years later you were still mired in the solar system, and in the body of a teenage girl. What the hell happened?

“Seriously, Matt, what the fuck happened?”

“So, um, Solar Empires II takes place in what Simon’s notes call a pocket interregnum between the interplanetary and interstellar phases.”

“So we’re not leaving the solar system at all?”

“Not in this one,” he said. “I mean, yeah, the idea is there was an accident in space and all, but the relevant part is that Solar Empires didn’t make that much money so they thought they should try and spin it as an innovative first-person shooter, which turned out to make even less money.”

“So is this a game that sucks?”

“Well, uh, it wasn’t my thing,” he said. “And it got great reviews. I mean, people still talk about it constantly—like, it was ahead of its time and people are still learning from it. Just… no one bought it. Everyone said it was because it starred a girl, until a year later Tomb Raider came out, which of course made a zillion dollars. I guess it was a little different, with, you know, how the model was—”

“The rack.”

“Right. Oh, and one last thing—the whole thing was kind of Lisa’s idea? So… kind of don’t mention it to her, ever?”

Level Descriptions

Maintenance Deck

The air lock cycles. And the girl, the you in this world, steps into the scene. The suit registers breathable air and she pops the suit’s seal, slowly takes off her helmet.

Absently, you escape out of the tutorial and sweep the mouse from left to right. The viewpoint shifts and the figure on the screen turns to follow.

The room is apparently an antechamber where mechanics prepare for debarkation on routine maintenance missions. It is lined with empty hooks; a few discarded gloves and most of an antique vacuum suit lie haphazardly on the floor, as if the room has been looted in haste. There is a strangely damp smell. The sliding door to the room has been wrenched off its track and lies in one corner.

You should be traversing the space, sucking up weapons and keys and trying switches. Instead you stand still in the half-light. There are at least three layers of sound underneath the silence. A steady buzzing of fluorescent light; a subliminal roar of what might be air circulation. A far-off beeping that could be an alarm.

No one builds like this anymore. With its neo-Barsoomian lines, brutalist exposed surfaces, and big metal planes, it is decadent and utilitarian at the same time, distinctly a ship of the late Solar Wars. That puts it way way back in Simon’s time, just after the Solar Tetrarchy fell and the system-wide Dark Age began. Its solid metal construction would not be remotely practical in the current era. It might be three thousand years old, its mass uncountable tons. Jovian-class, at the very least.

Of course. It’s not a freighter at all, it’s your colony ship, the one you built. It never made it out of the system at all, and nobody knew—for a thousand years the solar system’s inhabitants warred over dwindling resources but believed that at least a better world was being built else-where. But the solar exodus never even happened; we’re still stuck in the Dark Age, and humanity’s future has been drifting derelict, half-lit, its biosphere way past its projected life span and probably slowly leaking out through a dozen minor hull breaches.

You step over a shattered barricade of piled-up lockers and pace down the corridor. A skeleton lies slumped against one wall. It wears scraps of blue and gold braid, and bits of colored metal lie among its ribs, the trappings of a lieutenant junior grade in the navy of the Second Terran Empire. It shows no obvious cause of death. Nearby there is a gray card, thin as a fingernail, chased with pulsing blue lines. A locked door, likewise outlined in blue, can now be opened, admitting a blast of warm, moist air.

Sewage System

You’re in a sewer, because what would a video game be without a sewage level? In the medium of your heart’s choice, dim lighting, mossy corridors, and aggressive rats are eternal artistic verities. This one just seems to see more use than a derelict spacecraft’s should.

You are just a few tiles from the exit ladder when a trap closes around you, walls that slide into place, obviously a designer-driven effect. So much for interactivity. There’s no way out.

“Hello?” a boy’s voice calls. “Don’t you know not to go in there?” he asks. He sounds angry. The grating overhead gives a squeal of neglected metal workings and starts to open. You hear the quick slapping of sandaled feet running away.

Hydroponics

Climbing against the centrifugal force of the spinning ship, you see the geometry where a long-ago explosion ripped into one great metal-lined swamp. Brackish water drops past you, outward to the stars.

It’s a fallen ecosystem of genetically warped felines and avians and simians, arachnids and carnivorous plants. You learn to harvest toxin sacs from mutant koi in the shallow ponds. You learn where the security cameras are, and the exact range of the door’s proximity sensors.

The boy returns occasionally. He says he’s a prince; he calls you an idiot.

