PART I:



Chapter 16: hard seats

October 17th, 1994

     You could now play Swarthy Victor and the Greecian Formula from start to finish. Art was impressed with himself. It looked amazingly better than the previous games. The leap in graphics were stunning…and the new interface was more intuitive. It had been hard designing for the new game engine after using the old, text-based command one for so long: MAKE GAME WITH CODE. LIGHT AIRSICK BAG WITH MATCHES. Now all the puzzles had to revolve around using your hand or mouth or feet…or other point-and-click icons. One thing that disappointed Art was that a lot of the objects you could pick up were too obvious. Because of the digitized painting technology they were using, moveable objects stood out because they had to be painted separately. Looked like a cheaply animated cartoon or bad superimposing in a movie, which made it really obvious what you were supposed to pick up. The game was still full of bugs and incomplete parts, the inventory pictures hadn’t been done, a lot of the character faces were missing during the dialogue…but still, it was fleshing out. Despite the few drawbacks, Art was impressed by what they had so far.
     Tim had heard that Art’s game had reached milestone 3. It was still early morning when he entered Art’s office to watch him playtest the game. Tim wanted to see how it turned out…so he could know how the new Sci-Fi Quest might turn out. Geoff was already there, hunched over, hands on his knees, observing with a crooked smile.
     Not long after, Will also came in to watch. He’d just gotten off the phone with Newman. Turned out there were several companies eager to jump in on the online-gaming/Internet boom who’d expressed interest in buying SupraNet which was good news to Will. They’d at least recover some of their costs from the sale and, more importantly, SupraNet wouldn’t die. He was more interested in selling it to a company that would keep it alive…just under new ownership. Will watched Tim watching Art play the prototype game.
     It was good that a new Swarthy Victor game was on the way. Will had just gotten the sales results for HomoSapien Quest 3 this morning from HQ. Not too good. Though the game had good initial sales, those were from people who liked the previous game, the die-hard fans HSQ was known for. But once the reviews started coming in…well, they were lukewarm and dragged sales down with them. Madre hadn’t lost money on the project…but they hadn’t made much yet either…and it was bad to have that kind of publicity, particularly in this market. Mostly the reviews complained about how unstructured and short the game was. Will agreed the shortness was a problem…but with all the high-tech graphics and digitized sound, much more disk space was needed…and there was only so many disks you could fit in a box. At least their new games looked better than anybody else’s. It was just going to take people a little while to get used to the new Madre style and interface…
     Henry came in the door behind Will, following the trail of game music, music he’d composed, from down the hall. Listening to it now, he felt a near uncontrollable desire to tap his toe in time. Henry loved that feeling. When the music forced you to break out of your rigid ways, surprising you with their spontaneity and illogic – he’d done a good job. They all watched Art play his game, testing things out and writing down notes. Henry spoke up. “I went into Che’s Coffee Revolution today…”
     Everybody pricked up their ears to listen, but held their eyes on Swarthy Victor trying to escape from a room with nothing but a plastic blow-up sheep. As Will had predicted, Madre employees had started going to Che’s. They were resistant…but Che’s was the only game in town…so what could you do?
     Henry continued. “You know, when I first went in - maybe I was just justifying it to myself, I don’t know - I thought, ‘this place isn’t so bad. It’s a little fabricated, but it still pulls off the nice, atmospheric café feeling that Naughté had, even if it was stamped out of a mould. It’s a little swankier than Naughté Latte, less local – but it’s not so bad.’ But every time I went in there, something bugged me a little bit. And I think it’s the hard seats.”
     People were turning their attention away from the game now to Henry.
     “You can’t sit on those things for more than twenty minutes without your butt going num. I guess fast food joints have been pulling that for years so you don’t sit around, but with Che’s it seems really insincere. There’s no pretension in fast food joint that it’s a place to hang out. The whole point is to eat and go. But Che’s pretends to be all about relaxing and lounging, feeling welcome to hang out. It’s interior says ‘we’re friends, come and relax and stay as long as you like’ while the seats bark ‘drink quickly and get out.’ Naughté Latte’s chairs were comfortable and locally made, at least.”
     Geoff turned his attention fully from the game now. “Huh. Kind of like psychologically induced customer turnover, right? I don’t know. Could be a city thing and they’re worried about people coming in and lounging for hours.”
