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• Miners, farmers, and the like didn’t require a lot of intervention by their owners. A miner character would reliably generate gold with no human intervention at all, provided that its player had the good sense to plonk it down in a part of the world that had actual gold mines and to protect it from raids by bandits, invaders, and so forth.

• If you really did feel like playing the miner, as opposed to just letting it act out its natural-born bothaviors for the entire duration of its life span, there was usually stuff you could do. There were rich veins of ore scattered around the world that, once discovered, could be mined far more productively than the run-of-the-mill deposits where the vast majority of miner characters toiled. These veins tended to be in rough border regions that could not be reached and explored without having a lot of fun adventures along the way.

• The social structure was feudal. Any character could have between zero and twelve vassals, and either zero or one lord. A character with no lord and no vassals was called a ronin, but, except among rank newcomers, there were few of these; more typical was to set up a moderately sized network of vassals who spent their lives doing things like mining and farming. A character who had some vassals but no lord was called a Liege Lord and, obviously enough, sat at the top of a hierarchy; most Liege Lords were small-timers running one-or two-layered networks of miners or farmers, but some ran deeper trees comprising thousands of vassals distributed among many layers of the hierarchy, and here was where the intragame politicking really became a significant part of the game, for people who cared and could afford to spend their time that way.

By making such provisions and tweaking them over the first couple of years of T’Rain’s existence, Richard and Nolan had managed to pull off the not-so-easy feat of making a massively multiplayer game that was as accessible to the all-important Chinese teenager market as it was to the podgy middle-aged Westerners who were dependent upon those Chinese teenagers for virtual gold. From one point of view, the Westerners got to have more fun, since they could purchase gold pieces and use that virtual cash to fund spectacular building projects and wars that were simply out of reach to the kids in China. But on the other hand, those kids in China were actually making money; playing the game, to them, was a source of income rather than an expense, and most of them were perfectly happy with the arrangement.

All of which fell under the general category of “plumbing”; it was the stuff that Richard had figured out very early in the project, the prerequisite for its being a self-sustaining business at all. He had become so fascinated by the gritty stuff, such as bothaviors of bellows-pumpers, that he had failed to pay enough attention to the features of the world that would be most obvious, and therefore most important, to the actual customers. Pluto’s world generation code was mind-blowingly awesome. Richard’s currency stabilization plan—once he’d hired a ­couple of people who knew about tensors—was worked out in better detail than such plans for real currencies. And the underlying code written by Nolan’s programmers to keep the whole system running was as well engineered as any in the industry. But for all that, they didn’t actually have a world. All Richard’s miners and horse archers and whatnot were just faceless manikins. T’Rain had no races, no cultures, no art and music, no history. No Heroes.

To provide all that, they needed what were known in the business as Creatives.

It seemed logical enough that their first Creatives ought to be writers, since their work would inform that of the artists and composers and architects who would be hired later. They had hired Professor Donald Cameron, a Cambridge don and writer of very highly regarded fantasy fiction, to lay down a few general markers. But Don Donald, or D-squared as they inevitably referred to him in all internal communications, was under contract, at the time, to deliver Volumes 11 through 13 of his Lay of the Elder King trilogy, and Richard really needed to get a lot written in a hurry.

And so it was that Richard, under a certain amount of temporal duress (launch was less than a year away), had conceived Corporation 9592’s Writers in Residence Program.

Years later, he was astounded by the naïveté of it. Writers, as it turned out, rather liked having residences. Once they had moved in, it was nearly impossible to dislodge them.

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