Recreation Commons

Water-damaged carpeting, silent ranks of anachronistic arcade cabins. You are attacked by a robot that once taught fencing; its untipped foil is caked with old blood. You knock it into a hot tub, where it sparks out the last of its misspent life.

You find a library containing old mocked-up news photos of the ship, called the Concorde, as it was being built, exposing the honeycombed space inside. The Concorde should take 800 years to reach a destination 4.37 light-years away; it should have been there already. You should be combing the galaxy for Mournblade and kicking bugs off your to-do list. Instead, the ship has now been adrift for three thousand years, almost four times its expected life span. The tolerances engineered into its biosphere and its flight capabilities are strained beyond imagining.

And in the office it’s late, eleven o’clock, and you already know tomorrow you’ll regret the lost sleep and the wasted time when you could have been working out or reading, but you’re too distracted. The world is broken; you have to fix it.

The prince paces you on the far side of a metal grillwork, so you can talk but not interact. He’s afraid of his older brother, who stands to inherit the mantle of king, who plans to go to war against a tribe two decks in. His brother dreams of reuniting the world under one ruler. He doesn’t know what the Concorde is; no one does.

A thin trickle of water flows through a damaged seal overhead and forms a silty pool on the deck plating. There’s an object at the bottom, a gray steel disk with blue plastic inlay, stamped with a long serial number. On-screen, your HUD morphs to become more complicated and dangerous. You can’t believe they waited this long to give you a gun.

’Tween Decks

A cramped world of palettes stacked with spools of thick metal cable, dormant terraforming machinery, prefabricated huts, farming equipment, fertilizer, seeds, and water purification units. An Emerald Green Key-Card sits at the center of a giant web strung all the way across the entry to a disused dining commons. You do not find the spider.

You don’t know why you left home. You don’t even know why you sat down to play this game instead of going home or getting work done. But definitely life in a mining colony sucked; as a chieftain’s daughter, you knew you’d have to marry whomever your father said to marry, and the day was coming. And you looked at your mother’s face and saw that she wasn’t going to save you. She wasn’t even going to fight for you. You stole a one-person ship, and as you felt the acceleration subside and you drifted in the black nothing, you felt the absence of a pressure you’d been feeling without knowing it for all your fourteen, all your twenty-eight years.

Where would you go? Ganymede? Jovian orbit? What if things are just the same there? You warmed up the engines. You rotated the ship to point in-system, toward forbidden Mars and devastated Earth, Venus, and Mercury, or straight into the sun if that’s what it took to feel anything different. There were stories of long-dormant defense systems from the days of the stellar siege, of rogue mining robots gone sentient, of ancient Martians returned, of old-world technologies long forgotten.

You were asleep when the proximity detector sounded and showed you a ship where no ship should have been, in the darkness between Mars and the outer planets. The largest ship ever built, maybe, straight out of the legends of the Second Terran Empire.

Shopping District

A chalked symbol informing you that the last sailors of the Second Terran Empire Fleet hold the territory beyond, although they’re a little hazy about what they’re doing there. In the end you are permitted to boss-battle the prince’s older brother with stun weapons for the right to live and enter the sacred refrigeration and storage deck and look upon the Sleeping Ones.

The crowd lines an arena that was once the sunken floor of a two-story food court. The prince is watching; you feel his sense of fear, sense of awe. You’re a girl and you’re about to fight the brother he could never match. You face him across multicolored tile.

Normally you hate boss battles, a highly conventionalized way of staging a climactic moment that is purportedly dramatic but that usually devolves into hitting a supertough enemy’s weak points over and over again until he disintegrates or his head flies off and becomes a rocket-powered helicopter with its own special weak point; repeat as necessary.

The brother’s head does not turn into a helicopter. You throw chairs, scale the side of the food court, dodge through the crowd. You reactivate the sunken fountain and roundhouse-kick him into it. Press N to decline his offer of marriage.

Stasis Tanks

The prince’s brother shows you the secret treasure-house of the world. Inches under the glass, you can see a teenage girl who looks maybe a year younger than yourself, but she must have been born well over two thousand years ago. You see Ley-R4, queenly and unmoving; you see Pren-Dahr, her captive, who elected to come with her. She doesn’t even know the empire’s fallen or that her ship got lost. She’ll never even know you or the prince were there. You must save her.

