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Vaporware
Vaporware
Vaporware
Ebook464 pages8 hours

Vaporware

Rating: 3.5 out of 5 stars

3.5/5

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About this ebook

Video game projects get shut down all the time, but when the one Ryan Colter and his team have poured their hearts into gets cut, something different happens: the game refuses to go away. Now Blue Lightning is alive, and it wants something from Ryan - something only he can give it. And everybody knows how addictive video games can be…
LanguageEnglish
PublisherJournalStone
Release dateMay 24, 2013
ISBN9781936564781
Vaporware
Author

Richard Dansky

Richard Dansky is a twenty-plus-year veteran of the video game industry. He has written for acclaimed franchises such as The Division, Splinter Cell, Rainbow Six, and many more. He has published eight novels, most recently GHOST OF A MARRIAGE. In addition, he was a key contributor to White Wolf's original World of Darkness setting. Richard lives in North Carolina with his cats, his books, and his collection of single malt scotches.

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Rating: 3.2909091 out of 5 stars
3.5/5

110 ratings51 reviews

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  • Rating: 4 out of 5 stars
    4/5
    A very enjoyable book! What happens when an electronic intelligence is created without Asimov's 3 rules? When she is crafted to fit into the violent world of gamecraft? When she wants what she wants and has no holds put on her? The book starts a little slow, but rolls right on at the end. Ryan is not an entirely likeable character, he is after all a game/self-absorbed person, but in the end he tries to do what is right. I just wish that it felt like Blue Lightning was really gone...... After all, once on the web always on the web,.....
  • Rating: 4 out of 5 stars
    4/5
    I have to admit before I review this book that I honestly know very little, as in nothing, about computers or the gaming industry. I had to look up the meaning of Vaporware on Wikipedia because I had no idea what that meant. For anybody out there as ignorant as me, it 'describes a product, typically, computer hardware or software, that is announced to the public but is never actually released or cancelled'. I bet you feel smarter already - I know I did. I still have no idea what a port is but that's a Wikipedia search for another day.Anyway, to the book - Ryan and his coworkers have been working on a new game, Blue Lightning, which he is sure will revolutionize the entire gaming industry. Unfortunately, the prospective buyers aren't interested. Instead, Blue Lightning is to be scrapped and they are to work on a different game, one which has more market potential but has nothing new to offer.Still, Ryan and his friends feel they have no choice and they stop working on Blue Lightning. Soon, though, strange things begin to happen, Ryan's ipod will only play songs from the game, info is being leaked. The weirdness escalates until it becomes clear that Blue Lightning is more than just a character in a computer game. She's alive and she has developed an interest in Ryan and it could cost him his job, his girlfriend, even, perhaps, his life.Vaporware starts out slow and it takes a while to get into the heart of the story. Once it does, however, it's a fun ride. I may not have known anything about the industry but that didn't stop me from becoming completely immersed in the story. I would have preferred a little more Blue Lightning and a little less workplace angst but that didn't lessen my enjoyment by much. Author Richard Dansky clearly knows plenty about the industry and he managed to make it interesting and fun even to a total gaming outsider like myself - a pretty impressive fact, indeed!
  • Rating: 4 out of 5 stars
    4/5
    Vaporware were an amazing game, it had revolutionary gameplay concept - main character could travel via power or networking cables to locations. The developing was going great till company cut it off. Meanwhile, there is unusual events like presentation that was altered after it was sent, and at other time, moved to computer that didn't even have it. After starting work on game port, stranger things start happening, like fake phone calls. Was there someone that's hacking and wants vaporware project back?Well, it really is enjoyable book, it shows game development company well. Premise of story is very good. Only nits is sometimes story does drag on. Cover is a bad spoiler, however.
  • Rating: 4 out of 5 stars
    4/5
    Geeky bloke has relationship troubles. Added random SF ghost girl effects. Well enough written though.An easily readable account of life in a small software publishing house that makes games. Focused on the lead creative developer, who manages to behave as the sterotype of a programmer would. When their dream project gets cancelled by the funder, he's just about responsible enough to bury his dismay in work, to the detriment of his social life. However so many people poured such feeling into their dream project that it starts to influence their actions. Geeky boy doens't handle this well.To be honest, cool as she is, Blue Lightening doesn't add anything to this book at all except impausability. Which is a shame becasue it's a good idea. And otherwise well written. Steteotypes are there for a reason, and this is not a bad take on the programemr who has just about managed to keep a social life going most of the time. I've met a few. However good the characterisations were, the ending was weak. There were also a couple of major continuity errors, especially regarding the destroyed phone. BL's motivation seemed almost arbitary in several places, as did her powers. For most of the book she could have been a pyscological construct, and leaving it there would probably have made a stronger story. Alternatively some time could have been devoted towards explainign how she came to be and the limits on her life and how the characters could improve it. Either would be better than the option the author chose, to take the middle path and have an unexplained fully realised being. It was nice to see the other women not being portrayed as totally trophy wife, and having lives of their own.Formatting for the Ebook was particularly poor. A lot of random font changes between paragraphs. This is easy to fix and should have been caught by the publisher if not the author.
  • Rating: 4 out of 5 stars
    4/5
    The novel, Vaporware, by Richard Dansky is an eye-opening look behind the closed doors and into the dark, LED-screen-illuminated, offices and cubicles of video game creators. Dansky takes us into the minds and hearts of the developers often overlooked as gamers fight off waves of enemies amid exposions and sniper fire. In Vaporware, we see the long hours and the anguish as ideas are brought to screen and then . . . to life? The story is well-written (save some spell-check escapees in the .pdf version I read and a noticed discontinuity when an Android phone is picked up, used and then set back down as an I-phone) and evolves fluidly from character development and industry insight into page-turning action. This is a recommended read to anybody that has spent long, red-eyed hours late into the night held in the grip of a favorite game.
  • Rating: 4 out of 5 stars
    4/5
    I was very excited to have the chance to read a book that dealt with gaming and horror. It was the first one I have ever heard of. I really liked the concept behind the book and loved Blue Lightning! The book did seem to be a little slow during the first half but kept me intrigued enough to keep going! I wish this book would have gotten to Blue Lightning a lot quicker! She definitely was the highlight of the book. Definitely someone you wouldn't take home to moms!
  • Rating: 4 out of 5 stars
    4/5
    I received this book as a free review copy. Vaporware is a very interesting story. I typically read science fiction for which this book falls into a mixture of SciFi and fiction. The story line is that of Ryan, a game developer/program manager at a game development house contracting to a much larger game development firm. I have no insights into what game development really is like but know product development and the main storyline is what I would certainly envision as stereotypical schedule crunch, long nights, office interactions, and even product program cancellations and redirections.This story follows Ryan and his friends/colleagues during a time where their most exciting project ever is cancelled and they are all told of their new project to port an existing game from the parent company to other existing gaming platforms to allow more sales. So far this sounds boring, but the story is mixed with all the personal interactions between Ryan, his girl friend, ex-girlfriend and coworker, colleagues and......the main character of their potential mega-hit game coming to life with a strong desire to have Ryan finish the game development to allow her to be complete. The storyline is very interesting and I very much enjoyed this story.
  • Rating: 5 out of 5 stars
    5/5
    Characters and plot lines are very believable. I've know many of the character types that populate this story and all of them are very believable (with the possible exception of the principle character) but, therein lies the story. I enjoyed recognizing the characters as archetypical for the industry and properly identified by their job titles. The only way to tell them from characters that are currently employed at a functioning Game Software Development Company is by the selection of their given names. Even the games elicited by the company intrigue are typical of those working in their industry today. While the actual happenings with the evolution of their game character is unlikely, the story caught the reader and made me at least want to believe in the character viability. I could feel the emotions the characters shared and in some small way, remember and share them also. I enjoyed the story and the creative elements it contained. It was fun reading and seeing actual characters that you know and love and work work with daily. Good to know someone else recognizes and can so truly characterize the elements in play. Characters to read about and analyze while trying to better understand those you intermingle with in your life. I really enjoyed the whole package without conditions!
  • Rating: 4 out of 5 stars
    4/5
    This book was quite interesting, but quite slow in the beginning. It was just interesting enough to keep my attention. As an avid videogamer I was excited to get this book. blue lightning didn't seem to appear often enough.
  • Rating: 4 out of 5 stars
    4/5
    I received my copy of Vaporware in exchange for a review and I'm very happy to recommend it. Video games are the emergent art form of the moment, but are rarely afforded the prestige that deserves – I know, for example, a few people will have just scoffed at my use of the word "art". We've all got an idea how films are made, what theatrical rehearsals look like and have probably sat through a few pretentious lectures on the artistic process of the literary novelist. Though it sells itself as sci-fi horror, Vaporware's far more interesting as a book about the pettinesses and pressures of the modern gaming industry. The author is apparently a game developer and you get the sense he's letting a lot of frustration out here. The blue sexy lady is a generic threat, but she's really only a hook/metaphor for the rest of it. The characters are sympathetic enough and their problems sufficiently compelling that the book doesn't need that fantastical impetus. But perhaps it would have been a less marketable commodity without her; after all, very few people take video games seriously.
  • Rating: 1 out of 5 stars
    1/5
    I received this book in exchange for a review.I am an avid video gamer. I been playing them as soon as I was able to grasp a controller in my wee little hands as a toddler. I thought the summary was extremely interesting, a video game that comes to life. That's a cool idea, I thought. Well, it turns out that I was extremely disappointed. I so wanted to like this book but the beginning part was so boring. It was too focused on the main character's office life and drama, which is the last thing I want to read when I spend my entire day sitting at an office desk myself. I want something more exciting like the summary suggested and I had wondered whether I read the right book summary because the story did not live up to my expectations.I went from reading wholeheartedly to skimming my way past the halfway point, where I stopped completely. I was happy when some excitement came in Blue Lightning finally coming to life halfway through but it was too late for the story to reclaim my interest. If the first half of the book had been cut out and started right before Blue Lightning started appearing, I probably wouldn't have lost interest like I did and would have read all the way to the end.Vaporware had a great idea and potential but it was told in a way that did not capture my interest or give me the desire to read it through to the end.
  • Rating: 2 out of 5 stars
    2/5
    I've read plenty of books that kept my attention to the very end. I hate to use cliches, but sometimes white-knuckled and at the edge of my chair.Unfortunately, as hard as Richard Dansky tried to do this, in his book Vaporware, he failed. Not miserably. It's not one of those big fails, because there is a story there.If the book would have been put through a round of editing, it may have been one of those books you would want to recommend. But the errors, grammar and bad punctuation, in addition to many, many typos, distract from the story.There are also several product placement spots in the text, that one doesn't often see in literature. Diet Coke and pop tarts make an appearance, as well as other junk foods.Though author Dansky may have a few books under his belt, if they are edited as badly as this one is, I can't imagine they have been very successful. Can a successful author not afford an editor?In a few places, dialogue from different speakers inhabit the same paragraph. Information has been left out and in one particularly, glaring paragraph an 'o' was inserted at the end of a sentence for no reason I could find."She put the menu down o."I've heard a lot of complaining about indie authors, but this book was published by Journalstone, a publishing company in San Francisco. You would think that even a small press would put a manuscript through at least a couple of edits.Too many references in the technical aspects of game building causes the non-developer to yawn and skip through some parts. Despite the errors, there is a story. Not a great one, because there are too many cliches and too little action. The plot and characters could have used more development.Still, with one, perhaps two more edits, this could be a book worth recommending.
  • Rating: 4 out of 5 stars
    4/5
    I'll post a longer review, these are my thoughts right after the last page.

