On a warm evening earlier this month outside a cafe in Buenos Aires, Colin Northway took a sip of his drink and told me about the rarest video game in the world.
He was making the game, he told me, and he was excited about it. He didnāt call it the rarest game on the planet. Thatās just how I would come to think of it in the days that followed, as Colinās unusual game concept took root in my brain and become something of an obsession. He was trying to do one of the most unusual things Iād ever heard a game developer attempt.
Colinās game, he explained to me that night, was a side project he thought up in Panama. He was developing it on a laptop he bought in Argentina. It was a diversion from the regular games that he and his wife, Sarah, create and sell online from whatever corner of the globe theyāre living in at the moment.
This new game, this experiment, was an interruption of inspiration from making the likes of Incredipede or Fantastic Contraption Those games were played by thousands and thousands of people. This new game, in contrast, was being made to be played by just about no one. Maybe a few dozen people. Maybe a few hundred. Maybe you, but probably not.
When he finished making the game, he vowed, he would glue the laptopās hard-drive in place. He would destroy the laptopās ports. He would disable its Internet connections. The game would live and die on the laptop.
The idea Colin dreamt up in Panama was of a video game that could never be copied, a game that would forever be locked to the machine on which it was made, a game that, as a result, wouldnāt have the life that games normally have.
āIāve always wondered what it would be like to paint a painting once and have only that,ā he would write about the game on his blog. āIām so accustomed to being able to copy infinitely, I want to know what it feels like to have one of something. To sweat and work to create something and only have that. I want to know what a painter feels like when they finish a painting.ā
Less beautifully, he described his project to me as āthis odd urge I have to lock a game in a prison.ā
When he finished making the game, Colin vowed, he would glue the laptopās hard-drive in place. He would destroy the laptopās ports. He would disable its Internet connections. The game would live its life solely on the laptop. The only people to ever play it would be people who touched that laptop. The only people who would touch that laptop would be the people with the good fortune to cross paths with the ever-itinerantNorthways. Most video games have a shot at living forever on discs and cartridges or as files backed up on the Internet. This game will not. Locked to a laptop, it will eventually die.
On the night that I met Colin in Buenos Aires, the game was technically still in development. He was still making it, he told me as we sat a table with Sarah and my wife. He had just started letting people play the game the day before at a New Yearās party full of local indie game developers. I donāt know if he had the game on him when we met.
Colin and I had encountered each other serendipitously. I was on vacation. The Northways just happened to be nearing the end of a three-week stay in Argentina before hopping over to Brazil. Heād heard through the grapevine that Iād be in town and suggested we meet. He and Sarah were staying near our hotel, so we decided to go listen to some jazz nearby, then get a drink. We werenāt going to talk shop, but talk of this game was too interesting not to bubble up.
The game he told me about and that Iāve become perhaps unhealthily fixated on is called Shader. In creating it, Colin Northway has spurned the thing we take for granted about video games, chiefly the idea that they can be easily copied and distributed to players throughout the world.
Shader has made me think a lot about things games have rarely made me think about before: the potential of a game whose every player has touched the same controls… the strangeness of a game whose creator will be within shouting distance every single time the game is ever played… the idea of a game that can die and never be experienced again… more abstractly, the opportunities in life we seize or miss.
I got close to Shader, but I didnāt play it. Iām still kicking myself about that.
Shader is a game about making images. Itās a series of virtual buttons that the player can manipulate to create a colorful visual and then mix it into another one. It can be used as a virtual canvas to make audience-enchanting effects or it can be played as a game. Each ālevelā of Shader challenges players to figure out how to produce specific visual effects.
āHave you ever played with a synth?ā Colin asked me as he tried to describe the game. āI like messing around with Sunrizer Synth for iPad. It is basically a collection of nobs and switches that let you define a sound. Shader is kind of the same thing for visuals.ā
Shader is not a racing game, not a shooter, not anything that would fit into a traditional video game genre. There are a few reasons why. āSome of that is controlled by the machine,ā Colin told me over e-mail after heād left Argentina for Brazil. Thereās only so much he could do with a cheap laptop, he explained. āItās slow, and I wanted to do something that would definitely run on the machine. It can handle running a single shader (even if itās pretty complicated) on a single image without much trouble.ā
https://vine.co/v/hVt2YbOLWmO/embed/simple
Shader also is what it is because of, well, what it actually is. Since the original point of Shader was simply to be a game that is forever linked to one machine, and since that machine will forever be carried around by Colin, the game canāt be played alone. Whoever plays it will at least have Colin with them and probably other people, too. Since a game like this would always have an audience, Colin figured it made sense to make a game that would please onlookers and that could feel like a performance. A traditional single-player game just wouldnāt make sense. Such are the epiphanies from a strange project like this.
