Tuesday, 10 March 2026

More on virtual economy: taxation and money supply

Recently I came across a post about an generative AI based RPG where the player is suppose to defeat a mafia boss, but the player ended up starving the mafia to death by breaking down their source of income. Shops under their name, individual service spots...eventually the mafia ran broke, can't pay for their pawns or even maintain their weapon, so it ended up dissolving.

While the developer responded by mentioning an underlying logic of the NPCs: it takes money to do anything. Nothing can be done without money, and hence the dissolution of the faction. This is not completely wrong but people are expecting mafia to give a mafia response, by securing their income by all necessary means. The question is, suppose we still managed to starve out the mafia despite all possible retaliation taken by the mafia, does that count as a stage clear? Does that count as a viable approach to clear the stage? 

Well, I have not invest time into the game but I have a very similar question. When we allow a proper market in a game, how far can we understand virtual economy using knowledge from the real world? Are players really taking the market seriously to the point the invisible hand is working? Can we understand in-game competition as a competition of numbers, and to some extent a competition in the economy? I do not plan to propose an answer here. Instead below we go through three different thoughts from the same game a proper market. Those who read my previous entries on (1) game taxation and (2) utility evaluation could probably guessed it. I am talking about the same game, so you may again take this entry as a sequel.

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A competition of production is a competition in sourcing materials

Consider a league based format inside the game where players produce products according to fixed recipe. Each recipe, depending on the difficulty rating, would register a score for the producer. At the end, participants are rewarded based on ranks (and ranks only, no score based rewards).

These produced items are usually have negative gross margin due to oversupply during league. On the other side since ranked reward has positive utility, the means the cost based consideration shifts a lot with the existence of the league. You no longer consider the profit solely by producing items, but also the expected ranking reward by participating the league. 

I don't really like such design though, because that means the more your produce, the lower cost basis it comes due to better reward. One says it promotes competition, but to me a more healthy universal environment is equally important where lesser players could survive at least by taking role in any specific part of the game.

So, how do you win the league? Rather than trying to stay online 24/7 with all kinds of micromanagement, it's much easier to sweep material on the market to that other producers would produce at a deep loss. If league participants are here due to profit, then it's easier to drive them away by shutting profitability down. 

This is even clearer think deeper about how you define 'winning' the league. Is it by ranking #1 or anywhere you think is high enough? Not always. If you define 'winning' by coming out of the league with the biggest net profit, then sweeping the market feels so natural as it lowers your cost and raises others' cost (at least it makes others' cost going up much quicker than yours).

Taxing near currency

This is something I have already discussed before, but finally the devs decided to take action. The background is simple: the monthly pass is a purchasable item in the game. It is also tradable meaning it has trading value circulating in the market. It also has low vendor value meaning it has low effective tax rate comparing to other means, since everything in private trade is 10% taxed by their vendor value. Recently whales flooded in along with huge amount of pass influx disrupting the market, so the dev finally takes the action many have asked over the year.

The dev plans to raise the vendor value of the pass, raising the effective tax rate of trading passes to somewhere non-zero.

First question. Do you think the market price of the pass to go up or down? (Public market is 12% taxed but only on the sell side.)

To me it's a no brainer, but apparently some still think it would go up because those who use the pass for private trading would shift the tax to the opposite side. Well, that's a very Trump idea but you are not Trump. Some obvious reasons the pass would go down are:
- There are alternatives as trading currency. If additional tax is imposed just on this item, there are certainly other choices with similar effect.
- Friction means it loses part of its utility, as well as part of its price.
- The whale at the end is what created oversupply and the downtrend is not going to change until that is resolved.
- The downtrend also means the value of investing in the long term is also popped, attracting further panic sell pressuring the price.
- ...

