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Freda stroked Sadie’s hand. “Mine Sadie. This life is filled with inescapable moral compromises. We should do what we can to avoid the easy ones.”
Hannah Levin, the only girl in the seminar besides Sadie (though this was an ordinary male-to-female class ratio at MIT), asked if Dov cared which programming language they used. “Why would I care? They’re all identical. They all can suck my dick. And I mean that literally. You have to make whatever programming language you use suck your dick. It needs to serve you.” Dov looked over at Hannah. “You don’t have a dick, so clit, whatever. Pick the programming language that is going to make you come.”
“Promise me, we won’t ever do this again,” Sadie said. “Promise me, that no matter what happens, no matter what dumb thing we supposedly perpetrate on each other, we won’t ever go six years without talking to each other. Promise me you’ll always forgive me, and I promise I’ll always forgive you.” These, of course, are the kinds of vows young people feel comfortable making when they have no idea what life has in store for them.
A
Sam and Sadie both knew what they liked in a game, and they could easily tell a good game from a bad game. For Sadie, that knowledge was not necessarily helpful. Her time with Dov and her years studying games in general had made her critical of everything. She could tell you exactly what was wrong with any game, but she didn’t necessarily know how to make a great game herself. There is a time for any fledgling artist where one’s taste exceeds one’s abilities. The only way to get through this period is to make things anyway.
But he took Sadie’s shoulders in his hands—she was a full inch taller than him—and he looked into her eyes. “Sadie,” he said. “Do you know why I want to make a game?” “Of course. Because you foolishly think it will make you rich and famous.” “No. It’s very simple. I want to make something that will make people happy.” “That seems trite,” Sadie remarked. “I don’t think it is. Do you remember when we were kids, and how much fun it used to be to spend the whole afternoon in some game world?” “Of course,” Sadie said. “Sometimes, I would be in so much pain. The only thing that kept me from wanting
  
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Long relationships might be richer, but relatively brief, relatively uncomplicated encounters with interesting people could be lovely as well. Every person you knew, every person you loved even, did not have to consume you for the time to have been worthwhile.
“I’ve been blue, lately,” Sam admitted. “And I wondered, how do you get over that sort of thing?” “Work helps,” Sadie said. “Games help. But sometimes, when I’m really low, I keep a particular image in my mind.” “What is it?” “I imagine people playing. Sometimes, it’s one of our games, but sometimes, it’s any game. The thing I find profoundly hopeful when I’m feeling despair is to imagine people playing, to believe that no matter how bad the world gets, there will always be players.”




