    I liked this book. The concept of a game character becoming real and getting out of monitors to the real world was interesting. I was looking for more of a thriller. But it wasn't a thriller. It's somewhat a memoir. An allegory about game development and losing yourself in work.

    It wasn't what I was expecting, but it was fine. If you're working on software projects or any other job where your life is defined by what you do, read this. You'll find important insights.
  • Rating: 4 out of 5 stars
    4/5
    I've wanted to design video games for as long as I can remember. Naturally, when I saw the chance to snag a copy on LibraryThing, I jumped at the opportunity. This was my first by Richard Dansky. Although the story is about every game developer's nightmare - the shutdown of his/her project - the story deals more with the central character and his ineptitude where his personal life is concerned. Seriously, this guy's life goes from bad to worse in the blink of an eye. I found myself groaning on more than one occasion, as he encountered on misstep after another. He's definitely book smart but, lacks common sense. (No worries, no spoilers here!)I didn't particularly like the ending but, I did enjoy this read.
  • Rating: 3 out of 5 stars
    3/5
    An engaging and page-turning little story, this left me a little empty. The plot twist is basically a modern (but even less believable) version of the movie Demonseed, but the bulk of the story gives a detailed glimpse into the life of a video game development team. The writing style really grabbed me and I read the whole novel in two sittings, but in the end there's just not enough here.The fantasy element of the book doesn't make a real appearance until half way through the book, and isn't actually central to the plot until at least two thirds in. The how, why, or rules of the magic are never explained, which might be more easily forgiven if a quick glance at the cover didn't pretty much lay out the entire fantasy plot - nothing surprising or awe-inspiring at all, just a teenage wish-fulfillment gone predictably wrong. However, the fantastical element isn't the focus of the vast majority of the story. At heart this is a story about the main character's inability to figure out who he is and what he wants - professionally, romantically, and otherwise.That would be fine, except the main character never does seem to get a clue what he wants. There's no real growth throughout the book - the guy is aware he's making bad decisions, wishes he could stop making bad decisions, and never once hesitates to make a bad decision even when he knows it in advance. Sadly realistic, perhaps - but since that's the real tension in the book it would be nice if there were any resolution to it.It's a well-written, engrossing read, and I certainly didn't dislike it. My life as a software engineer and video game enthusiast leads me to believe the details of the characters' lives ring very true. But in the end there's no real substance to the story, and I wouldn't recommend to friends that they bother reading it.
  • Rating: 4 out of 5 stars
    4/5
    I loved the premise of the story. The cast of characters working at the video game company were interesting. I liked the book, though Ryan, the main character, wasn't particularly likeable.
  • Rating: 4 out of 5 stars
    4/5
    Ryan Colter and his team have been working on the video game, Blue Lightning, but, due to budget constraints from up the ladder, Ryan’s manager has to scrap the video game in favor of adapting a shoot-em-up type game for older systems. Ryan has a real hard time with the decision and begins to seriously consider quitting and working on writing the book he wants to write full-time. Instead, Ryan throws himself into the next project to try to bring the entire team on board only to have Blue Lightning come back to haunt him. Blue Lightning has come to life and has no desire to be shelved and put in storage. Has Blue Lightning truly come to life or is Ryan imagining it all? Will Ryan find a way to save the game without losing his sanity?An intriguing plot with fun, well-developed characters. Readers who are into gaming and game development will enjoy the gaming references and the idea of a game coming to life.
  • Rating: 3 out of 5 stars
    3/5
    Not what I expected or hoped for. This book isn't really about a video game character running around killing people. It's more about the man who created her. It dragged on a bit, and was a bit too techy for me, but overall it was an OK read. I would say it's more about obsession than horror.
  • Rating: 4 out of 5 stars
    4/5
    I received this as an early review copy from librarything. I thought this was a good story based around the gaming industry. I can see people relating to the job and relationship aspect of this tale. How people get so wrapped up in their career they neglect those they love and what they have waiting for them at home. I loved the fantasy side of this also. Blue Lightning truly interferes with peoples lives in more ways than one! This author did a great job in making this something fun to read and hold your interest to the end.
  • Rating: 2 out of 5 stars
    2/5
    Disclaimer: This Kindle book was received via LibraryThing's Early Reviewer giveaway.The story starts out with a good look at a video game director who is very heavily invested in his work. Like all workaholics, his life outside the office deteriorates and frustration over the lack of control spirals in. For the first entire half of the book, we see the effects of overbearing stress and repetitive stupid, stupid decisions on Ryan, our intrepid hero. His ingenious work, destined to revolutionize the gaming industry, is canceled due to game producer (read: beancounter) bottom line risk aversion, and he's forced to work on a brainless and talentless port of a crappy franchise piece guaranteed to bring in millions for the production company but bring nothing new to the table. Our boy Ryan is an arrogant egotist with very poor social and decision-making skills; a cardboard cutout stereotype of an outcast gamer geek somehow done well for himself. He's got the dream girl, he's got the dream job, he's got the horrible unlikability...When the supernatural events promised by the front cover actually do take place at the halfway point of the book, I was interested once again. Perhaps this new player would liven things up. I get the whole "project takes on a life of its own" allegory and it had potential, but there's very little escalation by our Blue Lightning entity that cannot be attributed to Ryan's idiocy. I started to think this was less a supernatural/sci-fi AI manifestation and a narrative breakdown in Ryan's sanity, delving into some neat interactions with coworkers as the mental break progresses. I wish it were that good.The confrontation prior to the climax was enjoyable but the resolution was extremely -- EXTREMELY -- disappointing. There's only so far I'm willing to go with my suspension of disbelief and when that quota is nearly used up beforehand, the ending had best be at least logical within the confines of the world that was created. There were glimmers of potential throughout but nothing truly came together during the book and all of it was dashed by the ending. With another work or two and some serious work on creating likable characters, Dansky may be able to flip my opinion. Until then, this one gets a pass.