Spinal Tramway

You see now that you originally landed two miles up from the aft engines. If the ship were Manhattan, you’d be walking from Houston Street to the Bronx, block by block. The ship is big enough to have its own seasons, which work their way up and down its length with the stale air and recycled water. It creaks and sighs. It’s getting colder. You have a lot of walking to do.

The tramway flooded when the ballast tank in the middle of the foredeck was breached. As you watch, a monstrous vertical fin taller than a man breaks the surface, followed by a column of gray-green muscle. You’ll have to find another way around.

You don your space suit and traverse a silent, dark, hull-breached section to reach the foredeck. Grisly corpses of men and women lie mummified in the cold. Jagged holes in the floor show a brilliant starfield and a distant lonely sun. A black shape stirs in a corner.

Playtesters claim that once in a while they’ll enter a sealed level and find it decompressed, its diamond-hard portholes shattered.

Command Deck

You turn inward. This side of the breach it’s cooler and drier. The Violet Key-Card is in a circular room where four corridors meet. Bones are crushed under heavy robot treads. A captain’s hat; the Second Terran Empire’s falcon in gold. The card opens a security gate, and the prince emerges, ready to do what must be done.

The Bridge

You go up and up. Gravity decreases as you climb upward and inward through concentric cylinders toward the ship’s core, and one day you’re out in the clean cool air of the bridge, and there you can finally see the shape of the world as it turns around you and hurtles on from a forgotten, ruined past to an unknown future.

The prince is this little world’s last computer programmer. He’s the only one who can fix the world. He glances up at you to see if you’re watching, if you notice how well he’s mastered the interface.

The prince fixes the ship’s mad AI, brings peace to his tiny empire, and sends the Concorde on its way to the stars. Your heart skips a beat as you watch the ship unfold a translucent lavender web a thousand kilometers across, the solar sail, and begin the long acceleration push to Alpha Centauri. You and your inventory go with it.

You’ve walked, fought, bled, schemed your way to the threshold of galactic exploration, but at the moment it’s a gray dawn, a thing you’ve seen far too often lately. You didn’t notice the time passing, as if it flows differently on the other side of the glass screen, but in two hours the early-rising Black Arts workers will arrive to start the day, having slept away the time you spent rescuing the world of the Concorde.

You switch off your monitor, grab your bag, and speed-walk down the hall, unable to bear the idea of meeting anyone coming in. You exit into the chilly air outdoors. Your hands are so cramped you can barely grasp the steering wheel, so you drive with your fingers hooked around it, desperate just to get home and sleep. You could get five hours and make it in by eleven. This isn’t the first time you’ve done this, or the fifth or tenth. I guess it’s time to think of it as your life.

Chapter Forty-Nine

Like the Third Age itself, late beta was a grim and demoralizing slide into barbarity punctuated by rare moments of heroism. Like the time the build went oversize by 10 KB and couldn’t fit on a double CD. Lisa and I were bickering about map size while Gabby went to her desk, did something to a map tile with the blur tool in a paint program, came back, and rebuilt the entire game. It was 14 KB smaller.

The bug count dwindled, except for the obvious one. Everyone was being polite about winnability, Mournblade, and the rest of it. I told them it was under control, that I was just prioritizing. I needed sleep.

“We can close out the series in a day or two,” I told Lisa. “Thirty-six hours if we push it.”

“So you’re still thinking of it as a series?” she said.

“What do you mean?”

“I mean, it’s all just one game. We’re playing through the largest, longest game ever made, the Black Arts game that’s been running from the start. And I think it’s ending.”


Lisa and Matt sat behind me as I ran Solar Empires III: Pan-Stellar Activation.

se3.exe

IMPORT SAVED GAME? (Y/N)

Y

LOADING…

Black Arts had a new logo for this one, a skeletal figure cupping a ball of light in its hands. The splash screen echoed the one for the first Solar Empires, with the Milky Way’s spiral form swapped in for the solar system; looking closely, I saw that it rotated in slow, epochal sweeps.

Character selection was skipped; as the winner of the long-ago Solar Wars, Ley-R4 presided.

It is the year 4113. Humanity has gained a fragile foothold among the stars, a tiny outpost at the edge of a perilous dark continent.

YOU must guide the human species through its last and greatest era of expansion, facing a galaxy fraught with wonder and wealth, unknown danger, and the strangest of destinies.

Let us now wage interstellar war! Let us now claim the stars!

Let us initiate…

PAN-STELLAR ACTIVATION!

