For five months after his death, development of Hero and
Princess went on without incident. The
working title was a relic at this point, as there was no “Princess” in the game
anymore, but you can’t tell your investors you’re working on a game that’s just
called “Hero.”
At least, officially there was no Princess in the game.
The AI and graphical data for The Princess, rough concepts through they were,
remained in the game code many months into development. It was only when bug reports started coming
in that the developers even considered
deleting her entirely. According to
testers, on rare occasions the game was loading the unfinished model of a girl with red
hair and a white dress in place of various NPCs. This girl would always have no AI, collision
or any method of interaction, and if she replaced a quest-critical NPC she
immediately made continuing impossible.
Somehow the graphical data of The Princess was still being called and
the developers tried a number of fixes for this.
But nothing worked. As time went on, reports of The Princess’ appearances
in-game became more elaborate and, to the dismay of the development team, more
frequent. She was starting to spawn with
NPC AI routines, sometimes even offering random dialogue options from other
points in the game. Additionally, she
would occasionally behave in ways that didn’t directly match any known AI routines. One common note was that she would turn and
face the camera no matter where it was moved, rather than looking at the player
avatar. There was also one recorded
instance of her displaying a line of text that did not appear anywhere in the
game.
The text read “Please.”
After three months of this, development was slowing to a
crawl. The “Princess Glitch” was making
it very difficult to get actual work done, as it would frequently disrupt any
attempts to test if game elements were working properly. Even test areas with no NPCs weren’t safe
from the occasional manifestation of this glitch. Around the office, with the testers in
particular, rumors were starting to spread about The Princess and the idea that
their game might be haunted by the spirit of Mr. Carver. Apparently one such conversation occurred
during testing, and resulted in the test build immediately hard locking with an
image of The Princess front and center.
The testers decided not to report that one.
The problem came to a head when the development team came in
one morning to find their chief character modeler, who we’ll call Gina, passed out on
the floor of the office with a crumpled piece of paper in her hand. The staff, completely unsuited for such a
crisis situation, proceeded to poke at her until she awoke. At first, she claimed to have no memory of
the events of that evening. She had
been working all night, but remembered nothing after midnight passed.
When her co-workers unfolded the paper that has been in her
hand, they realized it was an image of The Princess, hastily scribbled in
felt-tipped pen. Upon seeing this, Gina
immediately reacted in panic and attempted to flee the building. The staff’s attempts to calm her down were
met with cryptic cries of “You don’t know her!” and “We can’t stay here!” Gina left the office and returned home,
calling to turn in her resignation the very next day. Apparently, she and the Executive Producer
had a very long and very heated talk over the phone. At its conclusion, he ordered any and all
data pertaining to the “Princess Feature” to be removed from the game
entirely. All the models, all the
scripting, everything.
The problem was…the dev team already had, weeks ago.
After two years of development, Hero and Princess was
canceled. Ever since the incident with
Gina, people had been leaving the project steadily, many under similarly
cryptic circumstances. Testers, in
particular, had a high turnover rate, and the bugs they were reporting often
failed to make much sense at all. The
project had been deemed a money-sink by company investors, and the decision was
made to cut their losses and move on to something else.
Two years later, the Executive Producer of the project
committed suicide by jumping from his second story window. No one knew why he’d done so. He’d moved on to a new project and was
actually doing quite well for himself.
However, despite a thorough search, no signs of foul play were
discovered, nor any signs that anyone else had been in the house at the
time. The only unusual element was that
he’d left Ocarina of Time running on his television while he went upstairs to
do it. It wasn’t even paused.
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And that’s the story Dan told us. He had been a tester during the development
of Hero and Princess, one of the few who had stayed from the project’s early
stages all the way to its collapse. He
himself had many tales of The Princess’ exploits during the development of the
game, but that wasn’t why he came to the Society, and that isn’t why I’ve
posted his story here.
What Dan wanted was a record. He wanted the history of The Princess to be
known. He was the only one willing to
talk about it, and he didn’t want it to die with him.
Why might he die? Dan
had decided he was going to confront The Princess, and he needed the Society’s
help.