Utah, a 29-year-old game programmer, boarded his usual train to work one weekend, despite it being his day off. Arriving at his company, he encountered a coworker who sympathized with his plight. Utah was engrossed in debugging the games their company was about to launch. Later, a teammate approached him with concerns from a client about the difficulty level of their game, War World. Utah proposed a solution: players who completed a level without using any items would earn rare achievements. This approach would cater to both skilled and beginner players.

During lunchtime, Utah stepped out to eat and found a lost girl crying in the park. As he was about to contact the authorities, the girl's mother arrived, relieved to find her daughter. After exchanging pleasantries, Utah bid farewell to the mother and child. That night, as Utah continued working late, a colleague heading home with his wife suggested he get a girlfriend, noting that having someone to care for him could be beneficial.
Utah quietly dismissed this as an unrealistic proposition, given his demanding work schedule.
The next day, Utah, having not gone home or bathed in three days, was exhausted but still faced a mountain of bugs to fix.
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