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A truly magnificent thing about the way the brain was coded, Sam thought, was that it could say “Excuse me” while meaning “Screw you.” Unless they were unreliable or clearly established as lunatics or scoundrels, characters in novels, movies, and games were meant to be taken at face value—the totality of what they did or what they said. But people—the ordinary, the decent and basically honest—couldn’t get through the day without that one indispensable bit of programming that allowed you to say one thing and mean, feel, even do, another.
How could a person still be as young as he objectively knew himself to be and have had so much time pass? And why was it suddenly so easy to forget that he despised her? Time, Sam thought, was a mystery. But with a second’s reflection, he thought better of such sentiment. Time was mathematically explicable; it was the heart—the part of the brain represented by the heart—that was the mystery.
“Come on, Sadie. There’ll always be another class. How many times can you look at something and know that everyone around you is seeing the same thing or at the very least that their brains and eyes are responding to the same phenomenon? How much proof do you ever have that we’re all in the same world?”
Sam looked at Sadie, and he thought, This is what time travel is. It’s looking at a person, and seeing them in the present and the past, concurrently. And that mode of transport only worked with those one had known a significant time.
Sadie liked the phrase “an abundance of caution.” It reminded her of a murder of crows, a flock of seagulls, a pack of wolves. She imagined that “caution” was a creature of some kind—maybe, a cross between a Saint Bernard and an elephant. A large, intelligent, friendly animal that could be counted on to defend the Green sisters from threats, existential and otherwise.
“I feel bad for the Goombas.” “They’re just henchmen,” the boy said. “But it feels like they’ve gotten mixed up in something that has nothing to do with them.”
Sam would later tell people that these mazes were his first attempts at writing games. “A maze,” he would say, “is a video game distilled to its purest form.” Maybe so, but this was revisionist and self-aggrandizing. The mazes were for Sadie. To design a game is to imagine the person who will eventually play it.
Sadie found Dov vulgar, repellent, and a little sexy.
“The idea is to blow each other’s minds,” Dov said. “I don’t want to see versions of my games, or any other games I’ve already played. I don’t want to see pretty pictures without any thought behind them. I don’t want to see coding that is seamless in service of worlds that are uninteresting. I hate hate hate hate hate being bored. Astonish me. Disturb me. Offend me. It’s not possible to offend me.”
You would think women would want to stick together when there weren’t that many of them, but they never did. It was as if being a woman was a disease that you didn’t wish to catch. As long as you didn’t associate with the other women, you could imply to the majority, the men: I’m not like those other ones.
She had inadvertently ended up having an affair with a married man and even though she hadn’t known that at the beginning, she knew it now. And maybe, if she were honest with herself, she had known. Maybe she had been like the player in Solution. Maybe she hadn’t asked the right or enough questions because she hadn’t wanted to know the answers.
But then, he called out one more time, “SADIE MIRANDA GREEN, YOU HAVE DIED OF DYSENTERY!” Sam could be ignored, but the childish shared reference could not be. It was an invitation to play. She turned.
And so she’d be cool, because that’s what mistresses were. Mistress, Sadie thought. Sadie laughed a bit to herself, thinking this was what it was like to play someone else’s game: to have the illusion of choice, without actual choice.
“You’re a…a…” He searched his mind for the worst word he had ever heard. “Cunt,” he whispered. He had never said that word before, and the word felt exotic, as if he were speaking a foreign language.
“Always remember, mine Sadie: life is very long, unless it is not.” Sadie knew this to be a tautology, but it also happened to be true.
Sadie found the relative boredom of Metal Gear Solid comforting. As Sadie made her character crouch and hide behind boxes or walls or doorways, she realized stealth would be a good strategy for her, in this particular moment. She would be here, in this room with Dov, but she would not provoke him or engage him unless she absolutely had to.
“You aren’t just a gamer when you play anymore. You’re a builder of worlds, and if you’re a builder of worlds, your feelings are not as important as what your gamers are feeling. You must imagine them at all times. There is no artist more empathetic than the game designer.”