Another strategy game, but on a grander scale. The starting view took in ten light-years, showing the first three colonies of Homo sapiens. Zoom in to see tiny starships so detailed you can read their histories in their battered, refitted hulls. Fractally generated continents on planets, moons, and stranger celestial objects. I felt a slight pull in the guts. It was Black Arts’ crowning achievement: they were simulating an entire galaxy’s economic, military, ecological, political, and—in a sense—narrative life.

At first it seemed like just another facade applied to the same old WAFFLE mechanics, swapping solar systems for cities and starships for galleons while keeping the underlying machinery the same.

But science fiction and fantasy aren’t perfect analogues of one another. Only space exploration features this blinding expansion of scale, the abyssal blackness between stars; the dislocation, the multiplication of months into years, centuries into millennia, the concept of geological change and of deep time. Going from Endoria to the Milky Way mattered—it reenacted the shock of the Enlightenment, the first bruising contact of the human imagination with the scale of a scientifically defined universe.

Moreover, even if far-future technology looks like magic, it isn’t the same thing. Science admits of no consciousness in nature, and knows that language and reality have no sacred connection. In Solar Empires games, there were no magic words, no jinnis, no wishes. Which made it all the stranger to find, in the cargo manifest for Ley-R4’s flagship, both an antique twentieth-century tracking device and a dried flower of a species unknown to terrestrial science.

The Colonial Age

As promised, the first X stands for “explore.” Stellar colonization is slow; even with solar sails, rail-gun launches, and fancy orbital mechanics, you are still crawling along at well below the speed of light. It turns out that one yottameter equals more than 105 million light-years.

Colonists board their generation ships, eyes shining with fear, ambition, and regret before they are frozen for the long trip. One in three ships disappears into the dark forever. You build and build, playing the ruthless odds. Stasis fields can collapse, letting colonists awaken a hundred years from arrival. Many arrive to find their target planet uninhabitable for one of a hundred reasons—it’s too hot or cold, its atmosphere contains ineradicable traces of poison, or nothing grows. These colonists must chart a new course and face the grim attrition rates associated with a second stasis. Centuries later, ships are found gutted or irradiated or mysteriously empty.

A handful of worlds prosper. Alpha Centauri, Procyon A, Sirius, Tau Ceti. In relative isolation, their cultures diverge. The Centauri develop a militarized culture, shadow successors to Brennan’s regime. Tau Cetans revert to an agrarian culture—like the Achaeans burning their ships outside the walls of Troy, they set their spaceships to self-destruct, and within three generations Earth becomes a legend.

Procyon holds a mystery, a stone temple in the equatorial jungle, built (your scientists tell you) approximately the year the Beatles recorded Revolver and made from stone native not to the planet itself but to the planet’s second moon. You find one like it on Epsilon Indi’s second planet, another on a planet orbiting L5 1668. They contain carvings that, when compared, yield a coded schematic for a machine that can pull on the space between stars and very slightly condense or wrinkle it. Your people call it a warp drive.

Crossing the centuries at one bound, you move to the next historical phase…

The Cosmopolitan Age

It is three centuries later, and your ships go faster. Humanity’s reach spans 250 light-years. There are fifteen hundred stars now, more than you can name personally. There are four warp-capable alien species whose volumes of influence interpenetrate with your own. You know of two dozen other sentient life-forms in industrial or preindustrial phases of civilization.

Outside, the leaves are starting to turn, and you’re a year older, and the incipient chill and the smells of rain and rotting leaves bring on an involuntary sense memory of the expectation of school and book bags and new teachers. Or is part of that memory buried in the code itself, in the mind that made it, in the cool fall air of the garage, the new possibilities that grew from the summer of 1983? You don’t know. But the second X means “expand.”

As Ley-R4, you continue to rule, empress, sage, and justice in perpetuity. The other three Heroes serve as your ministers, immortal figureheads of the fields of human endeavor they represent. Loraq is the philosophical and religious head of the empire. Pren-Dahr administers economics (well, exploitation) and diplomacy, and Brendan Blackstar, of course, handles the military.

Rogue colonies, border wars, and piracy trouble the empire’s peace. And stranger things happen—ships go missing or turn up empty or hull-breached. You find, once, a ship’s crew butchered as if by a preindustrial weapon. And from time to time a colony or a world goes dark and is found depopulated, whether by disease, environmental failure, an uprising of indigenous flora or fauna, or simply with no explanation at all. Even the occasional star explodes. You wonder if Mournblade’s reach is this far.

