Authors: Austin Grossman
Tags: #Ghost, #Fiction / Ghost, #Fiction, #Fiction / Thrillers / Technological, #Suspense, #Technological, #Fiction / Thrillers / Suspense
First of all, this is a viewpoint that is frankly idiotic. People who play games don’t get killed or go crazy any more often than anyone else. It’s just that people point it out when they do. Second of all, Simon was a person with a vocation, one of the few people I’ve ever met for whom this was unmistakably the case. He wasn’t out of touch with reality, he was simply opposed to it. Third of all, fuck reality. If Simon didn’t like the world he grew up in, he has my wholehearted support and agreement. I went to his funeral, as did his many friends. They were not any kind of checked-out gamer fringe; it turns out a dude in a kilt who introduces himself as “Griffin” can be honestly, normatively upset that his friend got killed in a ridiculous accident.
When I heard that Simon had died, I tried to find something appropriate to feel. What I did feel wasn’t flattering. We hadn’t been friends since the early 1980s. I was still young enough to feel the death of someone I’d known as a novelty. Like it was one more aspect of Simon’s eccentricity, or his genius. One more place Simon got to before the rest of us. I felt sorry we’d been out of touch, sorry because we’d both vowed to do the impossible, and it was the only vow I’d ever made, and I hadn’t done it, and Simon—well, that was the thing. I was partly there because I wanted to know what exactly happened. How far Simon had gotten.
I let myself in. I smelled fresh paint; I could hear somebody laughing.
“Hello?” I called into the darkness.
A teenager in a black T-shirt looked out. He was built on a fun-house scale—my height but twice my width, a fat kid with the arms and chest of a linebacker. “Oh, hey. Are you Russell?”
“Yes, that’s me,” I answered, relieved.
“I’m Matt. Hang on.” He turned and yelled down the hall. “He’s here!”
He waved me inside, into a room that turned out to be almost half of
the building’s third floor. It was a dim cavern, kept in semidarkness by venetian blinds. From what I could see it was mostly open space. Soda cans and industrial-size bags of popcorn had accumulated in the corners, along with a yoga ball, stacks of colorfully illustrated rule books, and what appeared to be a functioning crossbow. It looked like the aftermath of a weekend party held by a band of improbably wealthy ten-year-olds. In fact, there was a man curled up under one desk in a puffy blue sleeping bag. A young woman in a tie-dyed dress and sandals was sitting against one wall, typing on a laptop, ignoring me, her blond hair done in elaborate braids.
While I waited for Matt to come back, I looked at a wall of framed magazine covers and Game of the Year awards. I went over to one of the computers, which showed what I thought at first was an animated movie of a space battle, but when I touched the mouse the camera panned around the scene, and I saw it was a functioning game, a fully realized environment navigable in three dimensions. I hadn’t been paying much attention to video games for a few years, not since I’d graduated from college. Did they turn into something totally different when I wasn’t looking?
I was born in 1969, which was the perfect age for everything having to do with video gaming. It meant I was eight when the Atari 2600 game console came out; eleven when
Pac-Man
came out; seventeen for
The Legend of Zelda
. Personal computers were introduced just as our brains were entering that first developmental ferment of early cognitive growth, just in time to scar us forever. In 1978, kids were getting called out of class in the middle of the morning. A woman from the principal’s office (whose name I never learned) quietly beckoned us out two at a time, alphabetically, and ushered us back in fifteen minutes later. When our turn came, I went with a boy named Shane. I was tingling a little bit just with the specialness of the moment, the interruption of routine. We were led down the hall to sit in one corner of the school secretary’s office in front of a boxy appliance that turned out to be a computer. It was new, a Commodore PET computer.
The PET’s casing was all one piece, monitor and keyboard and an embedded cassette tape drive forming a blunt, gnomic pyramid. It was alien, palpably expensive, and blindingly futuristic in a room that smelled of the mimeograph machine used to print handouts in a single color, a pale purple—a machine operated in exactly the same manner as when it was introduced in the 1890s, with a crank.
