Legendary computer game designer Sid Meier‘s memoir is a heartfelt love letter to a life in computer gaming. The designer of Civilization not details the trials of designing and publishing games through his multi-decade experience of the industry. More importantly, it delves deep into discussions on what is important for a game to be enjoyable. Thankfully, this is not a technical treatise delving deep into the programming. Instead, it focuses on the effects of game mechanics on the experience. Mr. Meier also widens the scope of the discussion, by sharing his thoughts on the nature of art in general.
The book is mostly chronological, with frequent flashbacks to various events of childhood and adolescence. Mr. Meier has a self-deprecating style which shows through here as it does in his games. His recipe for success seems deceptively simple. Figure out what people enjoy, and make games that are enjoyable. Several humorous anecdotes about player and playtester feedback illustrate his point.
A collection of Alastair Reynolds novelettes and short stories, a few of which also feature in Beyond the Aquila Rift. The anthology is a mix of everything from post-apocalyptic tales to deep deep future wonders.
As ever, Reynolds impresses with his mastery of the short fiction genre. The often mind bending concepts are always refined into their significance on people. This makes them resonate strongly with the reader.
Teens Patricia and Laurence go to the same school. They could not be more different in background and interests, but they do have two things in common. They are both very odd, and they are both severely bullied. As a young child, Patricia had a surreal experience in which she talked to birds. Or maybe she was just dreaming. Laurence is attempting to develop a self-aware computer in his bedroom closet. Their parents are completely unable, even actively unwilling, to connect with their children. The two youngsters find solace and friendship in each other; kindred spirits despite their seemingly diametrally opposed ways of seeing the world. Eventually, Patricia ends up going to witch school, and Laurence is set on his path to tech whiz stardom.
Years later, the two reconnect in San Francisco. The world is by now in a bad place, with looming eco-catastrophe and global tensions. A feeling of the end times permeates the zeitgeist. Patricia’s realm of magic and Laurence’s dabbling in hypertechnological machinery on the fringes of known science seem completely incompatible. And yet the two protagonists stumble towards each other, sometimes bouncing off each other’s misunderstandings and prejudices. But all the while inexorably building a friendship of trust and commitment.
The novel is full of strange events, which Ms. Anders skillfully describes in a matter of fact prose full of clever and delightfully unexpected turns of phrase. Patricia’s sometimes dreamlike experiences and Laurence’s Silicon Valley free-flow tech world are both strange, and magical, and antagonistic, and they both connect to the world in their own ways. Shining through the sometimes weirdness of the novel’s events and narrative is a story of two imperfect people trying to get on in life. In a metaphor of growing up, they somewhat inevitably end up in the middle of grand events that they wish they could control better, and realise that those who came before them didn’t really know what they were doing either.
Just as much as I enjoyed the book, it is clear that many others will dislike it strongly. It does not seem a novel to which you can be indifferent. And that is a large part of its charm.