  • Rating: 4 out of 5 stars
    4/5
    An intriguing read, it sucked me in rather quickly. The story follows a game programmer working on a revolutionary new game with a large team of people who are in love with the idea of this game and bringing it to life. But, when the project gets kicked for another game, the game decides that it needs to be completed, so it takes matters into it's own hands. There were a fair few of typographical errors in my preview copy, but hopefully, they'll run it past an editor once more before releasing the final copy. The concept was really unique and interesting. I liked getting the insider view into the game making process, being a gamer, myself. I would recommend reading this book to those who like video games and those who like books involving oddities outside the "normal" world.
  • Rating: 3 out of 5 stars
    3/5
    I received this book as an early reviewer. This book brings the gaming world to the forefront. A main character is stuck in a game that is canceled. While overall enjoyable and amusing, there were definite areas in the book that needed to be bridged together.
  • Rating: 2 out of 5 stars
    2/5
    I am very mixed on this book. On one hand I wasn't able to bring myself to finish it but on the other there were parts that I really enjoyed and were very well written.The parts I really enjoyed were the ones set in the gaming company, looking at how the games are worked on, the effect that a game shutting down can have, these parts really felt fleshed out and engaging.The parts involving Blue Lightening were fascinating and creepy as well though they took a long, long time to evolve and become an active part of the story.Where this book lost me was in the main characters personal relationships, in particular with his girlfriend and how his relationship with her evolved and devolved through out the book. As soon as anything to do with his girlfriend came up the story just shrieked to a stop for me and due to a very unsubtle beat you over the head plot point foreshadowing before the first chapter was even finished and the girlfriend was even introduced , I couldn’t get that invested. By the time this plot point finally happened I couldn’t care anymore, not about the characters or what happened to them. I tried, several times to keep reading this book but by then I was just done. I really wish the author had kept the whole relationship thing out of the book, I found everything else going on fascinating and well written but the main character wasn’t all that likeable to begin with and I found the infidelity and his handling of it just to unpleasant and I didn’t care what happened to him anymore. There was a lot of potential in this book and lot of good things I just couldn’t get past the unnecessary relationship and the un-likeability of the characters.
  • Rating: 4 out of 5 stars
    4/5
    Fantasy, Thriller, ER. A video game project is shut down but the main character in it, Blue Lightening, is not happy to be deleted so easily. This was an amusing read with a wide range of believable games programmer characters and their families. Good.
  • Rating: 4 out of 5 stars
    4/5
    Vaporware by Richard Dansky brings you into the development side of gaming. When what appears to be the best game they have ever made is suddenly shelved by the company many are disappointed. But no one more so than the lead designer, Ryan. Well, that's what Ryan thought. This was his baby, he put his heart and soul into the game and to have it shelved is awful. Ryan throws himself into the next project to try to bring the entire team on board only to have the sidelined project come back to haunt him. A great thriller for the gamer and programmer alike. An interesting storyline that keeps you interested. Disclaimer: I received Vaporware as an early review copy on LibraryThing.
  • Rating: 5 out of 5 stars
    5/5
    I've always enjoyed gaming, and I took a few programming classes in high school, so I really enjoyed the premise of game development.Vaporware starts out a little slow, but it really picks up and doesn't stop for the rest of the novel. I enjoyed the cast of characters (especially Blue Lightning!) as they were very well-developed.Amazing novel.
  • Rating: 4 out of 5 stars
    4/5
    I received Vaporware by Richard Dansky through Library Thing Early Reviewers. Vaporware is about video gamer developer Ryan Colter and the problems he has when his project, "his baby" Blue Lightning gets the plug pulled on her by the company BlackStone. The games main character (called Blue Lighting) refuses to die and wreaks havoc on Ryan and everybody who works for him. Blue Lighing causes major problems in Ryan's work and personal life. I enjoyed Vaporware. I liked reading about Ryan's work life and the fact that every office, no matter where you work has office politics. I thought that the details of the relationship between Ryan and his girlfriend Sarah were realistic and added to the plot of the book. The book had many suspenseful moments. I will never look at video games the same again. after reading this book.
  • Rating: 3 out of 5 stars
    3/5
    "Michelle," I said, hating myself for saying it, "I don' know what to do."“Good,” she replied, turning away. “Maybe that’ll encourage you to think things through. You know, take some responsibility for what you’re doing instead of just blundering from crisis to crisis.""This story is set in a company that develops computer games, just as it faces a huge disappointment when development of a potentially fantastic game is cancelled. From the start, the characters are resentful about what has happened, and worried about what the future holds, so it's an interesting set-up even before strange things start to happen. I like the way that tension builds slowly throughout the first part of the book which I enjoyed, but unfortunately I knew what was coming, mainly because the cover picture is a huge spoiler. As soon as Ryan heard about the second phone call that seems designed to cause trouble between him and Sarah, I knew who was behind it. So if the book had a different cover picture I would probably have given it an extra star. To start with I thought that Ryan should get a less pressured job and a more laid back girlfriend, as he is so stressed that he overreacts to every little thing, and anyone who is that panicky and paranoid at the thought of being in the same room as his ex-girlfriend should really find himself another job where he doesn't have to see her every day. But as the story progressed, I became less and less sympathetic to Ryan, as although I didn't like Sarah much at all, she does have a point. Ryan is totally self-centred and although it is possible that he loves Sarah, he certainly doesn't seem to care about her, as he is extremely thoughtless and never puts himself out for her when he would prefer to be doing something else, and from the things Shelley said, that seems to be a pattern in his relationships.
  • Rating: 5 out of 5 stars
    5/5
    A really good book. I enjoyed the heck out of it.
  • Rating: 1 out of 5 stars
    1/5
    I received a free e-book version of this book. Unfortunately I just could not finish it, in spite of trying many times. I found the quantity of technical details intrusive, and I did not find the characterisation to be particularly strong.

