I came to video games later in life than my peers. There was nothing particularly remarkable about this. I believe that if I were a child in this generation, I would not have a problem with screen time because we wouldn’t have any screens. I would, as I did back then, some 3 or more decades ago, envy other friends who had SEGA Mega Drives, Nintendo 64s, and PlayStations. These were missing from our family home. We did have other things, I have been told. I remember being incredibly excited about a new TV with Ceefax built in. “When I grow up, I’m going to have a TV and watch things with Ceefax overlay on all the time.” It was magical then. Today, it is a trend I am sure is out there somewhere. If you had to Google Ceefax, just wait until you realise you missed out on Bamboozle. Growing into my teens, we finally ended up with a family computer that was capable of playing video games of our own. Specifically, we would spend hours on FIFA ‘97. Three brothers are trying to play multiplayer with a keyboard and a mouse. Mouse controlling football players on FIFA ‘97 is equivalent to being a side character in ‘Alice through the Looking Glass.’ Your intent was entirely understood, and it would then make the players do the opposite. We once tried to play 45-minute sides to see how a real-time football experience would be. It took nearly four hours. Thanks for reading Dispatches from the Pavement! Subscribe for free to receive new posts and support my work. When I was younger and less responsible for the life I was living, the comfort of basically getting up in the morning and being dropped off at school or college and then successfully getting a bus back home, I discovered some pretty decent video games. And while you are given the illusion of freedom in a new virtual world, where you can escape the responsibilities you don’t have, you end up on a very particular trajectory which you realise around 6am on a Wednesday morning that you’ve reached the final boss of Metal Gear Solid 3 and you’ve been playing it all night and you need to get to a lecture in 3 hours. Whoops. But this is not limited to the virtual world. If you haven’t noticed, because you are allowed to browse that shop or eat that snack, trying to find the toilets on your way to the next goal, the journey you have been given is the same linear path with no return as is created in these digital creations. The scan of the boarding pass QR code is the entry point into this controlled world. As soon as you unlock the Security Checkpoint achievement, you are embarking on your mission. There is no turning back. You may only go onwards. There is an illusion of ‘open world’ exploration, but your canvas to live in is actually very small. It may feel massive if you’re wandering through Schiphol or Johannesburg, but if you’ve found yourself in Rotterdam airport, you’re just in a larger-than-average cardboard box with a shopping trolley filled with lukewarm water. One cannot ignore that you are not alone in this environ. Unlike other video games, where other people in the game are mostly programmed to move out of your way and just add a suitable amount of reality to the landscape, in an airport, various NPCs existing throughout this side quest will definitely be right in your way all the time. Regardless of whether you fancy a local snack or a local gift, someone, usually a man, usually oblivious to the amount of space he and his suitcase and satchel are taking up, will make this extra non-essential part of the adventure impossible to achieve. You could call it a bug in the programming. And you would be half correct. You will crash into many of these before you reach your departure gate. They will be the biggest obstacle, going at a terribly slow pace and looking entirely lost the whole time. All of the gate information is now readily available on your phone and can be accessed by the airline and airport mobile apps. This is a mystery to every other person who has entered the airport, and these NPCs will gather in bulk underneath departure boards that mostly make reference to other flights that aren’t yours and are delayed. You reach your gate. Despite clear information that ensures everyone knows it won’t open for 20 minutes, a queue is still going to form. All of the characters in this queue will be in business casual, have frequent flyer level 60 and are not worth engaging with. What you will experience is the next non-sequitur in this act. As the gate opens, you find there to be a mad rush of people. You can check your help section, but you are not mistaken; all of the seats are already allocated. They will all get on successfully and, aside from those delayed through transit, the plane will not leave without you. You are here. Chill out. Do not say this out loud. The fixed dialogue loop of the gate staff will remind people regularly to sit down. 14C isn’t going anywhere. You remain ready. You can do what you like, though. You are the main character, and the rules do not apply. Anyway, you do have one thing to work towards. The rest of the linear progression through the terminal has led you to this boss level. You need that overhead space, and you cannot let these NPCs get in your way. Be alert. Below are the classes of characters you will expect to find at this critical moment: Elbow Vanguard Loadout: Only elbows. Hands are firmly stuck in the bomber jacket. Difficult to pass. Passive ability: Unpredictable path, meaning they fill all unclaimed space and are impossible to pass on the airbridge. Special move: Builds momentum in lower lanes and can draft past groups 1-3, taking group 4 with them. The Hard-case Berserker Loadout: Heavily dented polycarbonate four-wheel spinner with one wheel gone rogue. If knocked at the wrong angle, the suitcase will explode, blocking the path of the considerate. Passive ability: Accelerates through the gate with the hard case used as a reverse battering ram. If you are passed by the case, your ankles take damage. Special move: Enrage. Regardless of the group called, all civilised behaviour disappears, and they charge the scanner with the urgency of a fire escape. Duty-Free Goblin Loadout: Unassuming traveller until provoked, then deploys multiple plastic bag cluster bombs, covering all nearby in gin and Toblerone shards. Passive ability: Will always find a space in the overhead lockers, even when told they are all full. The Decathlon Tank Loadout: An 80-litre expedition rucksack strapped to his back, counterbalanced by a 30-litre daypack worn on his chest. Attack Pattern: Turns abruptly to ask his partner if she has the passports, executing a perfect 360-degree spin that wipes out three fellow passengers and a small child’s packet of Smarties. As you scan your boarding pass, you should hear the comforting “Game Saved” chime as you pass through the sector. Travelling down the airbridge, encumbered by your luggage, you may glance outside at the unrendered tarmac of the world beyond. The distance stays there. It is a reminder that there is something out there that has been placed inside, but it is not for you. Out there, ambient scenery moves about, showing that you too will enter that space in time, but, for now, you must carefully, and without aggression (for fear of the Game Over screen as you are escorted out of the airport), follow the queuing NPCs who cannot remember a number and a letter when they are asked their seat number and fumble for their boarding pass that they had been holding in their hands moments ago to get to this point. There is some incongruence at this point. The safety demonstration that is mandatory on all flights is the unskippable tutorial you normally get at the beginning of the game, but for some reason comes at the end. They claim you have to pay attention, as it may be different from other aircraft. It is then exactly the same as every other aircraft. Which is reassuring, as you would hope that there is a base level of similarity in aircraft to ensure they can execute the essential mission of transporting passengers through the air. The best thing you can do is surreptitiously increase the volume on your headphones, the equivalent of turning the volume down because you’ve seen this bit a thousand times before. The bit right before the final boss, because you cannot get the right combination to weaken them at the right moment, and you’re stuck with the same section over and over and over and over. Only this time, it’s telling you to make sure you can breathe before checking if other people can. You aren’t going to pay proper attention, believing that you’ve played levels like this before, this is the same basic premise, should I need to deal with the various emergency procedures that you are preparing us for, I think I’ll be quite fine, thanks and I’ll just improvise, smashing various buttons over and over until the right combination, in this case, releases the emergency door. There is a certain comfort in the way that, as I am now more adult than before, the world has created these familiar video-game-like experiences which have as realistic graphics as you can get. Somewhere out there, Microsoft Flight Simulator has an abandoned Microsoft Passenger Simulator project that never, pardon the pun, got off the ground. This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit tobyisaacscomedy.substack.com