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Showing posts with label inkle. Show all posts
Showing posts with label inkle. Show all posts

Friday, 26 June 2015

Success has many fathers


Games and interactive story apps are media in which it's easy for the wrong people to get the credit while genuinely valuable input may be overlooked, so I'm going to spell out the creative provenance of The Frankenstein Wars for all to see.

The original concept of a world in which Victor Frankenstein's discovery was used to create an army of resurrected men dates back to around 1999. Martin McKenna and I cooked up the idea as the basis for a PC strategy game while freelancing on Plague (later released under the name Warrior Kings) at Eidos.

Martin and I tried various routes to getting the concept, which we called Frankenstein's Legions, started up as a game, movie or comic book. Martin is not very keen on drawing comics - which is a pity, as he's really rather good at it, but instead we roped in Russ Nicholson to work up some rough pages. (I'd say pencils, but Russ never uses pencils.)


Lots of people liked the story premise. Iain McCaig suggested that Victor Frankenstein's discoveries should extend far beyond the secret of life and death. I'm not sure if there are any greater secrets than that, but Iain is a creative powerhouse and so I'm always willing to listen to what he has to say. Martin's friend Jamie Mathieson, writer of Frequently Asked Questions About Time Travel, thought it was a mistake not to have one of Victor's descendants at the heart of the story:
"I am reliably informed by Martin that Frankenstein left no heirs as far the original novel is concerned. I also understand that Dave is not keen to invite any Young Frankenstein ridicule. However, if we make our central character/s descendants of Frankenstein's assistant I think we lose quite a bit of dramatic potential. They have no Frankenstein blood in their veins, they're not cursed down the ages, they're not fated to repeat their ancestor's mistakes etc; they're just unlucky enough to have a grandfather who did odd jobs for a nutter and nicked his stuff after his death. I realise that if we invent a son for Frankenstein, we're directly contradicting the official novel continuity, but given that we completely change the outcome of the Napoleonic War, I've got no problem with such a comparatively small tweak, that will reap potentially much bigger dramatic rewards. It also a much simpler sell – potential audiences/buyers would get it instantly. “He's Frankenstein's grandson.” is much easier to get across than “He's the grandson of Frankenstein's assistant.” “Why?” “Well, Frankenstein had no children in the novel, but this guy's granddad was there, he helped him ...wait, no, come back with that big fat cheque.” 
Henry Clerval had never been Victor's assistant, in fact. In the novel he's just his best friend, knowing nothing about the experiments Victor has been doing, but in the 1973 movie Frankenstein: The True Story he is the real originator of the life-creating process. The reason Henry's son was one of the main characters in my Frankenstein's Legions story is because he might credibly stumble across notebooks that Victor have left in Henry's care.

I didn't much like Jamie Mathieson's suggested approach myself, for much the same reason that I didn't want to see Davros come back in every Dalek story after Genesis. It turns it all into a pantomime. If I'm creating a story about nuclear destruction, I don't need to have Oppenheimer's great-grandson poised over the button, or Einstein's great-great-granddaughter swinging into action to thwart him. I wanted Frankenstein's Legions to feel like reality with fantastic elements. But it should be noted that at this stage (2005 or so) I still had never read Mary Shelley's novel, so I was still largely churning through half-remembered Universal and Hammer horror flicks. I still supposed Victor was a baron, for one thing.

While out in LA following the collapse of Elixir Studios, I mentioned the concept to movie producer Michael Levy and, with the help of a games documentary maker called Olly Quinn we made an audio demo to pitch to studios.

When I handed the commission to write the Frankenstein's Legions novel to John Whitbourn (we're into 2006 now) I said I'd stay out of his way and I did. Nothing kills a creative project faster than having too many hands on the tiller. John drew his inspiration more from the Hammer movies than Mary Shelley's story, in that the resurrected soldiers were nearly mindless monsters rather than the perfectly human but inhumanly mistreated wretches that I'd envisaged. He also had Frankenstein's nephew front and centre - though with the ironic twist that young Julius Frankenstein had inherited absolutely none of his uncle's scientific genius. Other people just assumed there was something in the Frankenstein blood and so they were all chasing after a piece of him - figuratively, that is.

Shortly after that I encountered the Muse while out walking in the fog on Hook Heath - her usual kind of reverse mugging, in which she stuffs my head with unwanted ideas - and returned with the plot for Frankenstein's Legions reimagined as a YA trilogy. The problem was, it had gone all airships and steam-weapons, the focus now really on girl genius Ada Byron rather than the whole Frankenstein thing. Young Adult literature has more than enough steampunk trilogies already, but try reasoning with the Muse.

On to 2010, and Michael Levy had hooked up with a comic book company called Ape Entertainment. We had a whole lot of Skype calls about a Frankenstein's Legions comic, I did a draft script of the first issue, and even started to rethink the story in a US Civil War setting, but it came to nothing.