Book preview

Vaporware - Richard Dansky

Copyright ©2013 by Richard Dansky

All rights reserved. No part of this book may be used or reproduced by any means, graphic, electronic, or mechanical, including photocopying, recording, taping or by any information storage retrieval system without the written permission of the publisher except in the case of brief quotations embodied in critical articles and reviews.

This is a work of fiction. All of the characters, names, incidents, organizations, and dialogue in this novel are either the products of the author’s imagination or are used fictitiously.

JournalStone books may be ordered through booksellers or by contacting:

JournalStone

www.journalstone.com

www.journal-store.com

The views expressed in this work are solely those of the authors and do not necessarily reflect the views of the publisher, and the publisher hereby disclaims any responsibility for them.

ISBN:                     978-1-936564-77-4            (sc)

ISBN:                     978-1-936564-78-1            (ebook)

Library of Congress Control Number:  2013935627

Printed in the United States of America

JournalStone rev. date: May 24, 2013

Cover Design:                     Denise Daniel

Cover Art:                            Vincent Chong

Edited By:                            Dr. Michael R. Collings

Praise for Vaporware

Vaporware is life in the world of games, raw and real from a writer who did his time in the trenches - with a supernatural twist that'll make you think twice about late night log-ons and who is really lurking behind the avatar on your screen... New York Times bestselling author James Swallow

A meticulous image of the real games industry so detailed that you'll just assume the supernatural must be part of it. So immersive it makes you want to go check on that video game your spouse is spending so much time with... Mur Lafferty, author of THE SHAMBLING GUIDE TO NEW YORK CITY

Imagine you’re sitting at a bar, surrounded by videogame industry veterans. They’re telling war stories about their past projects, the kind of stories you’d never see repeated in interviews or online magazines, the kind that are insider legends. Everyone’s laughing out of shock or horror at some of the stuff we go through to release a game before Richard Dansky launches into his tale. That’s when everyone shuts up, because Rich is telling a story, and when Rich starts talking, you know it’s going to be a hell of a ride…. Lucien Soulban, writer, Far Cry: Blood Dragon 

Praise for Vaporware

Richard Dansky uses his background in video games to breathe realism into his characters, concepts, and environments. The result is a 21st Century techno horror story that manages the near-impossible: to be both geektastic and incredibly cool. Rio Youers, author of WESTLAKE SOUL.

Richard Dansky writes about passionate, complex, flawed, and completely believable people in this absorbing novel about the toll of caring so deeply about your art. Very highly recommended! Jeff Strand, author of DWELLER

Nobody knows the messy collision of writing and game development better than Richard Dansky.  And for anyone who's ever poured heart and soul into a creative project only to watch it die, Vaporware is hauntingly, and almost uncomfortably, familiar. – Jay Posey, Writer, Ghost Recon: Future Soldier

Dedication

To anyone who’s ever crunched, fought feature creep, planted an Easter egg (or dug one up), playtested, playtested some more, killed bugs, done level reviews, checked in code after midnight, cleaned up after someone who checked in code improperly after midnight, watched their feature get cut or their project get killed and gone back for more because, damnit, we’re making games—this one’s for you.