Beware that this is M1 in the money supply with gold being M0. What would happen in a virtual economy when M1 shrinks but not M0? Usually the answer would be 'the same': with lower money supply we would expect a deflation and bla bla bla...the difference here is, trades that utilize M1 seems to be isolated from trades that utilize M0. This is because the pass itself is quite expensive, and is mostly used in high roll trading only. Most primary resources and production are gold based and has a vendor price floor. Will we see a deflation under such circumstances?

My prediction is a no. I say this is a prediction more than on theory because it involves more than the demand and supply of a single item. This is now about the economy as a whole which is very hard to describe in full here.

In our case, most items are priced either to the vendoring price floor, or to a time-based valuation. If both items are obtained in about 1 hour of work, you would expect them to be priced similarly. This is due to free flow of occupation where players seek to maximize profit per hour, and at equilibrium the profit per hour across all actions should be similar unless you choose to work on something that is unwanted and can only be vendored. Even then, some items provides good profit per hour just by vendoring, and these 'inelastic demand' also provides the price floor of any time-base valuating rates.

At the end, price of items probably would stay, but deflation of the pass means whales must pay more to buy items they wanted. Very fair, win to the devs and f2p players, probably win to the whales too...

Taxing the backbone

Some advocates would suggest to take a step further. That is, to tax some even more essential part of the game economy.

Up to now, there are gold sinks everywhere but it is not very hard to avoid most of them. For trading tax, you can avoid by trading using the pass or just don't trade at all. For entry fees, you can avoid doing those activities too. 

On top of that, one of the important gold sink is malfunctioning -- cost of battling. Most MMORPG prevents low level farming by (1) exp penalties (2) assurance of growing yield curve along level of farming zones. This this game however, multiple mechanics ensures consistent demand on lower farming items to the point where multiple lower items are more valuable despite having a lower vendor price floor. In that case, players simply keep fighting lower mobs with near zero battle cost.

Such a problem is kind of structural without a straightforward solution. We can however, look into the part of players that do not battle. What if we impose a tax on an essential node of production so that every producer is taxed even if they vendor everything?

Let's imagine an item called coal. Coal is required to craft food for battles, as well as doing forging and smelting. Without coal, productions are pretty much reduced to primary: instead of cooking you can only fish, instead of crafting with wood you can only chop trees. Coal is so essential that this is the easiest item that you can farm. On the other hand since it's so popular, it has maintained a high market price above the vendoring price floor.

Not only coal is a nice way to farm gold, it's also a good trading medium other than the pass. It's much more dividable and cheap with an effective tax rate of 2%, small enough to be tolerable. This is such big part of the game yet not sinking much gold.

Here is the nuclear bomb option: we can ban coal mining (existing coal is still tradable) and put coal into NPC shops, providing at a price of equal to or lower than current market price. In that way, we are draining much more gold every time a coal is used.

The reason why this is so destructive is because how much more gold is drained. Suppose a coal is priced at 5g on the market. A traded coal would cost 0.6g of tax at 12%. If it is bought from the NPC, 5g would be drained which is 7.5 folds higher. 

In order to properly account the total money supply in the economy, we first want to properly define the money supply created by a single item to vendor. All intermediate products does not create money supply as long as they are not for vendoring, which is slightly different from the value added approach in GDP calculation. Now the formula is

ΔMS = Price - material cost from players x tax rate - material cost from NPC

And, the total change of money supply over a period of time is the sum of money supply created by all vendorable items produced minus all the gold consumed, upon M1 changes due to price variation and external source such as injection of monthly passes.

It is clear that when we ban coal mining and sell that in NPC shops, money supply created would shrink by price x (1 - tax rate) assuming price stays the same. Consider how vital coal is in the economy, its affect in money supply would easily overwhelm any tax imposed on near currencies. It is so scary that the dev starts questioning so much about such approach.

But...is it that bad really?

Consider another approach of accounting money supply change. Total change of money supply is the sum of money supply change (created - destroyed) of each individuals. We know have a vast group of players, the coal miners, that do not create money supply at all. What are they going to do without being able to mine coals?