     “Still,” Henry said. “Naughté Latte never did that. And this isn’t the city.” Henry went on now, caught up in his thoughts as they occurred to him, cascading off of each other, “You know what also drives me nuts? How they stamp their logo on everything. I mean, I liked the local glazed ceramic mugs Naughté had, but even the mugs you buy at Che’s have their logo on it. Everything in that place is stamped out of some factory in Chicago. And if you order to go it’s all styro-poly-ethylyne or whatever…again with their big fat logo on the side.”
     “You know why those stores do that?” Tim jumped in, “You’d think it’s a big waste of money to print your logo in full colour on the side of all your cups and napkins, right? People just throw it out, right?”
     “Well, it’s basic advertising,” Will joined in. He was used to having to be the devil’s businessman with this group, to defend business & marketing practices. Maybe it was an artist thing. They all had a healthy suspicion of money and sometimes Will wondered if they wouldn’t be making games for free if he wasn’t around to stop them! That was where he came in. As a business man it was his job to focus on money. He tried not to let it interfere with their creativity. Ultimately, making games was more important than the money…but only so long as they didn’t run out of money!
     “But it goes beyond that,” Tim continued, “When you toss that stuff in the garbage or on the ground or some careless slob leaves it in the park…it’s free advertising. Even the garbage sells to you these days! The town would never let Che’s put up a big billboard in Berney Park…but walking through it yesterday I saw three discarded Che’s cups. Guerrilla advertising: you can’t escape the revolution. It’s a pretty safe plan for them…nobody’s going to start blaming Che’s for littering, right?
     “Huh,” Henry considered this.
     Will dropped out of the conversation. He wasn’t up to playing devil’s advocate for Che’s. He wasn’t against them being popular, or making money. He didn’t really even care that they were mass-manufactured - though he found it tacky - as long as they didn’t interfere with his desire to seek out the authentic, the unique, the local and independent. But they went beyond that, stormed into town and crushed the pretty flowers growing on their own. Will liked business and would gladly argue in favour of it. But Che’s wasn’t business. It was something beyond. Something corrupt. Places like Che’s gave business a bad name, created the sentiment prevalent in his artistic staff.
     “How’s the coffee?” Geoff asked cheekily, noticing the logo-laden Styrofoam cup wrapped in logo-laden cardboard coffee slip in Henry’s hand.
     “Yeah. The coffee’s good,” Henry said. “They don’t have as much selection or cool little variations like Naughté Latte…but it’s pretty good. What can I do, anyway? There’s no other coffee place around.”
     “I’m going to get a cappuccino machine for the kitchen.”
     All heads turned toward Will.
     “Really?” they all asked.
     “Yeah, we’ll get a nice one with a couple of nozzles on it…get someone in here to train people how to use it. We can all be programmer/baristas.”
     Tim and Geoff looked at Art, Art looked at Henry, Henry looked at Tim and Geoff. Then they reversed their gaze: Henry to Art, Art to Tim and Geoff, Tim and Geoff to Henry. Then they all turned their heads to Will.
     “Wow,” said Tim. “Now that’s a REAL revolution!” Will’s the greatest boss ever!, Tim thought.
     “When are you going to get it?” asked Henry, not quite convinced.
     “Right now,” said Will. It had been an impulsive decision. He’d forgotten all about the cappuccino machine idea since his meeting with Newman almost two weeks ago. The Che’s discussion had refreshed Will’s memory. He hadn’t officially decided to get it…it just came out. And since the decision had already been made by some independent micro-neuron in the back of his brain, why wait? Why not get it now? “I’ll go get Gladys to find a cappuccino machine seller.”
     Tim and Henry could hardly wipe the grins off their face. Art wasn’t much of a coffee drinker…but a cappuccino machine in the kitchen…now that was classy. Art could brag to his brother-in-law about that: ‘Do YOU have a free cappuccino machine in YOUR lunch room?’
     “Oh, there’s Ron,” said Tim, excusing himself and taking off to ask Ron about borrowing his bong for the weekend.
     “Well, that’s my cue to go too,” Henry said and headed off with his hand-sized billboard full of coffee to his office.
     Will stepped over to the screen. “It’s looking good,” he commented.
     “Yeah, it’s coming along. Playing it now, I’ve thought of a lot of great stuff we could add…and a few things to take out. The new icon-GUI trips me up a bit. I’m still used to typing in commands.” Art wiggled the mouse around using the hand icon on all the pillars of the coliseum. He laughed to himself and wrote something down on the pad.
     “It’s looking great. I look forward to testing out the final version before vacation.”
     “Vacation?” Art asked. “You’re going away this year?”
