You
similar: “King Aerion dead when should be unkillable, WTF”; “Level three, dragon already dead when I arrived”; “Goblin children massacred? Why???” None of them repeated, and they could have been part of the same underlying bug or three entirely separate bugs.
    They could have been minor coincidences. I knew by now that a simulation-heavy game was unpredictable. A monster could wander too close to a torch and catch on fire; then it would go into its panic-run mode and anything else it bumped into might catch. Or a harmless goblin might nudge a rock, which then rolls and hits another creature just hard enough to inflict one hit point of damage, which then triggers a combat reaction, and next thing you know there’s an unscheduled goblin riot. The blessing and curse of simulation-driven engines was that although you could design the system, the world ran by itself, and accidents happened.
    They usually didn’t, because the game didn’t bother to simulate anything too far from the player in any detail—it would slow everything down too far. But maybe the game was having trouble deciding what not to simulate. Each one was marked No Repro, so maybe it just never happened again.
    I noticed that most of these bugs belonged to the same person, LMcknhpt. I sent Lisa a quick e-mail with the subject line “RoGVI bugs 2917, 40389, 51112.”
    Got something similar. Did this ever get figured out? Just curious.
    Yours sincerely, &c.
    Russell
    Assistant Game Designer
    Realms of Gold
Team
    The reply came a few minutes later.
    Re: RoGVI bugs 2917, 40389, 51112
    Nope. Couldn’t repro any of these, sent back to Matt. Probably in data.
    Lisa
    That “probably in data” was an ever-so-slightly dickish sign-off. What she meant to say was that the code was working fine, so it must be the designer who screwed up—he just forgot to flag the king as unkillable, or he put a rock in the wrong place, or routed a goblin’s patrol path through a lit torch.
    I wrote back, “I triple-checked the data. Want to see?” but she didn’t respond at all, except that five minutes later, the bug database had sent me three separate automated messages.
RoGVI bug 2917 has been reassigned to you by LMcknhpt
    RoGVI bug 40389 has been reassigned to you by LMcknhpt
    RoGVI bug 51112 has been reassigned to you by LMcknhpt
    Where was the bug? How did I even start thinking about fixing something like this? A bug could be in either of two elements of the game, data or code, or it could be in both.
    Something horrible was lurking in memory or code or whatever forsaken in-between region of space it lived in, and it was messing with our game. But bugs don’t happen without somebody making them, by stupidity or negligence. All I had to do was trace it back to where it lived. The first step, as everyone knew, was to find the version where it first occurred—the crucial change, an added feature or an attempt to fix some other problem, which had been copied from version to version ever since. So far I hadn’t even found a version where it didn’t occur, but there must be one. I’d just have to go back far enough.

Chapter Eight
    I slept late the next morning, sat for a half hour over cereal and coffee before wandering over to work, shirt untucked, past midday traffic, people with regular jobs already heading to lunch. No one minded. I lost myself in reading through old computer game manuals, role-playing game modules, design documents, even the italicized flavor text on game cards (
CORRELLEAN REMNANT
(5/4) / Submarine movement
/ The regiment fought on as the waters rose; they never stopped
).
    Black Arts made role-playing games, strategy games, first-person shooters, even a golf game. But if there was one constant in the Black Arts games, it was the Four Heroes. They were—I think—based on the ones in
Gauntlet,
but you couldn’t say for sure because they were the same four heroes you found in almost any video game that featured four heroes, anywhere:
(1)

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