There are so many things to do in-game other than mining coals. Many of them are money creating. What we did actually liberated players to create more money supply! Primary production is often the part that creates the least profit, in real world as well as in this virtual economy. If we can do all the mining for them, they can be a real force in money creation. Of course, all these are guesses on paper, and we don't know unless we try that for real. If I have to make a guess the net effect is restrictive, but it is surely not as bad as some would imagine.

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Well, I guess this is why some MMORPG needs a dedicated position of in-game economist. It is not so easy for developers to understand the market as much as the players. But guess what? The game is always the developer's game. I guess it's fine for the dev to mess up the economy at the end of the day. As a player, I am happy to take all arbitrage whenever I find some.

Sunday, 22 February 2026

被青梅竹馬抓來(略) (16):光靠天天深情對望也能有結果嗎

Character design: @kuonyuu, Illust: @りひとますし commissioned by forretrio. Skeb
Editing and re-posting are prohibited // 無断転載、無断使用禁止です

盛暑已成過去,王都已經悄悄進到秋天。正午的時候還是有點熱,但只要不被直接曬到就不成問題,偶而吹來陣陣涼風也使人倍感舒適。這是非常適合在室外進餐的季節。

阿蕾西亞正在和閏蜜特蕾莎共進午餐。

身為大忙人的她很多時候連午餐都是工作的一部分,有時候也會因為工作而錯過正規的午飯時間。想要空出時間約特蕾莎的的話還要看對方在不在城裡,畢竟作為冒險者的特蕾莎外出的時長都是用天數來算的。為了這次午聚她為了今天特地預定了一家特蕾莎愛去的餐廳。

雖說以她身分來說在這種地方吃飯並無甚麼特別,但有一個可以讓她拋開工作煩惱過上兩小時的地方很重要。比如以私隱保密聞名的「篝火」在各方面都無懈可擊,但那裡不像是輕鬆聊天的地方。人們進食交談的背景音也是融入環境中很重要的一部分,這才是午聚的理想地點。

她在外面首先會被記住的永遠是高階貴族之後的身份,之後她現在的公職和商業勢力。大家當然知道她是學園的魔法科畢業生,但有哪個貴族不是呢?已經沒有人會記住她在學生時代諸如她作為學生會副會長、以魔法科第二名畢業等事蹟,尤其她的公職和魔法毫無關係的前提下。她在魔導工學上的投資在別人眼中不過是商業行為而已,也不會有人記得學生時代的她一手水魔法純熟得可以讓職業魔法師甘拜下風。她的第二名並不只是會讀書考試,而是作為六邊形戰士全方位碾過其他學生而拿下的。

如果還有誰還能記住她學生時代的事情的話,首先就要數到特蕾莎。同樣是魔法科學生,兩人在學園的宿舍裡當了三年鄰居也一起待過學生會。在畢業以後特蕾莎頂著家裡的壓力成為了冒險者,憑著魔法科畢業生的銜頭和自身的能力很快就在大公會裡站穩。總有人拿她倆作比較:特蕾莎背後的家族要比阿蕾西亞的洛倫家族要遜色一點,讀書要比阿蕾西亞差一點,當冒險者地位也比阿蕾西亞差一點。不少人把她看成阿蕾西亞的跟班,不過在阿蕾西亞看來兩人之間的關係是平等的,沒有甚麼階級之分。

其實這是睽違快兩個月、庫里斯回來以後二人第一次午聚。外面對庫里斯的興趣自開學以來還沒消停過,只是從看看他會不會極速被炒掉變為更認真的長期觀察而已。如果只是庫里斯作為她們曾經的同班同學還不足以燃起特蕾莎的八卦魂的話,她還打聽到阿蕾西亞在庫里斯離開和回來兩件事上都扮演了決定性的角色。王都稍有地位的人都知道這事,但無人能從阿蕾西亞口中打聽到更多。毫無疑問這會是午聚最重要的話題。