The galaxy is a large and strange place, and it’s only a matter of time before monsters come out of the darkness. That’s how the age ends, with the arrival of a vast and ancient fleet that swallows a quarter of the empire overnight. The Cosmopolitan Age is over, and the Spindrift War begins.

The Spindrift War

The view scale jumps again, and humanity’s existence is threatened, and it’s time to exploit, which is the third X. Asteroids are quarried into massive fleets equipped with the Improved Gravity Splice. Combat is now too fast to follow on a tactical level, so you learn to program artificial intelligence systems. The weapons are terrible: entire planets are shattered and stars implode on your orders. By the time the Terpsichore Myriad (for so they call themselves) is exterminated, the human dominion comprises six hundred million stars (out of the galaxy’s two hundred billion) and thirty thousand light-years, almost a third of the way across the galaxy, but still far short of your goal. The war has paved the way to a Golden Age.

The Golden Age

Now the galaxy blazes with life from its core to the outer reaches, incomparably great and ancient. The view scale pulls back to encompass sixty thousand light-years at its farthest zoom, and the galaxy’s large-scale forms finally come into view—the fuzzy logarithmic spiral, the globular clusters at the rim, the long bar, which passes through the central disk.

The breadth and variety is extraordinary and never-ending. The sensation is one of an inner fullness, limitless wealth, the barely remembered feeling of needing to hug yourself and jump up and down in the effort to contain sheer happiness. You start to see, as never before, the scope of Black Arts’ achievement. You can’t believe they’ve given you this gift. It’s a very, very, very nearly perfect game.

The game can end in many ways, but each character has its own special ending, which you may or may not be able to achieve.

Brendan Blackstar

If you’re Brendan, there is an extra subphase late in the Golden Age when a challenger emerges, a nemesis triggered by your own aggressive philosophies, a master politician and strategic genius. The military victory occurs only when you have driven your opponent’s forces back to their home planet and dueled him yourself on the marble steps of his palace. You fight as a white-haired general, vibro-sword to laser ax, and throw his severed head to the crowd.

Pren-Dahr

Pren-Dahr’s victory is more of a statistical threshold triggered by careful management of production and trade, which, as they reach a certain level of productivity, obviate the need for wealth itself. Our last view of Pren-Dahr shows him as an old man in retirement, gazing out over a golden city, one of a million cities in a galaxy that will know an eternity of plenty.

Loraq

Loraq attains victory as a galactic philosopher-king who, as head of the Galactic Council, is empowered to adjudicate border disputes, enact various galaxy-wide rulings—such as caps on weapons production or mining or expansion—and set the penalties for violating them. In time, it’s possible to play with the way various species-wide AIs react and realize a galaxy-wide peace. If it can be maintained for a full galactic rotation, the conditions are met and the result is an eternity of peace and wisdom as the formerly disgraced vizier is at last allowed to rule in his own right.

Ley-R4

If you’re Ley-R4, you may at long last decipher the Precursor technology. Then, if you have the requisite technologies, you can invest resources to create the reality engine, the hidden apex of the game’s broad and deep technology tree. When activated, it triggers the Science Victory, the creation of a new parallel universe to explore. The game ends, but you finish knowing that, for Ley-R4, the cycle of exploration need never end.

There are other moments that go unseen, fragments of the Heroes’ long, long lives that will never enter the histories. Eleven-year-old Loraq lying on his flowered coverlet looking up at the ceiling and listening to bootleg cassette tapes of The Hitchhiker’s Guide to the Galaxy. Pren-Dahr delivering the valedictory address at his college and finding, looking down at the familiar bored or smiling or nervous faces, that he feels nothing. Brendan Blackstar straying from the path on a summer-camp hike and finding himself alone for the first time in weeks.


The game doesn’t end. A millennium passes, and then another, with nothing but a long, extended moment of peace and vitality. All victory conditions have been met, but the game won’t end—the galaxy’s golden moment continues while outside days pass, a wet summer to a dry autumn.

You comb through the galaxy’s wonders for anything you’ve missed. Cities of white towers, jungle cities dripping long tangles of vegetation, undersea cities, cities in hollowed-out moons. You catalog all the Precursor temples—what was going on there? You think you’ve got all of them—you ended up glassing a few planets from orbit back in the Spindrift (a couple dozen, if we’re being honest with ourselves), and one of them might have been important, but you make do with what you have.

