Game Matter: Prologue

The spring wind knew no bounds. Warm and fragrant, it penetrated even the small cracks of slightly open windows and drove clumps of ubiquitous dust around the corners. That was the choice Muscovites had: either snow or dust. At the end of spring, no one wanted snow.

The audience was even fuller than usual. I would like to think that it was not only a general thirst for knowledge, but also that everyone was interested in the wording of the topic. “A game of reality” — yes, perhaps it sounds intriguing. Zuev was pleased with himself. However, some students still attended classes only via Zoom. Out of the corner of his eye, the lecturer glanced at the faces in the windows that filled the computer screen.

— …as a result, this theme has been repeatedly played out in different plots. The contact between the real and game worlds is a rich ground for conflicts. Especially internal ones. Of course, this trope is mainly used in films and cartoons, but literature has also taken up games thoroughly…

– Sergei Alekseevich! – came loudly from the back row.

Zuev looked up and smiled. Of course, Masha – she's always bursting with hundreds of questions. It's amazing how she lasted until the last quarter of the lesson.

– I'm listening to you, Maria.

— You mentioned literature. Usually, players get stuck in the game… or they stay there themselves. And then they successfully deal with the dangers, because they have experience from our world and all that. This is clear. But if the game, say, a typical RPG, started in reality, who has a better chance of surviving? The gamers, as in the first case?

“Are you going to write a book?” Denis grinned. Zuev mentally slapped him on the back of his curly head for such a dismissive tone addressed to the girl.

“Don't make a face, Denis, it's a really good question,” Zuev noted out loud. “I suggest everyone think about it. Speak up.”

Ilya was the first to speak. He came in a plaid shirt again and, considering his beard, resembled either a lumberjack or a hipster. In principle, at thirty, he could equally well be both.

— I think it would really be gamers. Our world is starting to work according to the rules of the game, right? And players know these rules, understand mobs, mechanics, know how to prioritize in leveling. Making a balanced build is not that easy, agree? — He glanced at his classmates, but, as always, did not wait for an answer. — They have experience. The new reality will not scare them and will be a familiar environment, you understand?

— Games won't teach you how to get food and water, — said Max Dubintsev from the edge of the row. — The game world is a convention, everything always works according to the rules there. But they won't change the laws of physics. Or physiology. How can players cope with hunger, cold weather, dehydration in reality?

– So isn't this regulated in the games? – Ilya raised his bushy eyebrows. – The simplest resource farming! Complete the task – get food.

“Okay, and how will you get food after killing the enemy?” Max narrowed his eyes sarcastically.

— I wouldn’t like to develop this topic, but here everything is clear…

– Ugh, disgusting!

– Oh, listen! – Anton suddenly waved his plump hand – apparently he wanted to lift it up, like at school, although he himself had been teaching there for a long time, not studying. – What if the game turned out to be so omnipotent that… It would change everything?

“What do you mean?” Ilya frowned slightly.

– So… Well, imagine. If she controlled both organisms and nature, then you find a scroll of weather control, for example, and bam! – Anton snapped his fingers. – Created a thunderstorm! This is just an AoE dream spell. How cool is that – a game with technologies on the level of climate weapons.

“I think a game with such capabilities is creepy,” Oksana said. “And who would create such a game? They had to make it for some reason, so that it would end up in the world.”

— So many people, so many strange projects, — Denis chuckled. — But if we think seriously, then gamers really have the best chances. There are already many options, but we also know how to work in a team. Leveling up yourself is half the battle, putting together a good party is a more difficult task.

— Many people know how to work in a team, — Oksana shook her head. — For example, athletes. By the way, what do you think of this option? — She glanced around the audience. — Why not bet on athletes? They are physically prepared, usually team players, they probably learn new things quickly. And the rules should be explained… Let's call it a system. The game itself, in general.

– A good guess, – Zuev nodded. – But are you sure about teamwork? After all, sport is a matter of individual achievements.

– Yes, but in games you also need to work for the group and for yourself.

— I understand your position. What about chess players and cyber sportsmen?

– Well, their thinking and reaction are at their best, of course, but their physical fitness…

– Can I? I have a version, – Stepan, who had been silent until then, raised his hand.

– Oh, so we have a raised hand rule? – Max was surprised.

“That's polite,” Stepan responded and continued. “So, I also vote for gamers to be in the most advantageous position. And it's not about physical fitness or knowledge of the rules that the system can explain. If the world really starts to function according to certain laws, there will be those among the players who will come up with workarounds.

“Bug users in real life?” Zhenya asked in surprise, looking at him over her glasses. “Like in this… Remember, there was a bug in Bloodborne, when after a long game the bosses forgot half of their moves? And they could be easily defeated.

“Yes, yes, I played too,” Stepan nodded. “Something like that.”