用餐之前話題都圍繞在問候、家人和自身近況之類的瑣事,兩人都知道重頭戲在後面。果然特蕾莎才剛吃完主菜刀叉還沒放到碟上就已經急不及待地了聊了起來:「吶吶,蕾西亞~我聽說他們第一次測驗的成績出來了哦。」蕾西亞醬,這是只有她才能用的稱呼。

「是嗎?你聽到的版本是怎樣的?」阿蕾西亞還在優雅地把盤上最後一點配菜放進嘴裡。她十分滿意今天的餐點,不愧是一直光顧還能保持水準的餐廳。

「測驗的難度很高,裡面居然放了考試最後面才會有的超難題,可還是有一堆人做對了!所有人都合格,這屆學生看來真的很強。或者說庫里斯很會教?可是我們跟他一起的時候沒看出他有這能耐啊。」

「我也看過試卷了。前面幾題都正常,也就最後一題比較難。最後一題說出來的話你可能會有印象:記得傳說中的時間魔法嗎?」

「時……間……?喔喔!!我記起來了!不就是我跟你在圖書館找考古題時翻出來超有趣的題目嗎?這種題目巧妙多了,不像那老傢伙出題要不就是千篇一律的東西,要不就是艱深到只有他的關門弟子和蕾西亞醬能做來,哼。」她的記憶力沒好到能記住自己多年前做過的考古題,但這題是她遇過最有趣的題目之一,稍經提點就能回憶記來:「你的意思是,這份測驗不是他出的?」

「嗯,這題肯定是抄過來的沒錯。其餘的題目都很常見,是不是抄來的都一樣。」

「當時已經被我們叫作考古題的,現在肯定就更久遠了吧?要不就當年做過記得,如果他現在才把題目翻出來的話也挺強的啊。」

「我想,他應該找別的老師幫忙出題的。比如蘇菲老師?當時就出了名熱心助人,我想庫里斯找她的話她肯定會答應的。」

「嗯……也是呢。」特蕾莎把焦點拉回到庫里斯本身:「就算卷子不是自己寫出來,學生考出這個成績也不錯了呀。就算拿下了開學的比試也不代表學生們都服氣吧?聽說他還把課綱弄得亂七八糟,如果學生覺得聽不懂在測驗上亂寫他就得下去了呀。還記得我們為了抗議老傢伙完全不教正常東西也在第一次測驗上抗議過,連這麼資深的老師也會怕的話庫里斯可以沒事好奇怪呢。蕾西亞醬怎樣看呢?應該是第一回先賣他一個面子嗎?還是他用零食收買了學生呢?」

「……」阿蕾西亞一陣無語。收買是不可能的,但搬出一堆零食的確是他會幹的事:「比起布拉德,庫里斯的魔法能力很明顯更直觀實用。在開學時他就露過一手,在學生們眼中應該有一定吸引力吧?」說出來大概連她自己都不會相信。

「哦?看起來蕾西亞醬很了解他的樣子嘛。我從冒險界打聽回來的是他真的很強呢!強到他可以回來公會隨便挑的程度,不過那些只在王都地下城出沒的人根本沒聽過他就是了。認識他的人都很驚訝他回來居然不是繼續攻略地下城,而是跑去當老師呢!說起來我也是最近才知道蕾西亞跟他走得很近。這樣的大消息蕾西亞醬居瞞了我這麼多年,我實在有點傷心呢~」特蕾莎裝出一點抱憾的樣子後又好奇問道:「所以~妳是看上了他哪個方面呢?要配得上洛倫家族可不容易啊。財力和權力肯定不行,看臉也沒有到可以當小白臉的等級~那就是魔法能力囉?不過他有強到可以守住家族嗎?他的好戰性格跟你們家族不太合吧?還是--」

