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It had been his mother’s idea. He could save lots of money by moving back home, she said. The room wasn’t being used in any case. All he had to do was to take out a few bits of dining-room furniture she had put in there.

The summer when he was twenty-seven, he moved back in with his mother.

‘It’s only temporary,’ he said.

‘It’ll be lovely,’ she answered.

Choose Yourself a World

It was a good place to be. It was a perfect meritocracy.

If you were skilful and alert, you rose through the levels. If you persevered and carried out your tasks, you reaped the rewards.

Quite simply, you got what you deserved.

There were no inherited qualities or privileges. You chose your class and your race for yourself. It was your skills, and how you used them, that carried you up the hierarchy and towards your goal.

Everyone started from the same place, from the start.

You made yourself exactly as you wanted to be. You gave yourself a name and a story. You could be a man or a woman. You could be a human being or a troll, a dwarf or an elf, a gnome or an orc. That was your race.

Then there was class. You could choose to be warrior, priest, shaman, hunter or rogue. Or you could be one of the mages.

The hunters could get wild animals to fight for them while they stood back and fired their crossbows. The rogues could steal up on their opponents without being seen and attack them from behind with a dagger or axe. They were the best in hand-to-hand combat, while the priests could inflict the most damage from a distance. They had healing powers and used black magic. A mage had an arsenal of remedies that infused strength over time; a paladin knew magic spells that restored life instantly.

The druids could change themselves into bears and tigers, huge trees or rocks. They could summon tornadoes or dark clouds. The warlocks could call forth demons to sacrifice themselves in battle. The shamans could invoke air, earth and water, while the knights could use light to blind their opponents.

But a plus was always accompanied by a minus. If you were strong in one area, you were weak in another. Those able to dish out fire or ice could not take much themselves, whereas those who had only a club to fight with were hardier in battle.

Finally, you had to choose a profession. Blackmith or alchemist, tailor or fisherman, skinner or cook.To know a craft well could be as valuable as swordplay or spellcraft. When you were not supplementing your own arsenal, you could make a profit supplementing someone else’s.

* * *

The game could commence.

He was entering a world of colour. Sometimes the contrasts were subdued and misty, then all of a sudden the colours would crackle out at him. The landscape was constantly changing. A bolt of lightning would strike, a river burst its banks or red-hot lava threaten to fill the valley he was standing in.

The green was greener, the red redder, the dark darker, the light lighter. Everything had a meaning and a purpose. Every tool had its use. Every skill could be exploited. The landscape was charged with meaning.

Like everyone else, he started at zero in terms of qualities. From that point on he could earn points, which were given in percentages as he completed the tasks.

The qualities he had to improve to raise his percentage were strength, resilience, flexibility, courage and intelligence.

As a newcomer he was allocated simple tasks. It might be to harvest the crops of the field, make a spear, or barter to get himself an animal to ride. There were fast animals and slow ones. Some could fly, like the sandstone drake. He could also get himself a non-fighting pet that just followed him around the game.

Everything he wanted, he had to make or capture himself. Sometimes there was gear for sale in auctions, or he could exchange things. Some tools were in the ownership of the enemy and then he had to beat his opponent and take what had been his.

It was laborious work. With patience came results. With time came assets.

The tasks grew more demanding. He was to kill a monster, find a hoard of treasure. Both of them might be concealed among the cliffs. Attractive castles could be surrounded by vampires, the plains around them transformed into enchanted battlefields.

Eventually it became impossible to complete the tasks alone. He had to cooperate with others, join a guild. The guild members had to have qualities that complemented each other. The strongest had to fight in the front line. The warriors and paladins had to draw the attention of the enemy so the more vulnerable, the mages and priests who had the power of healing, were not hurt.

There was an element of obligation too. If you didn’t show up, if you weren’t there, you let everybody down and the guild risked losing.

* * *

He gave himself the name Andersnordic. His gender was male and his race was human. His class was that of mage.

Andersnordic was tall and powerful, with a menacing, greyish face. His big body was dressed in a knight’s outfit with precious stones sewn onto the chest and huge epaulettes on the shoulders. On his head he wore a tall, shining staff.

He relaxed his shoulders.

And pressed the keys.

The game drew him in and calmed him down. The system was easy to understand. There were no awkward categories like cool versus uncool. If you were clever enough, you were good enough. Absolutely anyone could be a success, all you had to do was be dedicated and logged in. Your reward came with time and experience, not like the volatile stock market, not like the risky chat-up scene.

Anders was good at collecting points and moved swiftly up the levels. The gamers played wearing headsets and communicated as they went along. The exchanges were largely about raids, allocation of roles and fighting tactics. They knew each other only as characters in the game – avatars – and not as their everyday selves.

Anders initially slotted into the newcomer role and was unassuming and quiet, not very active in discussions. As he rose through the hierarchy, he gradually changed. He became more affable, more talkative. As time went by he became known for his cheerfulness, as someone who could inspire others to contribute. Quite simply, he was well liked. ‘A tonic to depression,’ one of his fellow players called him.

* * *

Anders’s mother was frustrated. This was not what she had expected of her son. Whenever she went into his room he just got annoyed and chased her out again. He scarcely had time to eat, was as quick as possible in the loo and the shower, hurried back to his room, shut the door and slept late. Life took on a routine determined by the game; his offline breaks were few.

He had stopped answering when anybody rang him on his mobile. He asked his mother to say he was out if any friends turned up at the door.

Thus he passed his early days at 18 Hoffsveien. It was a mild, sunny autumn. On the solitary birch outside his window the leaves turned first yellow, then brown, and then fell to the ground. The rain set in. The leaves lying in a circle round the tree were soon slimy and decaying. He, meanwhile, took a comfortable seat in the deep office chair each day and let his fingers do battle with the keyboard as the days darkened.

Christmas came again, and he was playing full-time. There were periods when he spent sixteen or seventeen hours a day at the computer. On New Year’s Eve he spent the whole night logged on. Red-letter days were observed within the game. There were decorated trees at Christmas and fireworks at New Year.