The temple complexes are all unique and beautifully modeled. Each one has its own style and carvings, and each one has been artfully smashed to pieces by time and weather. Someone toppled those columns and distributed those pieces. One temple is at the bottom of an ocean. Another is cut in half where a river collapsed its base. Pieces have been washed for miles downstream. (Matt pointed out that all the temples are made of porphyry, a material component for the Dimensional Portal spell in Realms. Dork.)

You realize the planets form a pattern, a shitty, useless zodiacal configuration, as jumbled and abstract as any other constellation. From one angle it might be a three-masted galleon; from another, a giraffe. From a third it looks very, very much like a giant hand giving you the finger. What would Lorac say? The real one, the wizard, but he doesn’t seem to be around. Or Karoly, either.

The tracking device points you up and out of the galactic disk, a line that seems pointless, bound for the edge of the universe. But at the far reach, far, far beyond the galaxy proper, barely detectable on Ley-R4’s telescopes, there is a dim, dying star.


“You’re telling me the planet is too far to get to?”

“Even at the top of the FTL drive tech tree, using ripplewarp technology with all the trimmings, and pushing the time scale all the way up, the sixty-thousand-light-year span can be crossed no faster than exactly one hour, which is what Darren decided is the maximum attention span of a human being. It’s already thousands of times the speed of light, and they designed it so that’s all any technology can do. Which means that to travel nine point eight five yottameters—” Lisa broke off. She always had to do math in her head.

“I’m waiting,” I said. I watched her work. “Just use a calculator.”

“Shut up.” She mouthed a word repeatedly while she thought. It looked like maybe she was saying, stupid you, stupid you, stupid you. Then, finally: “Sixty thousand light-years in an hour, and a yottameter is a hundred and five million light-years, sort of, so vaguely, like, seven hundred twenty days minimum.”

“So we’ll get there, and meanwhile we’ll hoard glass beads to be ready for the bold posteconomic era.”

“I think in the game mechanics you have to carry fuel, too,” said Matt. “You couldn’t do it anyway.”

“I hate this game,” I said. “I hate this game so much.”

We went back to the message boards. Surely someone had been there, or someplace similar. But there was no mention of it; no strategic or narrative reason even to look in that direction.

Matt called me over, a few hours later. “I think I’ve got it. The Big Bump.”

“Tell me.”

“A bug. It’s mentioned only three times, in three reports, widely separated. All three times, a starship running on reactive drive was in midbattle when, in an instant, it found itself halfway across the galaxy. Usually in pieces, but it had traveled faster than the sim said it could—much, much faster. But no one knows how to trigger it.”

It stumped us for days, until one day Lisa plunked herself down in a spare Aeron chair and wheeled herself up to me. Neither of us had bathed in a few days, but it didn’t matter.

“I think I have a thing to try, anyway.”

“Tell me.”

“I’ve always hated reactive drive. It’s the worst thing in the game.”

“I thought players loved it.”

Reactive drive was a tech you discovered when you got maybe two-thirds of the way through the game. It let you start and stop spaceships on a dime, just zero out any velocity and park it, motionless. Or start it up the same way. It was a good trick in a dogfight, but that was about the last time when individual ship-to-ship combat meant anything. After that, things like antimatter clouds and starbusters came into play.

“Players do, yeah,” she said. “It’s for players who like games and who are too lazy to make orbital mechanics work. That kind of start-stop bullshit is how people are used to things moving in games. It’s intuitive, it’s point-and-click. It’s clean.”

I felt a little guilty. I always hated how in Asteroids, once you fired your jets it was almost impossible to bring your ship to a dead stop again. Realistic, but annoying.

“Yeah. No one but you really likes calculating fuel burns. It’s a pain.”

“Right. But you know who else hates reactive drive? The physics simulation module. The physics system hates it. It spends all day making things behave all proper and Newtonian, and Darren writes this spec saying, ‘Okay, this tech makes ships start and stop instantaneously, because that’s fun.’ And it is, but it’s nonsense physics. In the real world, if you want to decelerate, you have an equal and opposite force, and you stop, over some distance that is not zero. It may be a millimeter, but it is definitely not zero.”

“Who cares? Doesn’t the programmer just write, um, ‘velocity equals zero’ and leave it at that?”