說著說著就把他提升到談婚論嫁的地步,阿蕾西亞不得不直接打斷:「就當成我感興趣的一個人吧,但也就興趣而已。我想、你早晚也會遇到類似的人吧。不過我對他的認識的確比你要多一點。二年級的時候我參加了對他處分的會議,但你還不在學生會。那時候對他有興趣的人可不只有我一個人呢。這也解釋了為何他的處分是如此的輕。至於現在的他……連我也看不準,畢竟沒多少人看過他全力出手,這方面妳去公會打聽比較快。」

「大家都以為他不回來是不能回來了,那他是怎樣回來的呢?是蕾西亞醬獨力操作還是順水推舟呢?」

「這個不能說,抱歉。」

特蕾莎努力找出可以旁敲側擊的話題:「嗯……那就說說蕾西亞醬是怎樣認識他的吧。還有,你是怎樣瞞過我的?」

「這也不是不能講,不過我們先點餐飲和甜品吧?」

「嗯!不過我想喝點酒,咖啡太苦了我才不要。」

「特蕾莎妳跟冒險者們學壞了。當年你頂多不要咖啡要橙汁,現在都改成喝酒了。假如有天你改成點啤酒我也不意外呢。」

「才沒有!冒險者的事……能算是喝酒嗎?」對話充滿了快活的空氣,特蕾莎賭氣道:「好吧。咖啡就咖啡,不過我要歐蕾,要多奶。」

「嗯。」這才像是她的閏蜜。

她稍稍側頭就有侍應會意上前,很快餐飲和甜品就已經被端了上來。望著雙眼閃閃發現的特蕾莎,她開始講述她的小故事。

「你知道那個擺放歷史和文學的圖書館吧?在學園後面最安靜的那個,你寧可拋下我也不想去那個。」

「嗯,還好出來以後我都不用接觸這種無聊得要死的東西了。」

「那個圖書館後面就是小山了。有一陣子我在窗邊讀書,每天都看到他在山上跑步……」

……

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魔法學園位處市中心,佔地實在稱不上廣闊。最大型的獨立設施是那個進行師生對戰的競技場,那也是學園把旁邊沒落貴族的土地吞掉才有空間弄出來的。這已經是二十年前的事,也是學園最後一次擴張。除了那丁點花園和溫室以外,學園最大的綠化空間便是在學園主建築群後方、被劃進學園範圍內的半座小山。

說是小山,但基本上沒有過於野生的生態。別說有危險性的魔物早就被鏟清光,連甚麼野豬野兔早就在一代代學生的狩獵下消耗殆盡,只有偶而從小山另一邊不長眼跑過來的。現在小山的主要作用兩個,一是訓練用,二是幽會用。

庫里斯正帶著他的學生在小山上奔跑著。

他們用的是從學園一端跑上山頂然後沿另一端跑下山,再在山下跑回原點的三角形路線,這是公認的標準路線。類似的路線還有好幾條,唯一的共通點是絕對不會跑到山腰或者翻過山頂的另一面去。山腰沿路被茂密的林木覆蓋著,還設了幾個涼亭之類的休憩處,走上山腰的步道和訓練路線也不相通,保證來幽會的人不會被跑步的人看到。

不需要庫里斯明說,大家都知道冒險能力必定是他的最大賣點,從冒險科學生已經傳出蓋伊會和庫里斯合作的的風聲。學生們幻想的是刺激的新手體驗一日遊,迎來的卻是如此平淡的訓練。

「嗯?有甚麼問題嗎?」學生哀怨的眼神庫里斯也不是不理解,但他不得不親手打破這個迷思:「體能很重要的好吧。先不算那些郊遊等級的地下城,正常的冒險不論是戰鬥還是走動會一直消耗體力。惡劣的環境未必會留給你休息的機會,能帶上的口糧也是十分有限。有足夠的體力才能在這種環境下發揮正常水准啊。」

「比較前衛和後衛的體力消耗當然是不公平的,所以我也不可能用同一標準要求你們任何人。與其說這是訓練,不如說這是了解自己的機會。到底自己能跑多快多久呢?了解自己的能力才有辦法找出自己戰鬥和組隊的最佳方式。」

