writers, filmmakers, painters, musicians. They were, in the traditional sense, artists.
We’re about to change that tradition. The name of our company is Electronic Arts.
Darren read it aloud: “In short, we are finding that the computer can be more than just a processor of data.
“It is a communications medium: an interactive tool that can bring people’s thoughts and feelings closer together, perhaps closer than ever before. And while fifty years from now, its creation may seem no more important than the advent of motion pictures or television, there is a chance it will mean something more.
“Something along the lines of a universal language of ideas and emotions.”
He broke off and looked up at the crowd, letting them all get it, feel the hubris of it, the vision and the sheer swagger. Everyone felt like summer camp just began for real.
For me it was the photograph that ran on the right-hand page that almost rendered the text superfluous. It said anything anyone needed to know. Seven men and one woman, all wearing black, shadowed dramatically, few of them smiling, all looking into the camera. Bill Budge of Pinball Construction Set fame wore what looked like a leather glove with metal studs; John Field, creator of Axis Assassin, held the center with folded arms and an arrogant sprawl. They were setting these unglamorous software developers up as icons, self-consciously, a bit of theater that sent a message. It said, “We’re making ourselves look like rock stars or movie stars just to show you what it would be like if our work meant as much as theirs does, and to make you imagine for a second that it can.” And once you’ve imagined it, you know it’s possible. For certain people in a certain generation it was that first moment when someone looked us in the eye and challenged US to take ourselves seriously.
“So who wants to do this?” he said. “Who wants to make spreadsheets and plot data points and whatever bullshit the counselors want to hand us? And who wants to make something the world has never seen before? Who wants to make the language of dreams?”
Chapter Twenty-Five
We’d already talked it over and set the outlines of the new project. The new game wouldn’t be about dungeon levels; it would be set aboveground, in the world of Endoria. And the scale would be epic. You wouldn’t be a tiny + sign at the mercy of &s; you would be a king, directing peasants and ships and whole armies of +s. You wouldn’t fight to stay alive; you would make war for a place in history, for the survival of the Elven lands or Dwarfholm. Realms II was about the grand strategy.
We had sign-up sheets ready, broken down by general areas of interest. The ad hoc Realms Committee would oversee code architecture and control what features would and wouldn’t go in. It would also, collaterally, codify the camp’s nerd hierarchy.
It still might never have happened if it weren’t for 1983’s rainy summer, which unleashed a downpour for five days of the second week. KidBits had laid in jigsaw puzzles, two Ping-Pong tables, board games, and a small library of worn paperback fantasy, science fiction, Mark Twain, and Faulkner, leavings from one of the counselors’ freshman American lit classes.
Because we were trapped indoors, there was a kind of imaginative fermentation that took place in the common rooms and computer lab. Campers broke off in twos and threes, tasked with bits and pieces of the world, rules for siege warfare or cavalry charges or the interface for diplomacy or troop psychology and morale or the rules governing succession in the rare case of a royal’s death on the battlefield. They sat in circles and perched on tables or huddled at computers, each of the fastest typists and thinkers surrounded by onlookers, all rapidly conversing. Kim, a high school freshman who had revealed himself as the phantom coder, recruited a steely-eyed brother and sister to port the entire original code base into C. Hours would pass uninterrupted with only the sounds of low voices, the hollow clattering of keyboards, the occasional roll of thunder, and the steady ticktack of the Ping-Pong tables.
On the fourteenth day of camp, the first full beta of Realms II: The Second Age debuted at KidBits. Open computer lab started at seven that evening. I drew the short straw, so it was Darren, Kim, Lisa, and Simon who solemnly took their places at the keyboards. Someone at the back of the room