And in those days, girls like Sadie were conditioned to ignore the sexist generally, not just in gaming—it wasn’t cool to point such things out. If you wanted to play with the boys, they couldn’t be afraid of saying things around you.
“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.
He felt fortified in her presence. His arguments and observations were sharper. He was less aware of the brutal New England cold than he had been in the two winters he’d spent without Sadie, and the constant, low-level pain in his foot was less central to his thoughts. When he walked with her, he even dreaded the cobblestones less.
One of Sam’s eventual strengths as an artist and as a businessman was that he knew the importance of drama, of setting the scene.
But this was classic Sam—he had learned to tolerate the sometimes-painful present by living in the future.
It was Marx who suggested the Glass Flowers. Sam had asked Marx for the most interesting place at Harvard. Marx had been a Harvard Yard tour guide, but even if he hadn’t been, he was the kind of well-traveled cicerone who always knew the best parts of any city.
They were the answer to a problem: How do you preserve the impossible to preserve? Or, in other words, how do you stop time and death? Could there have been a more propitious place to begin the company that would become Unfair Games? What, after all, is a video game’s subtextual preoccupation if not the erasure of mortality?
We walk back to town, and he looks at me seriously and he says, “Sadie, when you tell this story, say I asked you at the glass flower exhibit. Don’t say it was closed.” The myth, the narrative, whatever you want to call it, was always of supreme importance to Sam. So, I guess, by even telling this story, I’m betraying him.
but what struck her even more were the models the Blaschkas had made of decomposing fruits, their bruises and discolorations, in medias res, preserved for eternity. What a world, Sadie thought. People once made glass sculptures of decay, and they put these sculptures in museums. How strange and beautiful human beings are. And how fragile.
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.
It is worth noting that greatness for Sam and Sadie meant different things. To oversimplify: For Sam, greatness meant popular. For Sadie, art.
“Sometimes, I would be in so much pain. The only thing that kept me from wanting to die was the fact that I could leave my body and be in a body that worked perfectly for a while—better than perfectly, actually—with a set of problems that were not my own.” “You couldn’t land at the top of a pole, but Mario could.”
No one, Sam felt, had ever loved him except those who had been obligated to love him: his mother (before she had died), his grandparents, Sadie (disputed hospital volunteer), Marx (his assigned roommate).
Other people’s parents are often a delight.
As far as Sadie knew, Marx was a good-looking rich kid with a wide range of interests and very few skills. At Crossroads, where she’d gone to high school, half of her male classmates had been Marxes.
Sam’s grandfather had two core beliefs: (1) all things were knowable by anyone, and (2) anything was fixable if you took the time to figure out what was broken. Sam believed these things as well.
But it was Dov’s cologne that Marx loathed. It wasn’t a cheap cologne, but as soon as he came into the room, his scent was everywhere, and even after he left, and they opened every window in the apartment, Marx could still smell him. The room felt murky and musky, oppressive with pine, patchouli, and cedar. It was, he felt, an aggressively male cologne, a roofie of a cologne.
But he didn’t feel bad that he hadn’t said it. Sam knew that Sadie knew that he loved her. Sadie knew that Sam loved her in the same way she knew that Sam had not seen the Magic Eye.
She felt plagued by bourgeois fantasies of a cheaper, cleaner, healthier, happier life for them in an unnamed, distant city. She imagined a backyard for Sam, and a yellow dog of indeterminate lineage from the shelter, and walk-in closets, and laundry done sans quarters and in the privacy of her own home, and no one living above them or below them. She imagined palm trees and warm weather and the scent of plumeria, and their ill-fitting, puffy coats unceremoniously tossed in garbage bags for donation to the Salvation Army. With equal intensity, she feared her New York life was the best of all
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Dov laughed. “I forget how young you are. You’re still at the age where you mistake your friends and your colleagues for family.” “Yes, Dov,” she said, trying to hide her irritation. “When you have children, you’ll never be able to worry about a friend as much again,” Dov said.