— Returning to the rules — there are enough peculiarities even without bugs, — Zhenya smoothed her curly hair. — Let's say, mobs tied to locations. You calculate the reaction radius boundary, aggro the mob… My youngest son does this all the time, — she smiled. — Well, you can imagine, there are many options. But to understand this, you need to think like a player.

“That's an interesting idea,” Zuev said. “Stepan, you mentioned that you're 'voting' for gamers. Maybe we should really make a table?”

And he began to draw on the electronic board, while Anton and Denis were discussing something in a low voice. Zuev suspected that they had once again gotten into a conversation about work-related issues, not the lecture. Both had worked in mechanical engineering for fifteen years and were happy to meet a colleague in the group. When the preparation of the table was finished, Zuev discovered that it was not only the mechanical engineers who had begun the discussions. They were whispering here and there, but Zuev caught individual words—the discussion was on topic—so he decided to wait a little.

He sat down on the edge of the table and furtively rubbed his tired eyes. As usual during lectures, he remembered his workdays.

Once upon a time, Zuev worked on a major game as a global producer — long before he became a teacher. And one day, the development seemed to have reached a dead end. The team even brought in specialists from other countries, but still could not cope with the bugs in the mob artificial intelligence system for several months. Less than six months remained before the release of the closed beta test, and the problems with the AI ​​led to the mobs behaving completely illogically, and the gameplay lost all appeal and interest.

Zuev often stayed in the office until late at that time. The others were slowly giving up, but he was not going to back down. So much work down the drain? No way! And on that fateful evening, his attention was drawn to an old reference book on algorithms, which he accidentally found on a shelf with board games, books, and game figurines. They were everywhere like partitions between the “daisies” of work places. Having decided to try his luck, Zuev began to comb through the reference book, and then came across a mention of the behavioral methods of insect swarms. That's when it dawned on him.

In the morning, almost shaking with joyful impatience, Zuev gathered the team and proposed a completely new approach: to use the principles of a swarm to develop AI. Let the mobs not make decisions individually, but act as part of a group, following simple rules and interacting with each other. This will create more natural and believable behavior.

The team perked up, like a wilting plant after a good watering, and immediately got down to work. Soon the new system began to bear fruit. The mobs began to act in a coordinated and logical manner, creating the illusion of a complex and well-thought-out AI. The project was saved. Zuev was carried on hands for a week or two, the game was released on time – and not a single complaint about the work of the AI! From that project, Zuev learned important principles of producer work: think flexibly, find unconventional ways out of crises and never give up. You could even frame it and hang it above your desk.

And the game really turned out to be pretty good. True, it got a ton of hate for broken optimization at the start, long queues on the servers and lack of high-end content. The programmers also had a row when they tried to update it, but…

– Sergey Alekseevich! – Masha's voice brought Zuev back to reality. – Are you waiting for us? Sorry, we won't chat anymore…

— No, no, everything is fine, — Zuev shook his head. — So, getting back to the discussion. So far we have two points: “gamers” and “athletes”, is that correct? Vote for these options, — he counted the raised hands, wrote down the result and looked around the audience. — Well? Any other versions?

Max spoke again. Judging by the expression on his face, he had composed a well-reasoned speech, which he was pleased with in advance.

— I still think that those who have real skills have a better chance. Mainly the military. Think about it, who else is capable of really fighting? If the game comes to our world, it will really be PVP. And if so, then the most prepared and ruthless will win, those who find it easier to see a conventional enemy in a person, and not a person. Imagine, for example…

“But it seems to me that the rescuers will cope better than the military,” Masha, who had been silent for a long time, interrupted Max. “Don’t think that I speak badly of the military – I have a brother in the military, and he’s wonderful. But still, people who go there have a, well… special mindset, don’t you agree? More focused on physics than reasoning, they often solve problems by force. And there’s trouble with cooperation.”

– Where is their problem with cooperation? – Ilya was surprised. – I didn't observe anything like that during my service. Since we are talking about the military, they work great in a team, and discipline is in order. Like a guild or a clan, but cooler, because they are amateur associations after all.

“The military get along well with each other and work with each other,” Masha objected, “but they can only command the rest. Plus, they lack flexibility of thought. So I would bet on the rescuers.”

— Can I join Maria? — Alexey boomed from the front row. — Point by point. Look, there is physical training — one. They work as a team — two. They have a developed mindset, because rescue operations require different approaches — three. Plus no aggression and constant work with civilians — four. Does everyone agree?

In general, everyone really did agree. Zuyev turned to the board and added two more points: “rescuers” and “military”.

— I suggest we take a short break and re-vote taking into account the new data.

After the results were tallied, it turned out that the players were still in the lead. The military were in second place. The rescuers followed, and the athletes were forgotten.

– Any other suggestions? – Zuev inquired. – There's not much time left before the end of the class.

“I want to add about the military. Not in their favor,” Zhenya said. “They have a rigid mindset. People like that won't last long in the game, and they won't have time to retrain.”