āOk, this is going to be a little weird,ā Colin wrote to me when he began to explain how he got the idea for a game that would be locked to a single machine.
āWe lived on the water in the jungle in Panama for three months (with ok Internet), and I was reading a lot about quantum physics at the time. Youāve probably heard the idea that ātime is an illusionā? While reading, there was this moment where I *got* that idea really deeply, that there is no now or then, and everything that ever was or will be is now. [I got it] not in a religious or metaphysical way, but [saw] that time is a physical dimension that differs from others only in that it has some concept of direction.
Colin Northway: āStaring at the jungle and the ocean, I decided I wanted to climb to the top of a mountain and write a game that would give people this epiphany.ā
āThen, staring at the jungle and the ocean, I decided I wanted to climb to the top of a mountain and write a game that would give people this epiphany and lock it onto one laptop so that, not only would it exist in one point in time, but also one point in space. So you could visualize its life stretching through the four-dimensional cube of time as a three-dimensional worm.
āUnfortunately I havenāt really figured out the time game, and I havenāt picked a mountain,ā he continued. āYou could see Shader as a trial run. It moves through time as a worm and explores all these other ideas of audience and self-control and expectations. Itās also easier to get Sarah behind this one.ā
Colin is Canadian and, thankfully, his dollar goes far in Buenos Aires, where dire inflation has brought the peso from parity with the American dollar to now exchanging at 10 to 1 in the blackāor so-called āblueāāmarket. In a city where a cab ride costs more than 100 pesos, the weak laptop Colin bought ran him 3,500 pesos. Itās a little netbook.
Hereās a shot of him buying it.
āIt was also incredibly hard to find,ā Colin told me. āTablets have destroyed the netbook market.ā
Colin bought the laptop for Shader on December 21 and got to game-making. Colin and Sarah had worked together on Fantastic Contraption and Incredipede, but, ultimately, husband and wife are both designer-programmers and find that it makes more sense to work on their own stuff. While Colin was hatching Shader, Sarah was crafting a sequel to Rebuild, a well-received strategy game that plays something like a cross between SimCity and Civilization and that has players carefully rebuilding a city thatās been attackedāand continues to be plaguedāby zombies.
The couple worked on their games through Christmas and through the worst heat waveBuenos Aires had experienced in four decades. Just days before the āpolar vortexā would lash the United States with unusually frigid winter weather, Buenos Aires was melting in a day after day of summer temperatures topping 90 degrees Fahrenheit. The city struggled. The electrical grid blinked on and off. Poorer residents went without power for days. Some protested by blocking streets with burning trash bags.
Colin and Sarah tried to keep cool and make games. During that time they also got to know many of Buenos Airesā brightest independent game developers. Colin invited two of them, AugustĆn Cordes (Asylum) and Daniel Benmergui (Storyteller), to playtest the game. Then, Colin took it to the New Yearās party at the home of an indie dev known as Tembac. He took the laptop out around 3AM. Shaderās life had begun.
Colin Northway: The joke is often made that you should ship a copy of yourself with every game. With Shader, Iām actually doing it.ā
When Colin brought Shader out at the New Yearās party it wasnāt quite finished. People could play it, but Colin hadnāt damaged the computerās ports yet. He hadnāt broken his own rules and copied Shader anywhere, but he also hadnāt physically caged the game and cut off all escape routes just yet. But even without having done that, he felt something different when people started playing.
āIt felt amazing,ā he told me. āIt felt like the beginning of something, like I was watching something come to life. Thereās something special about the physical [laptop] keys being pressed by people. Itās totally irrational, but the feeling that those keys are going to hold the history of everyone who plays it feels deep. Somehow, the game feels more real than Incredipede to me. Games are usually bits that fly around and get copied to and fro. This is one actual thing, and it began to be that thing on New Years 2014.ā
Over on his blog, Colin wrote about how, with Shader, he would never have to ānervously click on a review link or get an email about how much someone doesnāt like it.ā Thatās liberating for a game creator but also bizarre. He also wrote that he would have āno need to attain standards but my own. Since Shader canāt find an audience, there is no reason to consider what anyone else will love or hate about it.ā
Energized by Shaderās first night out, Colin wrote about the three-way conversation he felt he was a part of. He didnāt have to worry about things his player wouldnāt understand. He didnāt have to lard his game up with tutorials. Heād always be there to explain things, to talk to the player, to see how the game affected them and how they used it. āThe joke is often made that you should ship a copy of yourself with every game,ā he wrote. āWith Shader, Iām actually doing it.ā
I met Colin on January 2, the day after that party, and was fascinated by his experiment.