“No! No!” she said, her voice cracking a little. “Sorry, really need to sleep more. But no. The point of a physics model is that it takes over all that stuff for you. Where stuff is, how fast it’s going and in what direction, what’s touching what. You’ve put it in charge, and if you go in and micromanage it starts to get confused and snappish and doesn’t know where to put things. Plus you can’t even always do it.” She did a gesture, blinking and waving both hands as if to disperse the very thought.

“So reactive drive is part of the physics bug?”

“You call it a bug, I call it physics justice. Just listen. I tried to think how reactive drive works at all. So I went to the actual code, which is by—” She glanced around and whispered, “Todd,” then went on. “It’s a total mess, a lot of different ideas commented out, a lot of just ‘fuckety-fuck this code’–type comments. Bottom line, they can’t just set it to zero, and there’s a limit to how much they can just drop the kinetic energy of these starships right out of the universe. I mean, it’s a mile-long chunk of titanium, potentially, up among the high-end Angel-class ships. So they ended up with this horrible, horrible hackery. Just for an instant, they set the starship’s mass to a number so small it’s as close to zero as the physics universe will tolerate. It’s a lot easier to bring it to a dead stop when it weighs about as much as a neutrino. But just for one tick of the clock. Then it’s back up to its usual gigaton self, and hopefully no one notices.”

“So… fine?” I offered.

“It’s not fine! That’s the thing. For one cycle of the simulation, its mass is near zero. That means—” She stopped altogether and wrote on my whiteboard F = MA. “Okay. God. Force equals mass times acceleration, right?”

“Okay, okay, yes. I’m not totally hopeless,” I said.

“You’d better not be. Reactive drive wants mass to be small, so force is small. But then if mass is just about zero, what if we’re trying to work out acceleration?”

She wrote another equation: F/M = A.

“Acceleration. Now we’re figuring out what force divided by mass is. So if force is anything reasonable and mass is virtually zero, anything divided by zero is…”

“Infinity.”

“Yes! Acceleration is infinite!” she said. She actually struck my desk with her fist. “And that’s what the Big Bump is. Those ships got hit exactly when they weighed nearly nothing. And boom, they went right to nearly infinite velocity. Nothing to stop it.”

“Wait… did you just invent hyperdrive?”

“I call it Enhanced Reactive Travel, but yes, I did. And you’re welcome.”

You remember the days when you were working so hard to figure out how to act normal and attractive, so hard it was killing you, so hard you moved to Portland. How did you get tricked into believing that that was all there was?


For all that I understood Lisa’s equation, I had no idea how to make it happen in a game. I called Matt and Don and had her explain it to them.

We set up in the conference room with the amp-up demo machine and hooked up the projection screen for Matt to use. This was, after all, what he used to do—re-create the precise, heartbreakingly specific set of conditions that will strike an apparently beautiful simulation along its hidden logical fault line and tumble the world into nonsense again.

I watched, fidgeting protectively, as he took command of my galactic shipyards. I’d forgotten how sad and primitive life was back in the Cosmopolitan Age when reactive drive was fashionable. I’d even forgotten I had few reactive-capable cruisers still in service, but Matt found a few out in the backwater colonies. Somehow, in the six hours since I built them, the Bishop-class light cruisers—with their stage VII warp drives, their DeVries full-reactive bootstrap drives, and their front and rear fully upgraded particle accelerators with the Overload option—triggered a nostalgia reaction in me. I’d rolled them out, the technicians in their white jumpsuits still scrambling over the red-and-white striped hulls, and they seemed like the crowning achievement of an ancient spacefaring race. But only a few short centuries later I was ramming them into Kun-Bar capital ships just to save on upkeep.

I watched as Matt created a custom-built ship with reactive drive and the best force field available and bags and bags of small, very weak magnetic mines. Launch a mine stupidly close to your own ship and let it hit you. Then, on the moment of impact, turn on reactive drive. Bump.

Next, he flew the ship to Mars, now the capital of the entire Imperium. The planet’s red sands and pressure domes had long since yielded to terraforming and macroengineering. Mars was one-third hollow now.

Ley-R4 stood on a mile-high tower, where Olympus Mons once was, and thought about what she’d made. The millennia had aged her gracefully into her early forties, but she was recognizably the same pale, raven-haired princess I’d ordered pho with long ago. Now she was empress of the galaxy.

She’d be coming with us. She’d always been a mobile personnel unit, but she was one you’d be insane to put into the field. Now she boards the light cruiser IGV Spickernell along with the other three Heroes.