How does all this connect with my Frankenstein interactive novel app? Not at all, is the answer. In 2011 I pitched the idea of interactive classic novels to Michael Bhaskar, who was then digital director at Profile Books. I didn't particularly want to adapt Frankenstein, having had enough of it (or so I thought) over the last twelve years. But when Michael said that was the one he really wanted, I decided I'd better finally get around to reading the Mary Shelley novel. That was an eye-opener. Instead of the crackly Gothic body-horror nightmare presented in the movies, I found a fresh, modern psychological drama of a divided self - more David Fincher than Herbert West.

Nobody else had input into my Frankenstein app. I used Inkle's markup system to write it all, but the Inkle team had no role in the concept, design or writing. Nor did I get any feedback from Profile's editors, as they couldn't parse sentences like this:
The fiend can cut the knot of my happiness, but {demonize:it|he} cannot unpick this truth: that we were wed, {victor_empathy < -1:as my mother desired|and loved each other}.
Getting left alone to write is just fine by me. After doing this job for thirty years I don't really need a copy editor, and I always have my Fabled Lands cohort Jamie Thomson to bounce story ideas off to see if they work. (Jamie and I were originally going to write the Frankenstein book app together, but in the end he was busy working on the Dirk Lloyd series.) As I recall, the only suggestion from Profile and Inkle was to put a Twitter button at the end of every chapter of Frankenstein so that the reader could tweet things like, "I just helped Victor Frankenstein steal a body from the morgue." Thankfully we authors have something called the moral right of integrity, which basically means you get to tell people to keep their hands off your work. The app was released sans Twitter buttons.

(Oh, fun fact: I wrote the whole of Frankenstein standing up because of a back injury. And I fixed the problem of how Clerval's body gets from Orkney to the very beach in Ireland where Victor's storm-tossed boat washes up. Mary Shelley had thirteen years to work on the second edition and she didn't spot that, so booyah.)

After Frankenstein, I didn't feel any pressing need to go back to Frankenstein's Legions. Been there, done that, got the bolts in the neck to prove it. But then the fellows at Cubus Games asked if I'd like to get involved in launching an interactive story app on Kickstarter. I told them about Frankenstein's Legions and we quickly decided that, to avoid confusion with John Whitbourn's novel, we should call this new story The Frankenstein Wars. Jaume Carballo and I kicked ideas back and forth, but then I realized my work schedule wasn't going to give me enough time to write it. We turned to Paul Gresty, author of Arcana Agency: The Thief of Memories and I sent him all my notes and the longest of several story outlines, and as I write this he is wrangling his own ideas into that framework. What you finally see - assuming the Kickstarter campaign is successful - will be the equivalent of a "script by Paul Gresty, from a story by Dave Morris and Paul Gresty".

And that, friends, is the definitive list of credit where credit's due in the long patchwork story of The Frankenstein Wars. And there's still time to pledge for it on Kickstarter - but don't delay, those criminal brains are counting on you.

Wednesday, 18 March 2015

That old serpent


We were just talking last month about how the fantasy adventure gamebook has evolved into (among other things) CRPGs, so no need to go into all that again. This is Inkle's latest gamebook app in the Sorcery series, and it's interesting that 80 Days seems to have steered them more towards the go-anywhere open world gameplay of Fabled Lands.

Good thing too, though I'll admit to a heartsink when I saw a piece of simulated text-on-paper flip up onto the screen - only because the rest of it looks so good, particularly Mike Schley's maps, that those old connections to gamebooks' past seem as out of place as wisdom teeth or a burst appendix. (I know, I know - text is inexpensive; I'm not faulting Inkle for using it, just saying that the rest of their banquet looks so appetizing that the paper napkins are bound to come as a slight disappointment.)

What particularly impresses me is that all this is built on the foundations of Inklewriter, a markup language, rather than the object-oriented database structure you'd use in a CRPG. But that's the bit of the iceberg you don't see. The important thing is that Sorcery 3 is here, it looks great, and if Games Workshop style goblin-bashing is what floats your boat, you're going to be spending the next few months in Analand. (Don't look at me; it's what Steve Jackson called it.)

Sunday, 15 February 2015

Hot and cold about interactive literature


I was talking to James Wallis about Powell and Pressburger and how one of my favourite movies – my “hang out” movie, as Tarantino would have it – is A Canterbury Tale. I mentioned that the Pilgrim’s Way passed near my old school and how I’d always wanted to walk it. Possibly I was thinking of cross-country runs around Newland’s Corner with the sleet in my teeth , and the operative word was walk. Anyway, it made an impression on James. The following year he got engaged to the beautiful Cat Muir, asked me to be his best man, and suggested that I and Martin McKenna make ready with him to wenden on pilgrymage.

To my everlasting regret, I wasn’t able to tread the whole route from Winchester to Canterbury. Elixir Studios had just closed down and I was too busy looking for a job to clear two weeks for the simple pleasure of wayfaring with good friends. I should have done. You can’t bunk off halfway through a pilgrimage, not even if you’re an agnostic like me.