As a games reporter for the last decade, Iāve had my own experiences with rare games. Iāve played the likes of Killer Queen, a 12-player multiplayer game that only works on a specially-designed arcade cabinet. Iāve tried Deep Sea, a sensory deprivation game meant to be played under a special hood. Several years ago, the powers that be at Rockstar Games let me play the never-released Adults Only version of their Wii game Manhunt 2
With great fascination back in 2009, Iād written about a game called Lose/Lose, a sort of Space Invaders in which every enemy in the game represents a random file on your computer that youāre deleting when you shoot it.
Iād met developers who had shown me games theyād yet to release. Iād heard of experimental games that were meant to be played a finite number of times before deleting themselves.
Colin Northway: āIs it immoral to not copy something that could be copied? I kind of think it is. … If people get mad about this, then I agree with them, Shader carries some of the beauty of sculpture by denying a lot of the beauty of games.ā
I suggested to Colin that his game was like those self-deleting games. Not really, he corrected me. āThe closest analogy to Shader is games with custom hardware. Usually, only one of them is made. I feel differently about Shader because it can be copied so easily. It would run perfectly well on any computer. I could try to sell it if I wanted to. Iām kind of hoping that will make people think about the nature of copying instead of the nature of interfaces.ā
He was right. The idea that Shader could be copied but simply wasnāt going to beāthe idea that Colin is actively holding the game back and keeping it in the āprisonā of his laptopāis different and potentially profound. Itās also, Colin thinks, not necessarily a purely noble act. Thereās a selfishness to it, in a manner of speaking. Thereās a rebuke of the presumed relationship between game creators and game players. There is a pushback against the fundamental ideas that the game creator makes things for large numbers of people to play and that the gamer can assume with every passing year that they will have more immediate access to play more games, anywhere, any time.
āLike, is it immoral to not copy something that could be copied?ā Colin pondered to me.
āI kind of think it is,ā he wrote, answering his own question. āIsnāt Shader something Iām denying the world? Do the small benefits to the people who do play it outweigh the detriment of so many people not having the opportunity? I like that Shader is in this one place. Thatās very valuable to me, but I donāt want to totally defang the anti-democratic argument. If people get mad about this, then I agree with them, Shader carries some of the beauty of sculpture by denying a lot of the beauty of games.ā
Colin hasnāt sabotaged the laptop Shader is on yet. He will do that once he feels he is done making the game. Heās a little nervous about the sabotaging process. āIf I somehow fuck up and brick the netbook then I will have killed Shader,ā he said.
He wonāt be taking a hammer to the machine. He needs to be careful.
āMy current plan is mostly glue-based. Iām going to fill all the ports with super glue (except video out) and glue the hard-drive in place. Then Iām going to delete the drivers that run the Wi-Fi and Bluetooth. This seems like the safest [method], if not most dramatic. I really donāt want to risk bricking the netbook. Iām actually open to suggestions, though, if any readers have done this sort of thing before.ā
I suggested that heād be tempted to back the game up to Dropbox or something before messing with the computer. He said he wonāt: āIt will be tempting to save a copy, but Iām pretty sure I can resist. A copy wouldnāt really be Shader anyway. Iām very used to thinking of the netbook as the game.ā
Colin Northway: āMy current plan is mostly glue-based. Iām going to fill all the ports with super glue (except video out) and glue the hard-drive in place.ā
Given how much Colin and Sarah travel, and given how they often stay in remote places, I think Iām more worried about Shaderās lifespan than Colin seems to be. I can just imagine the laptop getting roughed up in airport security. I can just see someone spilling a soda on the keyboard or dropping the computer. One disaster like that and Shader would be gone forever.
Colin doesnāt seem to be as nervous.
āI expect it to truck on for a good while,ā he said. āWe travel with our laptops, and they get pretty beat up but survive, so Iām hopeful. I know the screen will eventually die, which sucks, and Iām tempted to super-glue a mouse in place to relieve the pressure on the trackpad and keyboard (when the mouse dies I can just cut the cord).ā
The game has survived its first border-crossing. Colin is in Brazil now, with a swing through San Francisco planned for the Game Developers Conference and then some travel in Canada. Maybe South Africa after that.
Colin is keeping a list of everyone who plays Shader. Including his and Sarahās, heās got 12 names on there now, mostly from that New Yearās night in Buenos Aires. āOne person wrote āSin Nombreā as his name and said he didnāt want the government to get his name,ā Colin told me. Given Argentinaās scars from its recent dictatorship, such concern seems reasonable.
My name is not on Colinās list. I havenāt played Shader, and I canāt overstate how much this has bothered me in the week since I met Colin or, more specifically, in the week since I realized Iād missed my chance.