And for the loved ones—spouses, children, parents, siblings and dear friends—who are there as we do it. It’s for you, too.

Thank you.

Acknowledgements

This book would not have happened without the help of an awful lot of people:

First (and second and third and other bits) readers Ann Lemay, Leanne Taylor-Giles, Zach Bush, Erin Hoffman, Lillian Cohen-Moore, Michael Fitch, Crystal Muhme Fitch, Jaym Gates, Jay Posey, Mike Lee and Olivier Henriot, for their invaluable feedback and patience.

The late Janet Berliner, very much a mentor and very much missed.

The fine folks at JournalStone for taking a chance on something a little different.

The team at Red Storm Entertainment, as talented and dedicated a group of developers as you’ll find anywhere. Special shout-out to the Design Department and all those who’ve been part of it over the years—someday, we will all meet at Circus Burger again.

The folks at Ubisoft Paris and all the studios around the world I’ve had the chance to collaborate with.

Patricia Pizer, Noah Falstein, Kevin Perry, Brian Upton, Alexis Nolent and the other experienced developers who were generous enough to take me under their wings and show me the ropes of game development when I was starting out.

The members of the IGDA Game Writers Special Interest Group.

Steve and Merrie Burnett and Luna Black, the home team.

Beverly Banbury, endlessly resourceful

My agent, Robert Fleck, for finding the book a home and regularly whupping me at Scrabble.My family, for encouraging me to write, even when it’s books about scary blue people crawling out of monitors.

And most of all, my beloved and brilliant and patient wife Melinda, without whom this would never have been.

Chapter 1

The woman onscreen was blue. She was also faceless, lithe and predatory in her stance and graceful in her movements. Her softly glowing flesh was covered, barely, in what looked to be skintight body armor, beetle-black and iridescent. In her hand was a lethal-looking pistol, smoke drifting from the barrel as she gazed down upon her victim.

He lay on the floor, limbs contorted like overcooked pasta. A big man, he’d taken several shots to kill, as evidenced by the multiple scorch marks scattered across the surface of his powered armor. The faceplate of his helmet had been smashed in, revealing a dark and indistinctly bloody mess underneath. His left hand twitched once, then released its grip on the pulse rifle he’d been holding.

It clattered to the polished steel floor, and, casually, the faceless woman kicked it away. She stood there a moment, her head cocked to one side as if she were waiting for instructions from some outside voice, and then suddenly she moved. With serpentine grace, she swung one leg over the corpse and lowered herself onto it. Her movements were undeniably lascivious, her intent clearly to grind herself into the dead man’s face in a way that wouldn’t be allowed on basic cable.

Which is when I decided I’d had just about enough. I leaned over to the man next to me, whose eyes were plastered on the screen, and elbowed him in the ribs.

The wireless game controller he’d been clutching like his favorite teddy bear dropped down into his lap, and the shock of the impact straightened him up in his seat. Hey! What’s going on?

 I pointed to the television hanging on the wall, a 72 flatscreen monstrosity that cost more than some cars I’d owned. What the hell are you doing, Leon?" Onscreen, the action was frozen, the female figure caught mid-squat. A blinking error message announced that the game had been paused and told us that we needed to press the X Button to continue; blorp-heavy dubstep played softly in the background.

Leon swiveled his chair around so that he could face me, his long legs kicking against the floor to speed the turn. What’s the problem, man? I was just doing what comes natural in multiplayer. You get a kill, you hump it. End of story. He held his hands up in a gesture of innocence and good faith. You’ve got to admit, it looks good.

Yeah, if you’re fourteen, I said, disgusted. Haven’t we moved past humping animations as a feature by now?

He grinned. Only in games that suck.

Yeah, yeah. Give me the controller. I held out my hand.

Leon shrugged and tossed it to me. Suit yourself, man. Not my fault you’re pissed off because you’re old and whipped.

I caught heavy plastic and hit a button, quitting out of the action. Onscreen, the faceless female figure simply evaporated as I worked my way back up the series of menus to the main game shell screen, a throbbing azure logo that read Blue Lightning over a list of options. I’m not old, I muttered. Just a little more experienced than the XBox Live kiddies on daddy’s credit cards. A thought struck me, and I looked up. Where the hell did that animation come from, anyway? I never figured you for necrophilia.

Leon grinned, white teeth showing in a wide mouth that didn’t seem to fit on his long, sharp face. I stole ‘em from the bar sequence in mission four. You remember the pole dancers you cut out of the level? The data’s still in there, and one of the animators merged it into the main character’s set. Pretty smooth, don’t you think?

I took a deep breath, opened my mouth to say something, and then thought better of it. Instead, I took a moment to rub the bridge of my nose in the hope that it was going to keep my brains from exploding out of my nostrils in sheer rage, and turned back to the television. It’s very cute, I said, smiling in a way that I suspected didn’t get anywhere near my eyes. And when you get back to your desk, I want you to disable the action and pull the animation.

Aww, come on, man! It’s beautiful. Hell, it’s cool! Leon was up and out of his chair, eyes wide, smile gone. Half a foot taller than me, he looked like they hadn’t used quite enough material to make him and nobody had bothered to correct the mistake. Shaven-headed where I was dark-haired, bony where I carried a few extra pounds, he looked like he was auditioning for the role of the Scarecrow in a prog-rock Wizard of Oz. Everything about him except his mouth was vertical, from the way he held himself to the folds of his black t-shirt, a souvenir of a Rush tour from the mid-90s that was positively flaunting its age.

I stepped around him, and dropped into the chair he’d just vacated. Look, Leon, the demo looks great. The physics rock. The particle effects are gorgeous. The gameplay is so goddamned there that it hurts, and we’re not even at alpha yet. Do you understand what I’m getting at?

There was a pause. Leon licked his lips and thought for a minute. No.

I sighed. What I’m saying is this: the game looks great. The game plays great. The game looks and plays well enough, as a matter of fact, that marketing is planning on leaving a copy of the alpha build with some of the bigger gaming sites and magazines so they can play with it on their own and really try to build buzz.

I paused, took a breath, and turned to point at the screen. And what sort of buzz do you think we’d get the second someone took our game, a game with a strong female lead character, and made her hump a dead guy?

Leon looked down at the floor. It’s not like we’d give them the cheat code.

I shook my head. If it’s in there, they’ll find it. They found Hot Coffee in GTA, remember? And the last thing we need is for Blue Lightning to be known as the game where the hot blue chick dry-humps dead robots.

But...but it looks awesome, he said weakly, even as the screen cycled into attract mode, a short movie showing the best carnage the game had to offer in an endless forty-five second loop.