It must have been an awkward reunion onboard. There are two failed marriages between the four of them, one child (turned time-traveling undead tyrant), four or five era-defining wars, countless battles and duels, countless adventures. No one will ever forget Dark Lorac, or the war for the Mournblade Splinter, or the truck bomb in East Berlin, or the dirty bomb over Venus, or the whole knife-fight-in-a-phone-booth Solar War, or their first meeting in a tavern, where they swore that false vow they never bothered to keep. Mournblade still lived. I looked at the four heroes on the bridge, watching breathlessly as they attempted to cheat the laws of their world: Brendan Blackstar stoically indifferent, Loraq wincing each time a mine went off, Pren-Dahr rapt with the thought of redeeming his cosmic crime.

Matt’s face had the eternal blankness of a gamer facing a monitor. Only his hands moved, clacking and thumping the keys over and over, as if he were playing a rhythmic piano suite nobody could hear.

“Shit.” The mines turned out to be tricky to predict. They launched, then curved back in an elliptical orbit Matt had to match. Then he had to guess how close he had to be to set off the mine.

“Shit.”

“Shit.”

“Shit.” The Spickernell’s force field degraded to half and had to be replaced or else we’d risk losing the whole game. Don ordered pizza.

“Shit.”

“Shit.”

“Shit!” Matt typically played with beatific calm; playtest had inoculated him against gamer frustration, but we were nearing the three-hour mark. Finally, I tried it. Lisa tried it. Don tried it.

Don cleared his throat and said, “I just had a horrible thought.”

“Me, too,” said Lisa. “Who wants to call?”

Don sighed. “It’s what they pay me for. I don’t know if he’ll come, though.”


“Hey! Fuck, yeah! Black Arts!” Darren said as he came through the door twenty-five minutes later.

It was really, really hard to keep from being happy to see Darren while still being aware of the interior voice telling you not to be. I’d missed him, I knew that. Nobody else at Black Arts had his skill set, which was to make whatever he was doing become charged with excitement and meaning. It made Black Arts fun again. We’d all forgotten—for how long now?—that we were in the goddamned games business, and we were rock stars and doing the most exciting thing on the planet and getting paid for it.

As business talents go, Darren’s was as close as I’d ever seen to that of a genuine superpower. Whatever its origin in trauma or mutation, it was supremely adaptive for its entrepreneurial moment in history. When Darren was there, people worked hundred-hour weeks; he moved the hands of sober, dead-eyed businessmen to write and sign eight-figure checks.

Also, unlike the rest of us, he was a tournament-level player. It’s common to assume that game developers are ringers when it comes to playing games. In reality, most of us are good but not great; video game excellence is its own skill, and almost none of us can do the things our fans can, even on our own games. Darren was the exception. He was barred (unjustly, in my opinion) from official competition, but I’d seen him place high in informal aftermatches.

I explained as much of the situation as I could. I didn’t know how much he knew, so I couched the problem as a showstopper bug and explained the logic behind the Big Bump. He nodded his understanding at once.

“I love it. Who figured that one out?”

“Lisa.”

“Well, all right,” he said. He was impressed, and good at showing it. He was looking right at her, and she blushed. I knew what it felt like. I knew Darren had that trick of knowing the version of yourself you most desperately want to believe in and playing to it shamelessly. From outside, you could see how easy and how nasty it was, that he was casually exposing an infantile and uncontrolled and crushingly obvious hunger. I still missed it; I always would.

It took Darren twenty-two minutes to set off the Big Bump. When it happened, we didn’t see the ship move, only the camera snapping back to its maximum zoom to try to keep the ship on-screen. Darren tapped the space bar to activate reactive drive, and the ship stopped.

“All right, this time we try aiming.”

It took eighteen more jumps to get to the place where the tracking device was.

Darren stood to give me his place at the keyboard.

“Go ahead,” he said. “It’s your turn. You’re the man.” Which was a little annoying, and that was the moment I realized I had been listening to Darren wrong. Why didn’t I ever realize that nobody was as vulnerable to Darren’s dirty trick as he was? He needed to believe that the person in front of him was a genius, and he needed that just as badly as you did. Once upon a time, his best friend had been a genius.

I sat down, conscious of the silence in the room and that it was slightly weird to play with people watching. Normally you’re alone, drifting free in your own story, letting your unconscious go its way, no witnesses, no script, and nothing at stake.

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