As much as Colinās talk about Shader intrigued me on the day that I met him, I didnāt ask him to play the game. Weād just met, had gone to hear some jazz with our wives and had agreed to meet up again a couple of days later at the Argentinian indie developer Tembacās house. Fascinated as I was by Colin and Sarah, their travels and Colinās game, my mind was mostly in vacation mode.
https://vine.co/v/hVtYiHxdXIW/embed/simple
When I arrived at Tembacās house on the night of the 4th, I knew Iād be meeting a slew of Argentinian developers, many of whom wanted to show me their creations. I played a bunch of their games that evening. I saw a lot of smart, fresh ideas and was impressed with their sector of the Argentinian game development scene. I assumed I could follow up with them and play more of their games later.
Colin and Sarah eventually showed up. I watched Sarah play her new game and made a mental note to ask her more about it when she was further along and I was back in the States. Colin was chatting with other folks at the party. We didnāt talk much, and, somehow, given the hour or the alcohol, I forgot about Shader. The next morning, I remembered it. I realized then that I was too late. I learned that they played the game much later the night before, after Iād left. Colin had had it with him, but Iād missed my chance.
The next day, on the morning of the 5th, I packed a suitcase and headed to the airport to go to northern Argentina to see some of the biggest waterfalls in the world. Colin and Sarah were staying in Buenos Aires for another day before flying up to go to Brazil. Thatās when Shaderās specialness really hit me and the gnawing began. I started thinking about the hours of my flights. My wife and I would be returning to Buenos Aires for a day. Could we catch the Northways before they split? Maybe we could fly back sooner. Maybe the Northways would, for some random reason, stay an extra day. I hoped, irrationally.
Suddenly I just had to play the game. Suddenly, I realized there was a good chance that I never would. I simply might not cross paths with Colin before his laptop gives out.
I had taken Shader for granted. I had viewed it, subconsciously, as any other game I didnāt have to rush to play. Having missed it, though, I sensed myself becoming unreasonable. Youāre about to see some of the worldās most amazing waterfalls, I told myself. Sure, but plenty of people can see them. Theyāll always be around. Oh, I was being absurd and entitled. At least for a time, however, those waterfalls washed my feelings about Shader away.
https://vine.co/v/hYQqqhqP1lO/embed/simple
We live in a world of easy duplication. We live in a world where everything is copied and pasted, retweeted and torrented. We live in a time of DVRs and cloud saves and the phone-assisted ability to photograph or film anything we see.
In an age of constant recording and copying, impermanence is novelty. Ephemera is exciting. Shader is a part of that. Itās not some game we havenāt gotten around to yet. Itās not some shooter bought cheap in a Steam sale or a role-playing game borrowed on disc from a friend thatās just piling up in a backlog of games we donāt have time to play.
Itās a game that exists right now, yet is out of the reach of nearly every person on the planet because of a choice. Itās a game you or I can only play if our lives take us certain places and enable us to meet a certain person.
Itās a game we can only play until the tides of time erode it from existence. Itās a game that will disappear. Itās a game that cannot be saved.
I recently told Colin that I was frustrated about not having played Shader. My intent was to compliment him for conceiving such a fascinating idea. I also was trying to sound out my own anxiety. How pure were my motivations to play the game? Did I want to play it because the game itself intrigued me? Or because I wanted the status of being on Colinās rarified list? Probably a bit of both, to be honest. Playing Shader would have been cool. It would have felt like an adventure, a good sidequest in a life of trying to have an interesting time playing interesting video games.
In an age of constant recording and copying, impermanence is novelty. Ephemera is exciting. Shader is a part of that.
I told Colin Iād happily plug whatever heās working on at the moment that would actually pay his bills. He told me heās āworking on something with Rich Edwards, a British indie. Itās physicsy and probably set on Venus and involves jelly-fish and giant air whales. It will definitely come out in 2014.ā Pretty cool, I thought.
I also told him that, a few weeks ago, I wasnāt planning on flying out to San Francisco in early 2014. I said I was now considering changing my plan to go out to the Game Developers Conference in that city, just because he said heād be there.
āThatās crazy about the trip to GDC!ā he replied. āI know what you mean, though. I donāt think there is any one reason itās so beguiling. The status thing could be part, but also, I think, being denied access is infuriating and makes you want something more. Plus the weird specialness of the physical object and feeling connected to its history (both past and future). Those are all things games donāt usually do.ā
He tossed me some hope with an asterisk attached.
āIf you do make it to GDC you can definitely play it!ā he told me. āAssuming I donāt kill it in the sabotaging process.ā
To contact the author of this post, write to [email protected] or find him on Twitter @stephentotilo.