Nothing is more boring than listening to someone talk about an experience they had while playing a game. Nothing. Really, your Aunt Ida and Uncle Jim showing those slides they took at the 1973 Iowa State Fair? Your six year old second cousin tap disco-skating to music from Xanadu? That's Shakespeare compared to the best story that ever started with "I was playing this game and..."
So, yeah, one time I was playing this game. It was 1998 and the game was Ultima Online, the multiplayer game that really defined the idea of an MMORPG. I'd been playing video games since there were video games and role-playing games since before Gygax put the idea in a box, so this game where you could role-play in a medieval world while steering your little character around the screen seemed interesting. But it didn't seem like anything special until a single event told me that the world had changed.
A few weeks into playing with the game on and off, I'd built my doughty warrior up to the point where he was armed with some nifty gear and able to smash monsters that originally would have rent him limb from little cartoon limb. I was feeling pretty good about that. As I was passing through a town, a figure came running up to me. It was another player, a low level player dressed only in rags.
"Can you help me?" he asked. "I've just started playing this game, and this player -- one not as far along as you -- killed me and took all my stuff. He ambushed me right outside of town."
Being exceeding noble, I followed this poor man back to the scene of the crime. Want to guess what happened next? If you think I managed to kill off the criminal and return the victim's gear, please come back when Barney is over. If you think that I fought the good fight and the victim and I became online pals, that's endearing, but no. If you think that as soon as I took ten steps out of town, the "victim's" half-dozen bruiser pals jumped out of hiding, beat me senseless, and took every scrap of my gear and money now you're talking. They killed me, jumped up and down on my corpse, and laughed at me.
And the first thing I did was get angry, and the second thing I did was think "wow, this is going to be huge."
Multiplayer games work on a level that other games don't because, while any game can be frustrating, it takes a human being to make you really, really mad. It also takes a human to make you ecstatically happy, or to share an inside joke, or make you feel that bond of shared experience. Stories about what happened to someone in a game are the most boring stories in the world, unless you were also part of that story. The ability of multiple people to participate together in games, even though they were separated by miles or oceans changed the whole nature of gaming. Subscriptions to that first serious MMO, Ultima Online, peaked at around 250,000. Everquest, which started in 1999, came close to doubling that number. The next generation of these games would measure their subscribers in the millions, and the current champion -- World of Warcraft -- has more than 11 million subscribers around the world.
Most of these games provide some means of people grouping together -- guilds or alliances. Even when they don't players invent their own means of forming groups, electing leaders, watching out for each other and sharing resources. Each MMO is an experiment in human interaction.
But MMOs aren't the end of social gaming. Every genre of gaming has been transformed by the ability to participate with and against other human players. Even games as action based as first-person shooters are often purchased by gamers more interested into their online multiplayer abilities than their single-player mode. And more recently a new trend has emerged to shake up the gaming world.
"Casual social games" take advantage of the communication and economic models worked out by MMOs over the years, but substitute some more benign activity -- running a restaurant or candy store -- rather than slaying beasties. The most successful of these games, FarmVille, has only been around since last summer and has already signed up over 82 million active players. There are over twice as many people in FarmVille as there are in Canada.
The success of those initial MMOs spawned a thousand imitators. Social games are generally much cheaper to produce than full-on MMOs, and cheaper to support. So you can only imagine the absolute flood of these games on its way to a browser near you. It's also daunting to contemplate the number of virtual farms, towns, businesses, and empires that will rise and fall as these games come and go in the marketplace. Some of these games will persist long enough and gain enough popularity that the bits and bytes of their worlds will become worth something in this world (my son eventually sold all the holdings of my Ultima Online character for $300 on eBay -- which caused me to think "wow, I spent way too much time on that game"). Most will fade away, packing in their universes with a whimper.
And who knows, some of them might be good. Fun. Enjoyable. Even enlightening. One thing is sure: as long as these games depend on interaction between humans, they'll have more complexity, subtlety, intrigue, and joy than could be inserted by the best programmer.
And now, even though I've spent a whole column talking about games, it's book time. Because I would not have you bookless, friend.
