magician, his “bothaviors” were meditation and training. If he’d been a miner, his bothavior would have been digging up gold, and whenever Richard logged on to that character he would have observed a slightly larger amount of gold dust in its purse.

Of course, being a warrior mage had way more entertainment value than being a miner. Players selected their character types accordingly. Still, the entire virtual economy would collapse unless miners were digging up the gold and other minerals that Pluto’s algorithms had salted around the world, and so miner characters had to exist in very large numbers to make the whole thing work. Here was how Corporation 9592 had squared this with making a game that was actually fun to play:

• Warrior mages and other interesting characters were expensive to maintain. Corporation 9592 charged the owners of such characters more money. Miners, hunter-gatherers, farmers, horse archers, and the like cost virtually nothing; teenagers in China could easily afford to maintain scores or hundreds of such characters.

• Miners, farmers, and the like didn’t require a lot of intervention by their owners. A miner character would reliably generate gold with no human intervention at all, provided that its player had the good sense to plonk it down in a part of the world that had actual gold mines and to protect it from raids by bandits, invaders, and so forth.

• If you really did feel like playing the miner, as opposed to just letting it act out its natural-born bothaviors for the entire duration of its life span, there was usually stuff you could do. There were rich veins of ore scattered around the world that, once discovered, could be mined far more productively than the run-of-the-mill deposits where the vast majority of miner characters toiled. These veins tended to be in rough border regions that could not be reached and explored without having a lot of fun adventures along the way.

• The social structure was feudal. Any character could have between zero and twelve vassals, and either zero or one lord. A character with no lord and no vassals was called a ronin, but, except among rank newcomers, there were few of these; more typical was to set up a moderately sized network of vassals who spent their lives doing things like mining and farming. A character who had some vassals but no lord was called a Liege Lord and, obviously enough, sat at the top of a hierarchy; most Liege Lords were small-timers running one-or two-layered networks of miners or farmers, but some ran deeper trees comprising thousands of vassals distributed among many layers of the hierarchy, and here was where the intragame politicking really became a significant part of the game, for people who cared and could afford to spend their time that way.

By making such provisions and tweaking them over the first couple of years of T’Rain’s existence, Richard and Nolan had managed to pull off the not-so-easy feat of making a massively multiplayer game that was as accessible to the all-important Chinese teenager market as it was to the podgy middle-aged Westerners who were dependent upon those Chinese teenagers for virtual gold. From one point of view, the Westerners got to have more fun, since they could purchase gold pieces and use that virtual cash to fund spectacular building projects and wars that were simply out of reach to the kids in China. But on the other hand, those kids in China were actually making money; playing the game, to them, was a source of income rather than an expense, and most of them were perfectly happy with the arrangement.

All of which fell under the general category of “plumbing”; it was the stuff that Richard had figured out very early in the project, the prerequisite for its being a self-sustaining business at all. He had become so fascinated by the gritty stuff, such as bothaviors of bellows-pumpers, that he had failed to pay enough attention to the features of the world that would be most obvious, and therefore most important, to the actual customers. Pluto’s world generation code was mind-blowingly awesome. Richard’s currency stabilization plan—once he’d hired a ­couple of people who knew about tensors—was worked out in better detail than such plans for real currencies. And the underlying code written by Nolan’s programmers to keep the whole system running was as well engineered as any in the industry. But for all that, they didn’t actually have a world. All Richard’s miners and horse archers and whatnot were just faceless manikins. T’Rain had no races, no cultures, no art and music, no history. No Heroes.

To provide all that, they needed what were known in the business as Creatives.

It seemed logical enough that their first Creatives ought to be writers, since their work would inform that of the artists and composers and architects who would be hired later. They had hired Professor Donald Cameron, a Cambridge don and writer of very highly regarded fantasy fiction, to lay down a few general markers. But Don Donald, or D-squared as they inevitably referred to him in all internal communications, was under contract, at the time, to deliver Volumes 11 through 13 of his Lay of the Elder King trilogy, and Richard really needed to get a lot written in a hurry.

