Permanent Record(15)



I’d roam the Ultima gamescape as one of my alts, interacting with the alts of others. As I got to know these other alts, by col laborating with them on certain quests, I’d sometimes come to realize that I’d met their users before, just under different identities, while they, in turn, might realize the same about me. They’d read my messages and figure out, through a characteristic phrase I’d used, or a particular quest that I’d suggest, that I—who was currently, say, a knight who called herself Shrike—was also, or had also been, a bard who called himself Corwin, and a smith who called himself Belgarion. Sometimes I just enjoyed these interactions as opportunities for banter, but more often than not I treated them competitively, measuring my success by whether I was able to identify more of another user’s alts than they were able to identify of mine. These contests to determine whether I could unmask others without being unmasked myself required me to be careful not to fall into any messaging patterns that might expose me, while simultaneously engaging others and remaining alert to the ways in which they might inadvertently reveal their true identities.

While the alts of Ultima were multifarious in name, they were essentially stabilized by the nature of their roles, which were well defined, even archetypal, and so enmeshed within the game’s established social order as to make playing them sometimes feel like discharging a civic duty. After a day at school or at a job that might seem purposeless and unrewarding, it could feel as if you were performing a useful service by spending the evening as a healer or shepherd, a helpful alchemist or mage. The relative stability of the Ultima universe—its continued development according to defined laws and codes of conduct—ensured that each alt had their role-specific tasks, and would be judged according to their ability, or willingness, to complete them and fulfill the societal expectations of their function.

I loved these games and the alternative lives they let me live, though love wasn’t quite as liberating for the other members of my family. Games, especially of the massively multiplayer variety, are notoriously time-consuming, and I was spending so many hours playing Ultima that our phone bills were becoming exorbitant and no calls were getting through. The line was always busy. My sister, now deep into her teen years, became furious when she found out that my online life had caused her to miss some crucial high-school gossip. However, it didn’t take her long to figure out that all she had to do to get her revenge was pick up the phone, which would break the Internet connection. The modem’s hiss would stop, and before she’d even received a normal dial tone, I’d be screaming my head off downstairs.

If you’re interrupted in the middle of, say, reading the news online, you can always go back and pick up wherever you left off. But if you’re interrupted while playing a game that you can’t pause or save—because a hundred thousand others are playing it at the same time—you’re ruined. You could be on top of the world, some legendary dragon-slayer with your own castle and an army, but after just thirty seconds of CONNECTION LOST you’d find yourself reconnecting to a bone-gray screen that bore a cruel epitaph: YOU ARE DEAD.

I’m a bit embarrassed nowadays at how seriously I took all of this, but I can’t avoid the fact that I felt, at the time, as if my sister was intent on destroying my life—particularly on those occasions when she’d make sure to catch my eye from across the room and smile before picking up the downstairs receiver, not because she wanted to make a phone call but purely because she wanted to remind me who was boss. Our parents got so fed up with our shouting matches that they did something uncharacteristically indulgent. They switched our Internet billing plan from pay-by-the-minute to flat-fee unlimited access, and installed a second phone line.

Peace smiled upon our abode.





5



Hacking





All teenagers are hackers. They have to be, if only because their life circumstances are untenable. They think they’re adults, but the adults think they’re kids.

Remember, if you can, your own teen years. You were a hacker, too, willing to do anything to evade parental supervision. Basically, you were fed up with being treated like a child.

Recall how it felt when anyone older and bigger than you sought to control you, as if age and size were identical with authority. At one time or another, your parents, teachers, coaches, scoutmasters, and clergy would all take advantage of their position to invade your private life, impose their expectations on your future, and enforce your conformity to past standards. Whenever these adults substituted their hopes, dreams, and desires for your own, they were doing so, by their account, “for your own good” or “with your best interests at heart.” And while sometimes this was true, we all remember those other times when it wasn’t—when “because I said so” wasn’t enough and “you’ll thank me one day” rang hollow. If you’ve ever been an adolescent, you’ve surely been on the receiving end of one of these clichés, and so on the losing end of an imbalance of power.

To grow up is to realize the extent to which your existence has been governed by systems of rules, vague guidelines, and increasingly unsupportable norms that have been imposed on you without your consent and are subject to change at a moment’s notice. There were even some rules that you’d only find out about after you’d violated them.

If you were anything like me, you were scandalized.

Edward Snowden's Books