Speaking as someone whose entire lifetime oeurve is at this moment out of print, I can tell you with certainty that books are no more guarantee of immortality than games. In fact, I'd guess that my average novel had a lifespan somewhat less than that of a Dwarven Paladin in World of Warcraft. But if novels are transient, short story collections are the mayflies of the literary world. Even for name authors, it's hard to keep a short story collection on the shelves (well, unless that name is "King"). So the books I recommend below may require a trip to your local used bookstore or a willingness to trust in the used book dealers online. Still, a good short story is a jewel of writing, and a collection of stories from the same author can subject you to more ideas, more emotion, and more pure wonder than any novel. They're a great chance to get an insight into the most important character in any book -- the one behind the pen.
Sandkings by George R. R. Martin
The difficulty of keeping a short story collection in print can have no better illustration that this: Sandkings is out of print. The title story concerns Simon Kress, a more than a little cruel character with a fondness for exotic pets. When Kress acquires a set of sandkings -- insectile creatures that live in a large terrarium -- he has the opportunity to study and shape a whole miniature world and society. But Kress uses the opportunity to explore the limits of his own depravity, and ultimately shapes his "children" more than he knows. Also included in this collection is "The Way of Cross and Dragon," where a future Church fights to define heresy. If all you've read of Martin is his astounding "A Song of Fire and Ice" fantasy series (and if you haven't, be warned that I'm going to devote a whole story to it soon enough) this is a terrific introduction to the scope of his work.
Soft and Others: 16 Stories of Wonder and Dread by F. Paul Wilson
Most of F. Paul Wilson's work falls on the horror side of speculative fiction, and that horror is never more effective than when it's mingled with science fiction as it is in several stories of this collection. The title story deals with the last survivors of a plague. But this plague doesn't kill quickly. The disease it brings softens the bones, working from the feet, leaving its victims to watch day by day as the effect creeps upward through their bodies. Be warned, there are a couple of horror stories here designed to explicitly tweak social issues, including one on abortion that nobody is going to love. But if you like your fiction to leave you squirming, this collection will bring on the jim jams.
The Worlds of Clifford Simak by Clifford Simak
I usually try to not fill these articles with books from many decades past, but in this case I'm making an exception because this collection (which first came out in 1960 and includes works from quite a bit earlier) was the book that really turned me toward science fiction. Where so much of science fiction at the time seemed to involve polymath genius billionaires (I'm looking at you, Heinlein) saving the world for those dull ordinary folk, Simak's work focused on remarkable things happening to regular people. Whether it was a salesman who figured out a way to communicate with another dimension for fun and profit (mostly profit), or a man who came home to find that the front door of his house now connected to another world, the stories here were more likely to feature pickups than spaceships. Some of them are so dependent on twists as to be nearly puns, and time hasn't been kind to a couple, but most of the stories still hold up quite well all these years later.
The Rediscovery of Man by Cordwainder Smith
Unlike the other collections mentioned here, this book is actually still in print. For this we can only say, thank all the gods of nuts, bolts, and publishing. Smith's stories are often set in the distant future, but they don't have the feel of the future. They can be as autumnal as Tolkien's fantasies -- the far future written as if it is the distant past, sunk into legends and half-remembered tales. Like Simak's stories, many of the stories contained here date from the 1950s, but there's a poetry here -- a more serious view on the literary possibility of sci fi -- that you'd be hard pressed to find from another author in any decade. If you've read one of Smith's pieces in another collection, what you may have missed is that nearly all of his work is part of one long interconnected tale. This collection gives you a chance to read them together and see how Smith feels around the edges of the future and looks at the less shiny aspects of where things are headed. Go. Buy. Read.
Finally, when talking about short stories, I'd be remiss if I didn't point out that science fiction and fantasy still enjoy something that has long vanished in many areas of fiction -- a number of active magazines dedicated to publishing new work and new authors. Not only can you still go down to a news stand and pick up Asimov's, Analog, and Fantasy & Science Fiction, there are a number of younger publications that are bringing out great fiction with regularity. Among these I'd like to make special mention of Black Gate whose quarterly editions arrive with nearly the heft of an old Sears' Wish Book. It's not just the quantity but the quality of the stories in Black Gate that have made it one of the few recent magazine start ups to hang on through tough times. They've taken chances on some new authors and on some risky stories... and I don't just say that because they've published several of my own bits.
You may not be able to fit in a novel today (especially if you have an appointment to sack a castle or raid a dungeon with a few dozen of your friends), but you can definitely grab a short story before you go. Heck, take two, they're small.