Come on, Leon, I’m not pissed. I’m just trying to look out for the game.

Leon blinked, and then nodded. I know, man. I just thought it was cool, a little awesome for the multiplayer kids.

I grinned, to show him there were no hard feelings. The kids are ungrateful bastards, and you know that as well as I do. But do me a favor and tell the rest of the guys in Engineering that it looks freaking brilliant?

Nodding, Leon headed for the door. He reached it, leaned on the handle, and looked back at me. Hey, Ryan?

Yo? I didn’t look back. I was too busy retracing the sequence of button presses that got me out of the game and up to the main menu. Too many, I decided. It needed to be trimmed down by at least two.

I know there was a design reason for it, but I still don’t get it. Why doesn’t the lead character have a face?

Officially, it’s to keep the air of mystery around her. Once you put a face on her, she’s just like every other game character, and all the fanboys will be arguing over how hot she is and which celebrity we supposedly ripped off to make her.

Leon shook his head. I know that. But we’re not saving anything on facial animations, ‘cause we need those systems for the NPCs, and I have to tell you, it’s kind of creepy. So what’s the real deal?

I turned, frowning. It was one of the more controversial decisions I’d made on the game, and not everyone was on board with it, even inside the studio. The real deal, and it doesn’t go any further than this room, is that the publisher wants us to explore a custom facial construction system so players will be able to make their own face for the character, or scan in a picture from somewhere else, and really put ‘their’ face on the game.

Sputtering ensued, at least until Leon could get himself back under control. That’s stupid. There’s already plenty of games that let you do face customization, and trying to add one in at this point in production is just going to make a huge freaking mess. You’ve gotta tell them no, Ryan. There’s no way we can do it, not with the time we’ve got left, and not have it look like ass.

Plus, there’s always the possibility that fourteen year old boys will take pictures of their balls and use them for the facial image, which would cause all sorts of trouble. I made what I hoped was a calming gesture. Don’t worry, I’m with you on this. I’m not going to risk slipping on our ship date, or let anyone put a picture of their ass on our baby. I looked back at the screen for a minute, then up at where Leon stood, expectant. Besides. I kind of like her this way. I like her this way a lot.

Uh-huh. Do yourself a favor and don’t tell Sarah that.

I shook my head to the negative. Yeah, because the girlfriend so loves hearing about what I do all day.

Then may that be your salvation, bro. Leon’s tone was non-committal. So you want me to take out those animations. Anything else?

I thought about it. Naah. Run the build past Eric, but I think we’ve got something we can send to HQ for pre-alpha milestone approval. It looks good, man. It really looks good.

Leon grimaced. I hope BlackStone feels the same way.

They’re a publisher. They like making money. This game will make a shit-ton of money. Ergo, they’re going to love it. I stood up, leaving the controller on the chair as the attract mode started again. On-screen, the main character poured herself out of a wall socket behind an unsuspecting guard before liquefying him with a lethal combination of firepower and kung fu. New play mechanic, great graphics, and a strong lead character they can build a franchise on when they take the IP away from us down the road. If they market it at all, our baby is going to be a hit. A huge hit.

Yeah, Leon said, looking less certain. If. He shuffled out, the door slamming shut behind him, and then I was alone in the room with the game.

I watched the door for a moment, to make sure Leon wasn’t coming back with any more questions. A ten count, and then another ten, left me sure enough, and I settled back in with the game. The attract sequence cycled through another time as I watched it, mentally ticking off features to make sure we were showing off the best of each one. Moving reflective surfaces to make characters literally gleam? Check. Advanced ragdoll physics to let bodies flail and twist as they flew through the air? Check. Destructible terrain and objects to let the player take apart the world brick by brick if necessary? Check. Independent muscular system animations, designed to make our models look like they were uniquely alive? Check. All present and accounted for. It looked good, it looked cool, and once we posted the attract mode loop online, it would get gamers salivating over the possibility of playing.

At least, that was the hope. But the attract mode was just chrome, a dog-and-pony show designed to encourage people to get their hands on it. The real proof was going to be in the game, as it always was, and that meant putting it through its paces without any of Leon’s juvenile bullshit.

Let’s see what you’ve really got, I said to the screen as a new session lurched into its still-too-long loading process. Let’s see what kind of surprises you have for the guy who dreamed you up in the first place.

The loading bar reached the far side of the screen, blinked once, and vanished. In its place, the words Press Start throbbed, bright blue and white against the black background. I pressed the Start button. Somewhere in the virtual distance, alarms started going off. I caught myself grinning wickedly, and then the killing began.

*  *  *

Blue Lightning, I said, standing at the front of the room, is a first-person shooter for the next generation of consoles, with unique gameplay, a compelling story, and up to 32 player online multiplayer. I waved at the screen on the wall behind me, onto which had been projected an image of the game’s central character standing in an aggressive yet faintly suggestive pose against a gunmetal grey backdrop. In the corner of the screen was the game’s logo, a jagged affair that was mostly readable and instantly distinctive.

I paused for a moment, looking around the room to make sure that what I'd said had been given enough time sink in. There were six people in there besides me, all seated in various degrees of slouch in the black leather chairs around the room’s central conference table. On the walls were posters and mounted blowups of magazine covers and articles, reminders of games that we'd made in the past. Normally they were bright and cheerful, a constant reinforcement of the quality of games that the studio made. In the dim, low light that the presentation required, however, they looked murky and a little old.

Down the long wall on the right hand side was a whiteboard, scribbled over in mostly orange and brown. One column held dates; another risks, a third names. Green lines were drawn back and forth from one list to another, establishing which names (hopefully) would be able to fix which problems (ideally) by which date in the development process. At the bottom was a single phrase, written and circled in red: SUBMISSION SEPT. 1. It wasn't hard to notice that everyone in the room kept sneaking glances at it. That, after all, was the important information—dates and deadlines. I was just telling them what they already knew.

Hold on, Ryan. Eric Jonas was long and angular, solidly constructed where Leon looked like he’d been made from scraps. He was the one sitting in the daddy seat; he was also the producer on the project, the head of the studio, and the ultimate in-house arbitrator of its progress and success.

Out of house was an entirely different story.

In front of him on the table was a tablet, its screen already covered with a series of scribbles. Next to it was a tall aluminum coffee cup stamped with the company’s logo: A single horseshoe, or perhaps an inverted omega, with the legend Horseshoe Games underneath in simple block letters. The rest of the table was covered similarly, divided between identical cups and cans of beverages from the extended caffeinated family.

What’s the problem, Eric? I asked, already cringing. I always hated looking down the table while the projector was going. It gave everyone on that end of the room the appearance of being ghostly shadow-figures, and it made their faces impossible to read. The fact that Eric was leaning over the table like a vulture in anticipation of its lunch wasn’t helping.