He was tired of his body, of his unreliable foot, which couldn’t even handle the slightest expression of joy. He was tired of having to move so carefully, of having to be so careful. He wanted to be able to skip, for God’s sake. He wanted to be Ichigo. He wanted to surf, and ski, and parasail, and fly, and scale mountains and buildings. He wanted to die a million deaths like Ichigo, and no matter what damage was inflicted on his body during the day, he’d wake up tomorrow, new and whole. He wanted Ichigo’s life, a lifetime of endless, immaculate tomorrows, free of mistakes and the evidence of
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Sam, for his part, was certain that he had named Unfair Games: when he had woken up in the hospital with that broken ankle, he could remember thinking that the best thing about games is that they could be fairer than life. A good game, like Ichigo, was hard, but fair. The “unfair game” was life itself.
She liked solitude and the thoughts of her own interesting and creative mind. She liked to be comfortable. She liked hotel rooms, thick towels, cashmere sweaters, silk dresses, oxfords, brunch, fine stationery, overpriced conditioner, bouquets of gerbera, hats, postage stamps, art monographs, maranta plants, PBS documentaries, challah, soy candles, and yoga. She liked receiving a canvas tote bag when she gave to a charitable cause. She was an avid reader (of fiction and nonfiction), but she never read the newspaper, other than the arts sections, and she felt guilty about this.
When she looked at him, she saw Sam, but she also saw Ichigo and Alice and Freda and Marx and Dov and all the mistakes she had made, and all her secret shames and fears, and all the best things she had done, too. Sometimes, she didn’t even like him, but the truth was, she didn’t know if an idea was worth pursuing until it had made its way through Sam’s brain, too. It was only when Sam said her own idea back to her—slightly modified, improved, synthesized, rearranged—that she could tell if it was good.
She knew if she told him her new idea, it would instantly become his, too. They’d be walking down the aisle all over again, blithely stamping on another glass, come what may.
On the night Sam went missing, it occurred to Sadie that nothing in life was as solid-state as it appeared. A childish game might be deadly. A friend might disappear. And as much as a person might try to shield herself from it, the possibility for the other outcome was always there. We are all living, at most, half of a life, she thought. There was the life that you lived, which consisted of the choices you made. And then, there was the other life, the one that was the things you hadn’t chosen. And sometimes, this other life felt as palpable as the one you were living.
The space Marx had chosen was so immaculate. Sadie loved clean, bright things, and she felt hopeful. It was right that they should come to California. California was for beginnings. They would make Both Sides, and it would be even better than Ichigo, because they were so much smarter than when they’d made Ichigo. Sam would be healed, and she wouldn’t be angry at him anymore—it wasn’t his fault that people thought Ichigo was his. And Sadie would be brand-new.
Throughout his life, Sam had hated being told to “fight,” as if sickness were a character failing. Illness could not be defeated, no matter how hard you fought, and pain, once it had you in its grasp, was transformational.
Sam’s doctor said to him, “The good news is that the pain is in your head.” But I am in my head, Sam thought. Sam knew the foot was gone. He could see it was gone. He knew what he was experiencing was a basic error in programming, and he wished he could open up his brain and delete the bad code. Unfortunately, the human brain is every bit as closed a system as a Mac.
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.
In return, he gave her a silk scarf with a reproduction of Cherry Blossoms at Night, by Katsushika Ōi, on it. The painting depicts a woman composing a poem on a slate in the foreground. The titular cherry blossoms are in the background, all but a few of them in deep shadow. Despite the title, the cherry blossoms are not the subject; it is a painting about the creative process—its solitude and the ways in which an artist, particularly a female one, is expected to disappear.
It isn’t a sadness, but a joy, that we don’t do the same things for the length of our lives.”
Sadie walked under the gates, one by one by one. At first, she felt nothing, but as she kept moving ahead, she began to feel an opening and a new spaciousness in her chest. She realized what a gate was: it was an indication that you had left one space and were entering another.