魔法科學生進來的時候就測過體能了,這是冒險科測試的一部分。除了那些其他科目拿到超高分的天才以外,學生的體能都不會太差。只是不會太差是以一般的標準而言,跑個步打個球甚麼的還行,但有沒有能力征服真正的地下城則是另一回事。

他的要求很簡單:庫里斯會帶著學生們繞著小山慢跑一定圈數,學生不能被拋離超過一個圈否則就算出局。從第二圈開始每圈的速度都會提升,直到所有人都出局或者跑到指定圈數為止。聽上去非常直接,實際上卻考驗著各種有關使用體力的課題。這樣繞一圈並不算長,但上坡下坡才是最要命的,如果不多加留意的話身體很快就會撐不住。庫里斯說的是帶著他們跑而不是領跑,學生並非一定要跟在老師前後,超前可以、墮後不超過一圈也可以。在沒有明說的情提下他們會有分配體力的意識嗎?

換上簡單短衫短褲的魔法科老師帶著換上運動服的學生們開跑,好像是很久以來的第一次,吸引了不少路過學生的眼光。

「預備--開跑!」

第一圈正如他所說跑得很慢,完全是熱身的速度。學生們如他所料像鴨子一樣跟在他後面跑,大家都跟得上還沒掉隊。這個速度過於簡單以致他們還有餘裕一邊跑步一邊有說有笑,也就上山的時候安靜一點。庫里斯笑了笑,在第二圈開始之際默默加速。

學生被稍稍拉開後這點距離很快就被補上。乍看之下學生都適應了第二圈的速度,但他們的表情卻又好像訴說著另一個故事。對於一些人來說第二圈還只是剛熱好身,對其他人來說已經是要費力維持的速度了。為了跟上其他人而全力衝剌,就算這個圈能跟得上,後面終究還是會落下。

一些學生在第二圈的上坡段終於脫隊。他們不是不想跟上,而是大腿已經不聽話了。如果是第一圈體力充沛的時候他們絕對可以用這個速度跑上山,可現大腿已經透著酸痛的感覺,再拼下去的話說不定要被抬下山--雖然有魔法的話抬下山不會太難,但一定會被笑很久吧。

當然,庫里斯訂下的標準是不能落後他一圈,學生即使落後脫隊也不會立刻被抓。第一個被抓的學生出現在第三圈的山頂休憩處,是一個文靜的女學生。換算下來她只跑了一圈半,先是在第二圈上坡段脫隊然後在山頂累到不想跑下去就地休息的樣子。

「同學可以下去休息囉--」領跑的他不能停下來,短短留下一句便往山下跑了。

抓到第一個以後面陸續出現更多脫隊的學生。有些還在跑步試圖跟上,但這只是輩死掙扎罷了。就算看到老師就在身後不遠處,他們盡力衝剌還是逃不過被抓的命運。回頭一看還能跟上還不到一半,那些都是平時訓練有素的人。有趣的是公主和她的侍衛都不見了。大概是因為公主跑不動所以伊雅娜也留下了吧。

現在是第四圈,庫里斯終於有了跑步的感覺。周遭的悶熱空氣被馬力全開的身體破開,迎來的是清爽的秋風,逐漸把他暫時忘卻渾身汗水和酸痛肌肉進入忘我的境界。身體在自動跑著,他的思緒開始飄回學生時期的自己。

一開始的他並沒有意識這是鍛鍊身體的活動,他只是想甩開某些人而已。學園嚴禁使用魔法私鬥,用風魔法追趕別人之類的當然也不行,他只要跑得夠快就行了。山裡面有的是各種小徑,有些還會通向山腰的幽會之地,他們斷然不敢大張旗鼓進來堵人。要離開也很簡單:有一條下山的捷徑被茂木包圍著,看上去是死路但只要把枝葉撥開就能離開,一出去便是一座圖書館的背面。這裡已經屬於校園建築群的範圍,鬧出動靜的話很難不惹人注目。