Did we scale back the MP numbers? I thought we were good with promising 32, and then maybe delivering 64 if we could work out the latency issues.

Sure, that was the plan, and according to Tyrone— Leon started in abruptly, then ended just as abruptly as Eric raised his hand for quiet.

That’s…not the point. Lights? Aaron Shepherd, the QA lead who’d been sitting in his usual spot on Eric’s right, scurried up to turn on the main overhead fluorescents. As they flickered into life, there was a groan from around the table, and the image of Blue Lightning onscreen faded into a dim outline. A faint, throbbing headache announced itself just behind my left eye; that meant that the full-fledged skull pounder was on its way as soon as Eric finished ripping me a new one.

Eric unfolded himself from his chair, leaning forward and resting his forearms on the table. The problem we’ve got so far is that you haven’t said anything.

It’s the first slide, Eric. I’m just defining the game. I snapped back, more defensively than I wanted. This wasn’t a fight I could win, particularly not in front of witnesses. Yelling was just going to help me lose it that much sooner.

You haven’t defined the game. You’ve rattled off the same old back-of-box bullshit bullet points that we get on every project, that’s all. He levered himself off the table and started walking around it, clockwise. Come on. Immersive story? There are solitaire games that claim that. FPS? There’s a million FPS games out there. 32 player multiplayer? Nice, but not unique. What we’re missing, and by this time, he was within a couple of feet from where I stood, with only the still-visible projector beam between us, is something that blows the doors off from minute one. Something that makes them know how amazing this game is, and why they have to publish. Something that says Blue Lightning, and not ‘FPS with interesting feature set.’

I tried not to glare at him. Eric, you know these guys. If we don’t come out and say it, they may miss the fact that it’s an FPS entirely. Remember what happened when Virtual Vineyard tried to pitch that robot janitor game?

Eric rolled his eyes. It was urban legend in the game industry, the story of a small dev team having basically shot its wad to present a pitch for a comedy platformer starring a wacky robot janitor to one of the major French publishers. Virtual Vineyard had pulled out all the stops, flown half their staff to the meeting in Marseilles, had put on a four-hour-long sell session that by all accounts had been legendary, and had been politely told thank you, but we’re not interested.

Later, through back channels, the head of the studio learned that the word janitor didn’t translate into French, and so none of the suits he’d been pitching to had the faintest idea of what he’d been talking about. And of course, none of them had, at any point during the process, bothered to mention this.

That was the scenario that every small development house lived in fear of, the thing they all took wild steps to avoid, and everyone in the room knew it.

It doesn’t matter, Eric said softly. They know it’s an FPS. They’ve been funding it for a year now. What we need to show them is why they’ve been funding it. He grabbed the mouse and started clicking through slides. Here. What’s this?

I looked back. It was a screenshot, a moment captured from gameplay, showing the lead character essentially pouring herself out of a light socket in order to materialize inside a locked room. It’s wrapping up the circuit movement system. The player is jumping from inside the circuitry to the outside world and—

Exactly. Eric was nodding, the first hints of enthusiasm visible on his face. Something cool that no one else has. Now, do we have a slide in here of the circuit movement?

I nodded, my face hot and flushed with embarrassment. We’ve got a capture of some of the gameplay, too.

So you’re saying we move that up front in hopes of giving the suits a stiffie? The voice that came from the side of the room was the last one I wanted to hear chiming in.

Jesus, Michelle, we’re trying to save the presentation here. Inwardly, I groaned. There were very few women at the company, especially on the production side of things, which meant that even if Michelle Steiner had been the shy, retiring type, she would have stood out.

Shy and retiring was not how anyone had described Michelle, not now and not ever.

Eric looked over at me, his face an eloquent mask of You deal with it. I shot him back a look that promised bloody vengeance, and then put on a grin as I turned to face Michelle.

She wasn’t facing me, though. Instead, she was busy sketching something on a notepad, not looking at anyone. What you want, she said, is simple. We need to stop thinking of this as a project review and instead start thinking about it like it’s a commercial. We need to use this to really get BlackStone fired up about the game, and that means showing them all the sexy stuff first to get them hooked.

She turned her notepad around, and on it was a rough storyboard for a new presentation, starting inside the machine and then exploding into the rough combat sequence that Leon had demoed to me the day before. Something like this?

Eric leaned down and grabbed the notepad. Something, yeah. He looked over at me, then around the room. Ryan, Michelle, why don’t you sit down with this and try to rejigger what we’ve got. All the Powerpoint stuff is good, but if we can move this up front…will end of day tomorrow be all right?

Fine, I said, a little bitterly, and shut the projector down. The whirr of the fan filled the room, along with the scent of scorched dust. When are we presenting this to the suits?

We’re not, Eric said softly, accenting the first word just enough to let me know that all was not well. We’re just sending them the presentation, and their third-party group will be looking it over by themselves. There was a moment of quiet while that sunk in and he scanned Michelle’s sketches. That’s why this thing needs to be kick ass all by its lonesome.

I could feel my eyes getting really big and my guts trying to drop into my shoes. If they didn't want to spring for plane tickets for us to present, that meant— No. I caught the thought, cut it off, and stuffed it away. No sense panicking the rest of the room, no sense freaking myself out, either. The game rocked. It was going to be fine.

So I just nodded and hoped like hell that I was keeping the panic out of my face. I see. Michelle?

She looked up at me, an unspoken question in her eyes. It translated roughly as How screwed are we? and I wasn’t in a position to answer it here.

My office, fifteen minutes?

Sure, if I can get my notepad back. Embarrassed, Eric handed it to her. I’ll see you then. She stood and, without looking at anyone else, left the room. The rest of the attendees followed, chattering amongst themselves, their low voices suggesting varying degrees of worry.

And then there were two of us, me shutting things down and detaching my laptop from the projector, and Eric standing there watching me. He waited until everyone else was out of the room, then crossed to the open door and shut it.

You could have warned me, I said as I unscrewed the video cable from the port on the back of the projector. Instead of hanging me out to dry like that.

I didn’t know what you had planned, Eric said, no apology in his voice. If you’d nailed it like you usually do, I wouldn’t have said anything.

You could have asked for a preview. The cool-down light on the projector flashed green, and I shut it down. The fan whimpered into silence, leaving only the occasional thunks and groans of the building’s HVAC system to fill the void. If I’d known that wasn’t what you wanted, I wouldn’t have been here until midnight every night last week trying to finish the presentation.

Eric frowned. It doesn’t matter. Just work with Michelle and put the chrome up front, OK?

