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Author's Note: This is a work of fiction. It might interest the reader to know that I've based the premise on an actual newspaper article that was very much like the one I put in Chapter Two.
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Chapter One
Incentive
Alright, let's face it. You probably decided to give this little narrative a try because you thought it might contain some hot sex ... and maybe a little lurid erotic mind control. Okay. I can promise you some of that. It's here, right in these pages. But this time, you're going to encounter more. Lots more. A few years ago, I never actually believed that truly evil men existed ... or that real terror would touch those around me. I had always figured that, eventually, the bad guys lose and the good guys win. They don't, of course. Bad guys win all the time. Well, most of time, anyway. And us good guys? Well, I'm here to tell you, that with a little hard work, pure intentions and perseverance .... Yeah, sure. Only in your dreams. Right?
And then again, maybe ....
I am a nerd. Now, if you're like most people, that term conjures up a certain image. Hollywood hasn't helped, of course. But, like most preconceptions, the image is wrong. The word itself has mixed definitions. A standard dictionary will declare a nerd to be stupid in one line, and intelligent (if single-minded) in the next. Most people who qualify for nerdom wouldn't be able to define it themselves. I, however, came across the perfect meaning myself a few years ago.
I was shanghaied into going to a wedding with a girlfriend. Yes, nerds have girlfriends. Well alright, she wasn't exactly a real girlfriend, but we had been out on three or four dates. Women love weddings. Weddings are planned by women, arranged by women, orchestrated by women specifically FOR women. Guys are more or less just along for the ride. I did not react well ... I never do at those sorts of things. I didn't know anybody else there, and I wound up just loitering around the periphery of the reception room, watching, while the women and their ensnared gentlemen all did the "chicken dance" and hokey pokey and other inane acts of revelry.
As I stood there, drowning in my misery, I noticed another guy just standing around, too. This fellow, however, did not fit anyone's definition of a nerd. He was tall, muscular, young, handsome ... the type of man that single girls fall all over themselves for ... but since he appeared to be out-of-touch with the gaiety around him, I thought I'd wander over and strike up a conversation. He wasn't very talkative. I finally pried a few facts out of him. He was a "Naval Aviator" ... a pilot ... one of those gung-ho idiots that fly jet aircraft into the decks of aircraft carriers and hopes something stops him. He had driven out from Norfolk with his wife. The bride was her cousin.
I felt an urge to ask all the questions that I suppose most people would ask a guy like that. You know ... how does somebody actually DO that sort of thing? Is it scary? How much training does it take? That sort of thing. But, of course, those were probably the types of questions he was trying to avoid, standing off from the crowd the way he was doing. Instead, I said: "You don't seem to be enjoying yourself very much. You don't like parties?"
He glanced at me and shrugged. "Oh, I love parties. I was at a great squadron party just last week. But nobody here really speaks my language."
And I thought: Bingo. That's it. That's me. That's the definition. A nerd is someone who's socially withdrawn because nobody around him speaks his language.
Now, you're probably going to point out that it's a two-way street ... and you'd be right, of course. I really SHOULD have tried to speak in terms of chicken dances and hokey pokeys. But my language of cyber cryptology, CERT/CC and OWASP is so very much more interesting. I'm certain that if some other pilot/nerd/Adonis had shown up at that wedding reception, that quiet fellow I talked to would have been great company, with his left hand chasing his right through immelmans and barrel rolls and split-S's as he related tales of dogfights and bomb runs. You just have to find somebody that speaks your language.
Fortunately, I know somebody that speaks mine. It took me long enough to hook up with him. I never really hit it off with any of my college roommates ... until I answered an ad to share an apartment my senior year. Frank was different. While we didn't share the same major (he was in computer graphics, I was into security software applications), he could not only SPEAK my language, he'd listen. He also became the best friend I've ever had.
We started off small enough, selling little programs, gimmicks, applications, services. I'd help him market some new avatar or cartoon character; then he'd help me test some new security idea for a personal phone app ... that sort of thing. It wasn't until we'd been working together for two years that we came up with an idea that would combine both fields. It was sort of a stroke of genius, actually. I thought of it, of course. Don't ask him, though ... he'll tell you it was HIS idea. Whoever. We immediately realized it was a completely new concept. And ... we realized it was going to be worth a lot. A whole lot. We worked hard on the thing ... day and night ... weeks, and months. And when we finally figured out how to get over the last hurdle, it all just seemed to click ... one of those true "Eureka" moments.
Since you probably don't speak the language, let me describe it like this. There are dozens of elements in a computer game. In just about every case, however, there are two overriding factors that make or break it as far as sales: writing and graphics. There wasn't much either one of us was going to do about writing, since neither of us were writers. But Frank was good with graphics. And I mean, he was really good. Once a game is published, however, the graphics code is pretty much up for grabs. Anybody can take a background graphic (just as an example) and with a little massaging, turn it into a background for a competing game. The image might LOOK completely different, but the code would be roughly the same. In other words, you might spend months putting together a masterpiece, but with very little effort, your competition could rip it off and use the code YOU slaved over. We figured out how to protect it. The magic, of course, was not so much with the encoding as with the decoding. With a little compression, we could fit BOTH onto a standard game DVD, with plenty of room to spare for the game code itself. It was all done using a variable algorithm that never repeated. I'm not going to get into specifics, other than to say that if another company really, really wanted to defeat this encryption, and if they could come up with the money to buy time on a quasi-opportunistic supercomputing distributed-array to figure it out, it would still take eight or nine months to hit the proper code sequence. By that time, the original game would be obsolete. And every disk used a different code.