You
this year was already becoming old, sad, and pathetic. Darren understood this so well. We were going into the future and he was taking us with him. We were the smart kids again, rich in the currency of our peculiar nation, foresight.
    “And… number three,” Don said. “Scheduling.” Darren gave a quick nod, then ducked out the door while Don took us back into the mundane. Lisa followed behind Darren.
    “We’re going to have about eighteen months for this one. We’ll be reusing a lot of tech, but it’s still going to be tight. Matt, could you—” Matt hopped up, and Don handed him a page of printout. He started sketching out a grid on the whiteboard on the wall.
    Horizontally across the top, he wrote six items: PREPRODUCTION, ALPHA 1, ALPHA 2, ALPHA 3, BETA , and RTM.
    At the right-hand edge, he wrote three words, arranged vertically: PROGRAMMING, DESIGN , and ART . These, I knew, were the three core disciplines of video game production. There was also production, which meant tracking the schedule, the budget, and doing a thousand other things, such as organizing translations for foreign publication, keeping in touch with publishers, and generally figuring out what on earth was going on at any given time. And then there was quality assurance, or playtesting, devoted to finding mistakes in other people’s work. No one was ever very fond of QA.
    Don explained the schedule carefully—we’d have eighteen months for this, which put sharp limits on how much new technology we could create. I got the feeling this made the programmers feel a little pissed off. Working from the sheet, Matt began adding deadlines for each of these in neat, spiky handwriting. As Don talked us through the dates, I gradually picked up on rough meanings of the other terms.
    Preproduction: planning the product and scheduling the milestones. As it would in a prolonged dorm-room discussion, the phrase “wouldn’t it be cool if” played a major part. Endless circular debates, pie-in-the-sky speculation. Lots of features that would be cut later for scheduling reasons.
    Alpha phases 1, 2, and 3: building the game. This part was longer than the others put together, for obvious reasons. For most of this period, the game was going to be nonexistent or broken and decidedly unfun, and everyone would regret everything they said during preproduction.
    Beta meant that the game, theoretically, was done except for all the many, many problems and mistakes and omissions.
    RTM stood for “Release To Manufacturer,” when the finished master disk would be sent off to the publisher (note: we did not have a publisher). The publisher would do its own testing, and either accept it or send it back to have the problems fixed.
    Of course none of these phases or deadlines would happen cleanly; there would be slippage and temporary solutions that would be fixed later, or, more often, become permanent. There would be interdependencies, times when art or programming couldn’t move forward because design hadn’t said what it wanted yet; or design couldn’t build its levels properly because art hadn’t produced the models or programmers hadn’t implemented the necessary features. It would be a dizzying creative collaboration that often took the form of a drawn-out, byzantine war of intrigue.
    Preproduction started Monday. It was starting to sink in that this would be our lives for the next eighteen months. It was April then; it would be June when we started alpha 1 while my law school friends would be at graduation parties, the start of a lazy summer before moving on to New York or Palo Alto or New Haven, while I stayed behind in this made-up career. It would be June again when we got out of alpha 3, a year of my life gone, and it would be early October of next year when we reached RTM, and getting cold, and my life would be different in ways I couldn’t imagine yet.

Chapter Seven
    I took the bug to Matt.
    “In
Realms VI
?” he said. “It’s possible, I guess.

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