You
draw every second. So you know when you’re in a meeting and there’s a guy who’s just looking at you with this twitchy, barely controlled hatred every time you open your mouth? That’s a graphics programmer. Everybright idea you have is putting more polygons on-screen and making his job harder. Every time that number on the screen goes below thirty, everyone can see that his code is slow and therefore he is not smart.”
    “Good to know.”
    “That guy’s entire job is to keep that frames-per-second number above thirty and green. Every time you put in too many trees, or make a room too large, or put five dragons in the same room, it’s going to turn red.”
    “Then if I’m a game designer, what’s my whole job?”
    “I don’t really play games, so I don’t know,” she said. “From what I gather, it’s to keep adding stuff to the world until that number gets to exactly thirty-one.”
    “I thought it was to make the game fun.”
    “I don’t know what that means, though,” she said. She was watching me carefully as she spoke. As if maybe she was hoping I knew a secret everyone else had forgotten.

Chapter Five
    I sat down at my desk and tried to remember everything Lisa did. Now that I knew about frames per second, I could see the number drop every time I made a room bigger or more complicated, the point of view lurching like a stick-shift car with a novice driver. That’s why everything felt claustrophobic, because every cubic foot of space meant more polygons. That’s why the player was stuck in underground corridors all the time—it was just the easiest thing to draw.
    I browsed around the network directories, looking for something to do, snooping at folders. There was an Art/Assets server with gigabytes of images and 3-D models, thousands of them, and a little viewer that would show the model on the screen by itself, hanging in a starry void. I chose a file at random and opened it: a bird-headed knight on horseback. The next, a black London taxi. The third, a silver-metal rifle with its circuitry burned out. I wondered who the bird’s-head knight was. The files went on and on, thousands of them, as if a whole library full of weird stories had been shaken and these were the random objects that fell out. A wooden cross; a china teapot; a sarcophagus. I’d stumbled into the great storehouse of their toy multiverse.
    I clicked and a 10′ by 10′ by 10′ cube appeared, lit as if by a candle flame. It was textured as the default plain stone wall. Click and click and you’re digging out a corridor, rooms, cube by cube. Paint on textures, stone or wood or dirt or lava. You can build what you like, nothing weighs anything and it’s all infinitely strong. You can build pillarsof dirt, metal, lava, water. I built a few rooms and corridors, dropped in a few monster spawners, treasure, and the rest, then flipped into game mode to see what it felt like.
    Back in the game, I could see how this could get frightening. It was one thing to see a map of the place. It was another to be fifty feet belowground, down there in the dark, in a world silent except for distant running water, and… footsteps. A figure emerged from the darkness at the end of the corridor. A walking skeleton, animated by who knew what necromantic fires, ambled toward me. I stepped to the left to let it pass, keeping my eyes on it. To conserve polygons, it was built like a paper doll, a picture of a skeleton mounted on a single plane that slid around the dungeon shuffling its feet, pretending to walk. I felt bad for it. It wanted so badly to look like it was in 3-D. Up close I could see how low-resolution it was, too, just a bunch of pixels in jagged lines, like the side of an Aztec pyramid, just a graphic pretending to be a skeleton.
    As if angered by my pity, it stopped, turned to face me, and clicked into a new set of animations—it was hostile! Its mouth opened and closed soundlessly. It drew its sword and made a chopping motion. The

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