     “Yeah. Kendra and I are going to take an extended holiday just after Christmas.” Usually the staff at Madre worked hard through December, pushing games out for the Christmas season. Madre itself didn’t have any games to go this season, but Synapse did and Will wanted to stick around to help supervise those. But he and Kendra, long overdue for a vacation, were going to hit up Hawaii for a couple of weeks just after Christmas dinner, he told Art.
     “January. Isn’t there the Annual General Meeting and board vote on the 3rd or 4th? I thought you had to be around for that.”
     “Yeah, but it’ll be fine. Newman will be there. I need a break. Besides, we just opened a new head office. Stock prices are up. It’s going to be a no-brainer vote. As long as stock prices are going up shareholders don’t care what happens. They’re as snug as a bug in a rug. I doubt most will even show up.”
     “Yeah. Hell, you know better about all this stock stuff than me,” Art said. “You look like you need a vacation.”
     Will believed it. He couldn’t remember the last vacation he’d had without having to pause to reflect on it, count on his fingertips. But with the new HQ…and Kendra between games…they finally could afford the time to do it. It felt like the first vacation they’d taken since starting the company.
     It made Art a little uneasy, though, with Will not being there. Art didn’t like the shareholders. It was like Madre was working for a big fat boss who smoked cigars and didn’t know anything about games and only understood large bags of money with dollar signs on them. The kind of boss who would say, ‘Why don’t you put more hot dogs in games? Everyone loves hot dogs. It’s a multimillion dollar industry!’ or ‘You know what this game needs? Product placement! We reach a large audience. I’m sure Goke or Kepsi would pay handsomely to have our main character drink their product.’ Ugh. Art shivered at the thought. He was surprised product placement hadn’t happened already. It was only a matter of time...to bring costs down and shareholder profits up.
     Ever since they had to issue more shares to pay for the SupraNet project, since staff ownership of Madre stock dipped below the 50% mark, work felt different to Art. It wasn’t different on the surface: Madre ran the same, made the same decisions as it always had. All employees together still had the majority share, some 37%, and as long as the share price increased shareholders didn’t complain. But still, work felt different. To Art, it felt like they weren’t quite working for Will anymore. They were working for Will, but under the loyalties of some dark lord in a distant tower that Will had to appease…Puppet Will…and everyone rued the day that Will and the puppet master would have a conflict.
     Art would be glad when the amount of non-staff shareholders was diminished again. In a move to remedy the situation Madre had introduced stock options for the employees - putting more control into the hands of people who actually worked at Madre, who knew the industry, who cared… Art knew that, with the recent profits, Will had been buying back shares. But together Will and Madre employees owned significantly less than 51% of the total shares. Not enough for Art to feel safe yet. And so, secretly, Art was waiting for the day when Will would come back from the AGM and announce they had to put the MacClownBurger burger-of-the-month in all their games. Direct order from the Dark Lord.
     But this was being pessimistic…which wasn’t Art’s strong suit. Why worry about something that hadn’t happened? Art was enjoying his prototype and that was a strong sign that they were still doing quality work. Maybe it would have better sales than HomoSapien Quest. It had better have better sales than HomoSapien Quest, Art thought.
     “Well,” said Will, trying to break away from watching Swarthy Victor’s antics, “I’ve got to go make sure people are working.” He laughed at his little joke. Art smiled back and Will left the room. As Will walked down the hall he thought, hey, the music in that game is pretty good.
     Passing the kitchen Will’s eye suddenly caught the familiar green of a Che’s Coffee Revolution mug peeking out from the top of the garbage. Will stopped, furrowed his brow and stared at it a long time, infuriated by the infiltration of this menace into his moral stronghold. Che, the ready-to-serve-coffee rebel, just beamed that winning smile out from within his trash jungle. Despite himself, despite how wacky he thought radical Tim’s theory on garbage advertising was, Will quickly reached into the trash when nobody was looking and turned the cup around so Guevara faced deep into the pit of rubbish. Will covered the back end with a paper towel and continued to his office.

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Although Game Quest is inspired by real characters, events and institutions in the computer gaming industry, the characters, events and institutions as they appear in the novel are fictional and not intended to represent those entities as they appear in real life. Any similarities to persons living or dead are coincidental and unintentional.



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