多跑幾次後他漸漸從為了躲人變成了為了享受而跑上山,享受沒人打擾的空間、享受微風迎面打來的清爽。小山雖然說不上是風水寶地但畢竟是自然地方,對風屬性的庫里斯來說有著天然的吸引。

有一次他撥開枝葉走出來,抬頭看見有個人影站在圖書館其中一個玻璃窗後。

他揉了揉眼確定沒看錯。圖書館有人並不奇怪,有人望著這邊也不奇怪,希望人影不是來監視他的就好。他沒再作多想就走回去了。沒幾天他再去跑步,出來的時候又看見同一人影在同一地方。

真的是來埋伏他的嗎?但是他這幾天也沒被找麻煩。

他連續好幾次都能看到那個人影在同一位置,又有一次看到玻璃窗後沒人居然還有點失落。他漸漸發現人影固定在每星期某兩天出沒,於是他也變成固定在那兩天跑步。從這時起他幾乎每次都能看見人影。

有一次他忘記了剛出來就確認人影,直走到圖書館跟前才記得要往上看。這是他第一次看到人影的真容:那是個金色長髮美少女,一手拿著書本直挺挺地看著他。這個距離沒法讓他看到更多,但光是髮色和那個氣質就讓他想起那跟他同班的阿蕾西亞.洛倫同學。

貴為洛倫伯爵的掌上明珠,她從入學開始就飽受所有人的青睞:班上的同學圍著她巴結、學長學姐邀請她去茶會加入小圈子,連布拉德對她依然寵愛有加。即使她的適性跟火屬性正好相反,布拉德還是願意跟她詳談跟火屬性無關的學術內容。即使兩人是同班同學,阿蕾西亞跟他這種邊緣人實在沒甚麼交集。他對阿蕾西亞的主要印象來自課堂上的表現和考試的成績。她的考試成績永遠在前幾名,更難得的是可以同時制霸文科和冒險科這種南轅北徹的科系。

如果在圖書館裡的是阿蕾西亞的話就很好理解了。這圖書館放的都是沉悶的歷史和文學,肯定是預知沒多少人會來才放在如此邊緣的地方。庫里斯朝上面的人揮了揮手,但上面的人並沒有回應。他笑了笑離開了。

對啊。就算上面的是阿蕾西亞,就算她認得庫里斯,憑甚麼她要回應呢?

過了兩天他照常跑上山,出來的時候人影依然站在同一位置看著他。他這次特地走近一點再向上看,人影還是同一個人,他幾乎肯定就是阿蕾西亞了。他沒有再次揮手免得自取其辱,只是暗暗記住了人影的模樣。這個人形和班上的她不謀而合,證實了她就是在圖書館看他跑步的人。

即使是這樣,庫里斯依然沒有在班上貿然接近阿蕾西亞。他只是繼續下課後在小山上跑步,阿蕾西亞繼續在上面目送他。他偶而會揮揮手或者微笑一下,但無一得到回應--也許有、但他沒有看到。

……

「老、老師--不要再跑了啦~!」一陣呼喊把庫里斯的思緒拉回到現實。這裡沒有阿蕾西亞在圖書館等他,但身後的學生們不知甚麼時候又消失了大半剩下幾個跟在他身後。

「啊,抱歉我剛才走神了。現在是第幾圈了?」

「五--」他們能擠出個單字已經不容易了。

「那就停在這裡吧,我們緩步跑下山。」庫里斯放慢速度,後面幾位同學如獲大赦。其中一個差點站不穩要庫里斯扶住:「艾基爾同學可以幫忙反方向把落單的學生叫回來嗎?我們在山腳圖書館前面集合。」

他沒有帶學生走那些小徑,而是光明正大地走下山。每次看到圖書館和那個玻璃窗時他都不禁多看一眼。不知道阿蕾西亞現在在做甚麼,還有沒有像在圖書館那樣在凝望著他呢?

