Perfect Love
![Image](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7dvAv733CMD6qATDpKf-0h4lnBOxkAjzaSeQfHqpDXvmjGboXVv1hUT3Gd0P8M0jO67mWvWD7A-aTPG3BTpSZlJKwzjpuS12vmTo8nVr-AQ5lo2eR0fNG-KUAQER_aKo5WQE4soN2CFgTsQhNaIzgFul5ZLyv8pVHwVp_dafcEaa8HGSrXlhDRYS5qB2z/s16000/BLOG%20Perfect%20love.png)
I once had a dream, and in this dream I was walking around a city. The initial details are vague, of course; remembering dreams is a tricky business. But there was an element of video-gameness to this situation, as I, like a game creator, was some sort of godlike being. Now, I don’t mean the pathetic gods we see in movies. No, I mean like the powerful gods the player inhabits in games like The Sims or the even more powerful godlike position of creating a video game, where you’re responsible for designing the rules of the universe. In this case, I was positioning NPCs—that’s “non-player characters,” an entity that the player doesn’t directly control. I was figuring out how the game engine worked: specifically, what would happen to NPCs on the street if I went into a building? Would their position reset (that is, was the outside reloaded into its default state when entering and then exiting a building?), or would they continue doing what they’d been doing? After all, computers (including