And so it was that Richard, under a certain amount of temporal duress (launch was less than a year away), had conceived Corporation 9592’s Writers in Residence Program.

Years later, he was astounded by the naivete of it. Writers, as it turned out, rather liked having residences. Once they had moved in, it was nearly impossible to dislodge them.

Devin Skraelin was the third writer they approached. Negotiations with the first two had run hard aground on various arcane new-media subclauses for which their lawyers had lacked the necessary mental equipment. Richard was desperate by that point, and, as it turned out, so was Devin. As a fantasy writer, he was not highly regarded (“one cannot call him profoundly mediocre without venturing so far out on the critical limb as to bend it to the ground,” “so derivative that the reader loses track of who he’s ripping off,” “to say he is tin-eared would render a disservice to a blameless citizen of the periodic table of the elements”), but he was so freakishly prolific that he had been forced to spin off three pen names and set each one up at a different publishing house. And prolific was what Richard needed at this point in the game. Early in his career Devin had set up shop in a trailer court in Possum Walk, Missouri, because he had somehow determined (this was pre-Internet) that it was the cheapest place to live in the United States north of the Mason-Dixon Line. He had refused to deal through lawyers (which was fine with Richard, by this point) and refused to travel, so Richard had gone to see him in person, determined not to emerge from the trailer without a signed contract in hand.

Just how dirty and squalid that trailer had been, and just how much Devin had weighed, had been greatly exaggerated since then by Devin’s detractors in the T’Rain fan community. It was true that his reluctance to travel had much to do with the fact that he did not fit comfortably into an airline seat, but that was true of a lot of ­ people. It was not true, as far as Richard could tell, that he had grown too obese to fit through the doorway of his trailer. Later, when the money started coming in, Devin moved into an Airstream so that he could be towed around the country with no interruption in his writing schedule—not because he was physically unable to leave it. Richard had seen the Airstream. Its doorway was of normal width and its sanitary facilities no larger than those of any other such vehicle, yet Devin had used both of them, if not routinely, then, well… when he had to.

It was all kind of irrelevant now. Richard had shared with Devin the trick of working (or at least playing) while walking on a treadmill, and Devin had taken it rather too far. Obesity had not been a problem with him for a long time. On the contrary. The nickname Skeletor was at least four years old. There was a web page where you could track his heart rate, and the number of miles he’d logged that day, in real time. He graciously credited Richard with saving his life by telling him about the treadmill thing, and Richard ungraciously wondered whether that had been such a good idea.

FUDD HAD A dozen vassals, each of whom had another dozen: enough to keep him in beer. His lord was another character owned by Richard, who didn’t get played that often. Having no particular responsibilities, Fudd had been hanging out in a corner of this fortification that was designated as a Chapterhouse, which only meant that it was a safe place for characters of Fudd’s type to be parked, and to practice their bothaviors, for hours, days, or even weeks at a time while their players were not logged in. In the jargon of the game it was called a home zone or simply HZ, by analogy to children’s games of tag. For a miner, the HZ would be an actual mine with its associated canteen and sleeping quarters, for a peasant it would be a farm, and so forth. Warrior-mage knights like Fudd had fancier and more expensive HZs in the form of Chapterhouses, most of which were generic—serving any character of that general type—and a few of which were limited to specific orders, by analogy to the Knights of Malta, Knights Templar, and so on, of Earthen yore. A whole set of conventions and rules had grown up around HZs. They were necessary to maintain the game’s verisimilitude. You couldn’t have characters just snapping out of existence when their player’s Internet connection got broken or their mom insisted that they log out, and so most players tried to get their characters back to an HZ when it was time to stop playing. In cases of force majeure (e.g., backhoes, or

Вы читаете Reamde
Добавить отзыв
ВСЕ ОТЗЫВЫ О КНИГЕ В ИЗБРАННОЕ

0

Вы можете отметить интересные вам фрагменты текста, которые будут доступны по уникальной ссылке в адресной строке браузера.

Отметить Добавить цитату