The lady sat us down and quietly walked away. Shane and I looked at each other. I don’t know what he felt, but there was a realization stirring inside me. They didn’t know what the machine was. They’d been given it, but they didn’t know how to use it. It didn’t do much. It didn’t understand swear words or regular English. It played a couple of games,
Snake
and
Lunar Lander
. After fifteen minutes she led us back to class and brought out the next two kids, who would also type swear words into it.
But it was probably the most generous and the most humble gesture I received from an adult in the sixteen-year duration of my schooling. The woman was simply leaving us alone with our future, the future she wouldn’t be part of. She didn’t know how to do it or what it was, but she was trying to give it to us.
As we grew, the medium grew. Arcade games boomed in the late seventies and eighties and gave rise to video-game arcades themselves, built in retrofitted department stores and storefront offices, making money in twenty-five-cent increments, floods of quarters warmed with adolescent body heat. These were the cooler, dumber cousins of the quiet, hardworking PET. Video games had the street swagger and the lowest-common-denominator glitz of pinball machines refracted through the seemingly ineradicable nerdiness of digital high tech.
I was older when I started going to arcades—eleven, maybe. I relaxed in the warm, booming darkness of the arcade, the wall of sound, and the warm air, smelling of sweat and teenage boys and electronics. The darkness was broken only by neon strips, mirrored disco balls, and the lighted change booth. Looking around the arcade was
like seeing thirty Warner Bros. cartoons playing at once, shown ultrabright and overspeed.
The state of the technology meant characters were drawn on 8-by-12-pixel grids, a strangely potent, primitive scale. Dogs and mailmen and robots became luminous pictoglyphs hovering in the dark. The cursory, dashed-off feel of the stories seemed to have opened a vein of vivid whimsy in the minds of the programmers and engineers of this first wave. The same limitations threw games into weird, nonperspectival spaces. Games like
Berzerk
and
Wizard of Wor
took place in bright Escher space, where overhead and side views combine.
And the dream-logic plots! Worlds where touching anything meant instant death; where mushrooms are friends and turtles are enemies. In each one I felt the presence of a deep logic living just offscreen, each one a bright painting telling a not-quite-explained story: Why am I a plumber fighting an ape for a princess? Why am I, a lone triangle, battling a fleet of squares? Who decided that?
And adults hated to be in there. It gave them headaches and made them look stupid when we all knew how to play and what to do because we were growing up with a technology whose buried rules made sense to us. In the swirling primordial mix of children and teenagers, hormones and technology were combining to form a new cultural idea. Some days I spent up to three hours in the arcade after school, dimly aware that we were the first people, ever, to be doing these things. We were feeling something they never had—a physical link into the world of the fictional—through the skeletal muscles of the arm to the joystick to the tiny person on the screen, a person in an imagined world. It was crude but real. We’d fashioned an outpost in the hostile, inaccessible world of the imagination, like dangling a bathysphere into the crushing dark of the deep ocean, a realm hitherto inaccessible to humankind. This is what games had become. Computers had their origin in military cryptography—in a sense, every computer game represents the commandeering of a military code-breaking apparatus for
purposes of human expression. We’d done that, taken that idea and turned it into a thing its creators never imagined, our own incandescent mythology.
One summer in middle school I finally got an Apple IIe, a beige plastic wedge with computer and keyboard in one piece, along with its own nine-inch monochrome monitor. I discovered the delinquent thrill of using copy programs like Locksmith to duplicate copy-protected games on 5.25-inch floppy disks and the trick of double-siding a disk by clipping a half-moon out of it with a hole puncher.
The idea of simulating an alternate world had taken over thousands of otherwise promising minds. It was the Apollo program for our generation, or maybe the Manhattan Project was a better analogy. Because everyone wanted to do it, and every year it got faster and better. I could feel it, the chance, the generational luck of being born alongside a new artistic form, the way Orson Welles was born at the right time to make
Citizen Kane
and define the greatness of a medium. It was a chance to own the artistic revolution of our time the way Jane Austen owned hers and D. W. Griffith owned his.
When I ran a game, the splash screen would give the name of the hacker who cracked it, names like Mr. Xerox, the Time Lord, Mr. Krac-Man. Who were these people who cracked games? Who made them, for that matter? How on earth did you get that job?