— And I have an objection to g-gamers, — Igor suddenly said. — I think everyone underestimates the importance of physical condition and social skills. They were mentioned, but somehow forgot. But gamers are often homebodies and not the most sociable people in reality. They are not adapted to the same difficulties that their character experiences. They are not ready to endure pain. And they do not always have a clear goal in life. Yes, it is in the game, but will they not retreat in the face of difficulties?

– Listen, have you thought about classic post-apocalyptic survival options? Like farmers, scientists… – Kolya began, but fell silent under the stream of objections and did not insist on anything. But Zuev, in fairness, wrote the option down on the board.

It seemed that the discussion was over and the students would not have time to choose between the players and the military, but then Veronica spoke up.

— I have a version.

She waited until everyone turned to face her and then continued, calmly and unhurriedly, but without unnecessary pauses – as if she were holding a meeting.

— I think that the best people to handle the game in reality are game industry specialists. In particular, game designers and producers. The latter are even more likely. If no one interrupts me, — Veronica's gaze pierced several of her classmates, who had opened their mouths, — then I'll explain in order.

She began bending her fingers.

— Physical fitness. I don’t think it’s a decisive factor, because it’s something that can be improved and changed even without the help of the system. In any case, pumping up such skills is always provided for in RPG-type games. Next comes knowledge of the game rules. Here’s someone who knows them for sure, and from the inside. That is, an abstract game producer will be able to act according to the rules, and find ways around them, and — here Veronica glanced at the audience again, showing the importance of the moment — analyze them from the point of view of the system. For example, notice that they are trying to lure the player into a trap or interest him in something specific. You can even understand the logic of the system. Is this something an ordinary player can do?

Someone began to quietly discuss the question, but it was clearly rhetorical – Veronica raised her hand with curled fingers higher and continued speaking.

— The next thing is teamwork. A producer is not just a team player, he also has a large set of leadership qualities. It is not easy to assemble a balanced group, true, but it is even more difficult to manage it. Without aggression, maintaining a calm atmosphere, with intelligence and knowledge of human psychology. We also add oratory here — who among us has not seen good pitches? It is fascinating to listen to.

Some nodded, some clearly recalled their own experience of similar performances. Veronica smiled slightly.

— What else haven’t I mentioned? Oh yeah, specific knowledge needed for survival. Does a producer draw models for a game themselves? They delegate it to whoever can handle it best. Everything can work the same way in a game. And some knowledge can simply be acquired over time. And the last thing, perhaps, is psychological adaptation. Changes in the world can frighten and confuse. But who else can have flexible thinking and a mentality if not game producers. As we already understood, when we started making our own games, it’s generally a continuous overcoming, and either a pit with stakes on the way to launching your game, or a grand piano falls from above and covers you with your head. And you constantly have to solve seemingly insoluble problems — she paused, smiling triumphantly. — Questions?

The audience was silent. Zuev caught himself smiling broadly too.

“Well,” he wrote a new point on the board. “Who’s for Veronica’s option?”

Almost all hands went up, which is not surprising, because the audience consisted of students of the course for game designers and producers. All of them were eager to change their current jobs for a dream – to create games and make money from their hobby. Moreover, the team was quite diverse both in age, from 22 to 45 years old, and in professions: from filmmakers and bankers to Russian Railways employees and even one urologist. A new gust of warm wind blew through the windows.

– There's only a minute left until the end of the lesson, – Zuev pulled up the sleeve of his jacket and glanced at his watch. – I think we can sum it up. The absolute majority agreed that in a world where a game has come… like an RPG, it's easiest for game producers and specialists in related professions to survive. And if that's the case, I hope that when the opportunity arises, you'll prove by your own example that you're not mistaken.

There was laughter in the audience and everyone became a little more animated.

– Certainly!

— We will prove it!

— We will survive and outlive!

Zuev smiled. These people still have to prove that they have producer qualities. In the meantime, the future graduates of the Game Project Management program were packing their things, saying goodbye to the teacher – some via Zoom if they were studying remotely, some in person if they were able to attend class in person that day. They discussed various little things in life that so far took up more of their time and energy than game development, but soon… Ah, it's good when all the discoveries and successes in a new specialty are still ahead and have not yet become habitual.

And suddenly something happened.

His head felt as if it were being squeezed in a vice. His ears were blocked, his knees buckled, and Zuev leaned on the table to keep from falling. Muffled cries and astonished sighs swept through the office. Trying to hold on to his weakening body, Zuev took a convulsive breath… And it was all over.

Slowly straightening up, Zuev blinked and stared at his trembling hands. What the hell was this?

There was a growl in the corridor, then a girl screamed. And from the computer speaker came the cheerful voice of the virtual assistant Alice:

— Attention all players! Information updated. Your current level is 1. To level up…

The same voice was heard from everywhere – from phones and tablets, in headphones and headsets, and rolled through the building like a wave, further and further and further…

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