I turned, and this time I didn't try to hide the fact that I was pissed off. It’s not chrome. It’s the core gameplay loop, and it’s what makes this game different. You know that. I’d said it, let him deny it if he had the balls to do so. He didn't, though. He knew it was good, too, that we had a chance for a real winner here.

I know, I know. And I know how proud you are of it, and how hard you’ve worked on it. I know this is your baby, Ryan. But it’s everyone in the building’s baby, and I need to make sure that it’s positioned best for the company. I looked up from wrapping the video cable into something vaguely knot-like and saw that he’d positioned himself in front of the door. That tore it. I wasn’t going to be getting out of the room until we reached some kind of accommodation on whatever Eric had in mind, and God help me if I tried.

 I picked up the laptop and tucked it under my arm. What’s the real issue, Eric? How bad is it?

Eric looked away and flushed slightly. The admission that something was seriously wrong shocked me; I’d thrown the question out there primarily to elicit a denial, a confirmation that everything was in great shape. The fact that Eric wasn’t denying anything was scary, a piss-your-pants bad warning sign that the storm was coming.

He finally looked at me but paused a long moment before saying anything. I don’t know. Maybe it’s not anything. I’ve just been getting a weird vibe from BlackStone lately. They tell me everything’s great, but when I ask about whether we’re going to be showing at any of the trade shows they keep putting me off. And with the milestone eight payment coming up—the big one—it’s just got a weird feel to it.

I stepped closer and shifted the laptop’s weight. I’d dropped one once and still hadn’t heard the end of it from IT. Why would they want to kill it? It’s great, it’s as close to ahead of schedule as you can get, and it’s going to be a hit. It wouldn’t make any sense to kill it.

Their decisions don’t have to make sense to us, just to their bottom line. If they’ve got another shooter that’s being done by one of their in-house studios, and they want to protect it, then maybe it makes sense to them to kill ours. Not that it’s the case, mind you—I have no idea what they might be thinking, if anything. Like I said, I don’t know. It could be nothing. Suddenly, Eric snapped back to himself. All of this is between you and me, understood?

I nodded, once. Understood. Completely. We looked at each other for a moment longer, then Eric opened the door.

Good luck with Michelle. Try not to kill each other.

I stepped past him, a tight grin on my face. No worries. We got that out of our systems a while ago.

Uh-huh. Eric sounded unconvinced. That’s not what half the office thinks. Or Sarah.

Sarah knows better, I said, my words clipped. And that’s what matters.

Whatever you say, Ryan, Eric said, and shut the door. From behind them, I heard a crash that sounded a lot like someone kicking a chair into a wall. I didn’t go in to see if Eric was all right. After all, they were his chairs.

Besides, he’d told me to act like everything was fine.

Chapter 2

Michelle was in my office when I opened the door. More specifically, she was in my chair, with her feet up on my desk a series of rough storyboard sketches on the whiteboard. The air was thick with the scent of overworked dry-erase marker, and she was grinning.

I dropped the laptop onto what passed for a flat surface, then stopped. I looked at her, then at the board, then back at her. Am I really necessary to this process? I asked, Or have you and Eric gotten it all doped out, and you just want me to do the typing?

Oh, relax. Michelle pulled her feet off the desk and scooted herself upright in the chair. Most of what you’ve got is fine, I think. He just wants to start the presentation off with a bang, and I do bang better than you do.

I think it’s best if I don’t respond to that, I said and sat myself down in the visitors’ chair against the wall. It was a small office, cluttered with papers and empty game boxes, and nearly every square inch of wall was covered in pinned-up maps, charts, or other documents related to the game. On the door was the only personal touch I’d allowed myself, a poster of Charlie Chaplin as the Little Tramp. Someone had added a thought balloon over Chaplin’s head that read At least I’m not making video games. Everything else—desk, bookshelves, cabinets—was strictly functional and at least partially overwhelmed by the tide of clutter that the project had generated.

I still don’t get why you get an office, she asked lazily. Is that my fault?

I don’t know, I replied, flicking the door open a little wider so anyone passing could estimate at a glance how much physical distance there was between the two of us. If you really want to know the truth, Eric insisted. He said he was tired of me not getting anything done before midnight because I was answering questions all day, so he wanted to put me someplace where I could shut the door and work uninterrupted once in a while.

Which was conveniently located down the hall from his office, she said sweetly, without smiling. And the fact that it happened right after we, you know—

Blew up all over the lunchroom? I said it without rancor. Don’t ask me. I just work here. Besides, that was a long time ago, and we’ve got a presentation to fix. I looked across the desk at Michelle, the unspoken mantra of eye contact, eye contact, eye contact looping in the back of my head. She was short, and the way she sat, her feet dangled a couple of inches off the floor. Like everyone else in the office, she wore jeans, which she’d paired with a bright yellow t-shirt from a project we’d wrapped up three years ago. She cocked her head, and her hair, reddish brown and longer than she’d worn it when we’d dated, slipped down over one eye. Irritated, she brushed it away. No nail polish, I noted automatically. It went with the no makeup and the no jewelry. That was Michelle; there was never anything but Michelle, and if you couldn’t handle that then God help you.

Back in the day, I hadn’t been able to. But, I reminded myself, I was with Sarah now, and there was work to do.

So how do you want to arrange this, I asked. I scraped my chair across the carpet to the whiteboard. Are we going to start with a pure gameplay capture sequence, or do you want to see if we have time to do something pre-rendered?

Michelle shook her head. We don’t have time for pre-rendered. The best thing we can do is a capture of you playing through the core sequence, then seeing if the sound guys can put some music behind it and maybe a little voiceover.

I nodded. Embed it in the presentation, or run it separately?

She rubbed her chin, then stood and walked to the board. If we embed it, there’s less of a chance of them forgetting to play it. Also, there’s no time lost with a switchover. So that makes sense. What I was thinking, and she took a marker from the shelf at the bottom of the board, would be that we’d start with the logo, then dissolve to the gameplay. Is there anything you think we need to show off besides the circuit runs and the combat?

I grimaced. Everything else is just FPS, remember. Michelle started to say something, but I interrupted her. Seriously, that’s our killer feature, and nothing else is going to look as cool next to it. If we want to have a wow moment at the beginning, that’s it. Maybe pull in some multiplayer for later, but, no, at the start, we show that off.

Show her off, Michelle disagreed, and sketched a rough female figure more clearly into the frames she’d made while waiting. She’s got to be a big part of this. She’s important. Hell, she’s the game.

No, we’re the game. Everything we’ve put into it. But you’re right, she’s a big part of it. Maybe if we—

My office phone rang.

Instinctively, both of us looked toward the

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