*

「哈?這樣就完了?你們兩個真是怪胎啊,兩個這樣天天對望還可以留在君子之交的地步。」特蕾莎不禁吐糟。

阿蕾西亞禮貌、官式地微笑回應:「我已經說了,你把他當成我感興趣的人就好了。」

特蕾莎一個字都不會信:「鬼才信你,居然保密到連我都要防住……算了下次再問,哼。」

阿蕾西亞順勢下驢:「接下來你又要遠征了嗎?甚麼時候會回來?」

「遠征倒也沒有……但是金主的優先委託比較繁重,我可能又要忙上一陣子才能找蕾西亞你了。要不我們下個月先訂個日子?」

「下個月嗎……正好。到時候你就差不多能看到他的進展了。」

「進展?庫里斯的嗎?蕾西亞醬你就別再賣關子了好嗎……」

「我沒有賣關子。」她露出神祕的微笑:「妳和我都是坐在觀眾席上的看客罷了。就讓我們一起看著他的表演好嗎?」

***

在電腦或數學的世界裡,有一些算法在本質上就會引導持分者的互動變得易於預測。如果每個持分者都知道對方的行為時這個系統就得以穩定、高效地運行。用白話說一遍,那就是有適當的溝通語言很重要。

現實中人與人的溝通可就要複雜多了。每個人都有自己的限制,比如時間地點上、思想喜好上等等。在諸多限制下人與人可以在不需要溝通的情況下交換情報並同意某種協定呢?

其實我聽過一個類似的經歷,而且難度更高,因為那是在巴士上發生的:少年放學其中一種回家的方法是坐巴士。有一天他看到最前那排坐了個穿著別校校服的少女。也許他留意她的出發點只是好奇為甚麼她要坐(一般是遊客才愛坐的)第一排,但當他連三天都碰上少女後這些都不重要了。

他開始經常坐巴士回家,希望能碰到那個坐第一排的少女。少女也是神奇,就算有其他空位她還是執拗地坐第一排靠出的位子,彷彿好讓少年看到她一般。

然後呢?沒有然後了。幾星期後少女突然消失得無影無縱。少年坐過的巴士上再也沒出現過少女的身影,哪怕是半次也沒有。

故事教訓我們甚麼?如果不幸沉船了好歹採取點行動啊,不要像那兩個謎語人在那邊猜來猜去。就算人家與你無緣,那也總比有機會卻白白錯過好不是嗎?

這次難得沒有過多的廢話,那就讓我引用一小段射鵰的經典吧。東邪西毒比拼內力,郭靖在一旁觀看:

只見黃藥師的簫聲越拔越高,郭靖知道只要再高上少許歐陽鋒便非敗不可,但簫聲到此為極,說甚麼也高不上去了。郭靖啞然失笑說自己真是蠢到家了。人力有時而窮,心中所想之事,十有八九不能達到。一拳打出若有萬斤之力,敵人必定粉身碎骨。但人又如何能有萬斤之力呢?

以前沒在小說裡留意到,近年在巴巴羅薩的複盤影片裡看到了(是誰的影片很好猜吧)。大至幾百萬人對幾百萬人的滅國大戰,小到做運動這道理都是一樣的。我知道我只要我體力足夠、我知道我只要狀態夠好就能跑到這個時間,可是我又如何能有這個體力狀態呢?這才是最艱澀的要點。

最後是插圖時間,這次也是翻出來的舊圖。不是說因為不好看變成倉底貨,而是我現在才發現我那時候委得有多瘋狂XD就連日元162我也才委了三張,那時是每個月三張……言歸正傳,這次是りひとますし老師的作品!似乎很多繪師都覺得在初版服設裡把外袍脫掉會比較清爽一點,不過這樣項圈好像有點顯眼?不管怎樣,謝謝老師的作品!!