A plasma screen was perched high in the corner, its sound off, and she glanced up at CNN and read the English headlines scrolling across the bottom of the screen.

Indonesian crisis, she read. Government blamed for currency collapse.

She could taste a metallic warning on her tongue.

All cancel, she thought.


Dagmar had been in Bengaluru for a wedding, but not a real wedding, because the bride and groom and the other principals were actors. The wedding was the climax of a worldwide interactive media event that had occupied Dagmar for six months, and tens of thousands of participants for the past eight weeks.

Unlike the wedding, Bengaluru was real. The white-painted elephant on which the groom had arrived was real. The Sikh guards looking after the bride’s borrowed jewelry were real.

And so were the eighteen-hundred-odd gamers who had shown up for the event.

Dagmar’s job was to create online games for a worldwide audience. Not games for the PC or the Xbox that gamers played at home, and not the kind of games where online players entered a fantasy world in order to have adventures, then left that world and went about their lives.

Dagmar’s games weren’t entertainments from which the players could so easily walk away. The games pursued you. If you joined one of Dagmar’s games, you’d start getting urgent phone calls from fictional characters. Coded messages would appear in your in-box. Criminals or aliens or members of the Resistance might ask you to conceal a package. Sometimes you’d be sent away from your computer to carry out a mission in the world of reality, to meet with other gamers and solve puzzles that would alter the fate of the world.

The type of games that Dagmar produced were called alternate reality games, or ARGs. They showed the players a shadow world lurking somehow behind the real one, a world where the engines of existence were powered by plots and conspiracies, codes and passwords and secret errands.



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