It was time to find out. It was time to say something. I had an audience of four or five people now. People had been shuffling in and out of the conference room all day, to listen or ask a few questions. All men, though, until Lisa, the third founder of Black Arts, came in. She looked as I remembered—pale, with a big forehead that made her look like a cartoon alien. She’d ditched the flowery dresses for a tentlike oversized black T-shirt. I remembered her from high school, from car rides home at two or three in the morning. In winter she drove with the window rolled down and the heat going full blast.
“The Ultimate Game,” I said. “I can do just… anything?”
They nodded. I felt ridiculous. Was the Ultimate Game the one in which I ride a hundred-foot-tall pink rhino through the streets, driving my enemies before me? The one where the chess pieces come alive and talk in a strange poetry? Is it just the game where I always win?
“Relax, guy,” the short guy said. “It’s just whatever you’re into. Your game.”
It was hard to say what was so particularly odd about the two of them. Maybe it was that even though everything about them screamed “loser,” they didn’t seem to care. In fact, they carried themselves like kings in T-shirts.
“So… okay, okay. You’re playing chess, right, but all the pieces are actual monsters, and when you take one you have to… actually fight… it?” Why were they looking at me that way?
“You mean like in
Archon
? For the C64?”
“Um. Right.” Lisa scowled even a little more. A bearded guy at the back rolled his eyes, as if in disbelief at what a loser I was; he was wearing a jester’s hat. It had come to this.
I’d wanted to say, but couldn’t, that what I really meant was the way it felt getting out of the car on that chill September morning, first day at Dartmouth, first day when I had a chance to be a new person and get it right this time after the hell of high school. How badly I wanted that moment back. Simon and Darren had chosen to be, well, awesome, and I hadn’t, I’d been a good little soldier and tried to be an adult, and up until today I’d forgotten that woman and the PET computer and what it felt like to be offered the future.
Before I left I had to stop off and see Don, the company’s fourth founder and current CEO. Unlike the other employees, he had an actual office,
a side room with a picture window looking out on the dark expanse of the work area.
“Good to see you again.” He shook my hand firmly, a grown-up hello. “KidBits, right? How’ve you been?”
He was even taller than I remembered. He’d grown a beard, which suited him.
“Good, good. Is Darren around?” I asked.
“Still in Nepal. He’s the same guy he was. So you really want to work here?” he asked. This was the moment I’d rehearsed more than any other, actually done it in the mirror. Eyes averted, I slid into the faux-casual delivery.
“I kind of do, Don. Law’s getting a little boring—I’m on to the next thing, you know?”
“Design? Programming? Assistant producer?”
“Design, I guess. Or producing. I’m not sure. My programming’s as shitty now as it ever was.”
“Did Jared ask you the ultimate game question?”
“Yup. It was a good question.”
“It is, isn’t it? I guess we’ll call you.”
“Thanks, man.” We shook hands again.
On the way out Lisa brushed past me, apparently on her way back from the snack machine. “Nice one,” she said. “Archon.” They didn’t have things like Asperger’s in the eighties; probably they’d have given her something for it.
“Thanks,” I answered. “See you later.”
I wanted to linger and get more of a look at the games, but there was no pretext for it, so I let myself out into the chilly evening. Outside, I kept on thinking about the game, the game this would be if my life were a game. The lamest computer game of all time.
“You are standing in a half-empty parking lot beside an
office building in suburban Massachusetts. The interview is over, and the sun is setting. What do you do next?”
LOOK
“You can see cars turning on their headlights as they crest the hill of Route Two and start the slow plunge toward Cambridge, then stack up through the Alewife traffic circle. It’s getting cold. You have nowhere to be.”
INVENTORY
“A worn leather wallet.
“Directions to the office, written on the back of a flier for an open-mike poetry reading.
“A navy blazer. You were incredibly overdressed this whole time.”
WEST
“You walk along the bike path. You pass behind seafood restaurant. Most of the land around the parking structure was never developed. Lilac, small oaks, and tall grasses grow out of control here. Where exactly do you think you’re going?”