Anyway, you'll be glad to know there is a point. James decided that a good angle for charity fundraising would be to do the whole 146 miles without a map. Instead, he brought along a written description of the landmarks we should be steering by: a track beside a field, turn left at the second farm, etc.

Remind you of anything? It’s like Fabled Lands, where you find yourself in deep countryside with something like this to guide you:


The irony there is that Jamie Thomson and I didn’t originally intend the player to navigate using the text. Our first thought was that you’d move a counter around the map, with the usual allowance for terrain type. Regions would be marked with different encounter tables and each city and town would have a number that pointed to the text in the book.

Why did we change our minds? Because navigating by map would have required a little more work on the part of the player, and gamebook readers in the ‘90s weren’t as accustomed to that kind of thing as role-players. Yet when Jamie and I were working at Eidos, and we talked to Ian Livingstone about turning FL into a computer game, we enthusiastically returned to the idea of using the map as the main armature around which you’d build your character’s story. Here’s the first part of our pitch document:
A scrolling map of the world. Key figures (players and powerful NPCs) appear on this map, but you can only tell the profession of characters if they're in the same country as you are (ie, those characters will be differentiated into Warriors, Mages, etc; those in other countries are just shown as a generic character sprite).
That was 1996. Almost twenty years on, gamebook apps like Sorcery and 80 Days made the long-overdue step of having the top layer be the map – just simple common sense because, as James and Martin and I soon discovered on the North Downs Way, trying to find your way around the Home Counties from just a text description is sheer insanity. This is so much better:


But when you switch in the map layer, is that still a gamebook? Leaving aside the question of the “game” part (there is dice-rolling but little or no actual gameplay in almost all the gamebooks I’ve seen), the distinguishing feature of gamebooks is that they are like novels. So let’s go back to basics with what a novel is. You are presented with prose that functions as a kind of blueprint or program for what is going on in the story, and when you run that program in your mind, you construct an imaginary reality. The whole shebang may seem to be in the control of the author, but in fact you are lucidly dreaming your own version of the world with just occasional nudges from the text. (It’s actually the basic mechanism of human awareness too, incidentally, but let’s not get sidetracked.)

That lucid dreaming process is very different from watching a movie or playing a videogame. There the world you’re experiencing is already rendered for you. (And when I say that, you realize I’m not only talking about the graphics, right?) This is why it is easy to interact with any visual or even aural story, but in the case of prose we have to disengage the part of the brain that’s modelling the world around us in order to decide what choice to make. How can we make that easier? Well, there’s a world of difference between parsing this:


and this:
The square is empty. To the north is a river. You do not see a key here.
All this is not exactly new. Marshall McLuhan wrote about hot and cold media (he said “cool” but, y’know). A hot medium is doing the work for you. A firework display, for example, or a blockbuster action movie. A cold medium (comics, say, or novels) requires your conscious participation in the process. It’s a continuum, so the short example of text-adventure prose above is hotter than the novel-like one involving the Gargan twins.

The confounding factor here is interactivity. It’s very easy to interact with a hot medium. A ball flies at me; I swipe it away. But interactivity with a story is more of a conscious process. Do you want the princess to marry the prince or to spend her days singing MOR show tunes? Let me think… Yet as I spin the cogs to decide that, the entire world of the novel must grind to a halt, even begin to fray around the edges, as I’m not consciously sustaining it. So, the more you want the reader to interact – in fact, the more you want them to be a player – the less you must make them a reader.

Arguably the text in an app like Sorcery is crying out to be severely de-novelized, reduced from this:


to this:


or preferably replaced altogether with animated characters. It’s evolving into a game anyway, and in doing so is proving far more popular than a straight “book-like” interactive story app. So why retain features that gamebooks only had originally by reason of historical circumstance, because the only mobile devices in those days were paperbacks and because artwork was too expensive?

Or is there a valid reason for interactive stories to hang onto their gamebook roots and even to play up the novelistic elements? What do you think?

Friday, 5 December 2014

Little touches, big effects


I’m not the kind of person who googles themselves. I just wanted to get that clear at the start. No nude selfies in the cloud either, come to that. How it happened, I was looking up Destiny Quest Infinite for a future post and, wham, out of the blue, here’s this reference by Yuliya Geikhman of Adventure Cow about one of my old gamebooks:
Heart of Ice made it clearer for me what I expect from a gamebook: the knowledge that my past actions influenced my current situation.”
That happened to dovetail nicely with a review, equally serendipitous, by Paul Gresty of another Critical IF gamebook (or Virtual Reality, if you must) Down Among the Dead Men.
“…Nuances crop up throughout. When I played as a changeling sorcerer, who knew nothing about my origins, I passed mysterious buildings that seemed oddly familiar, and I wondered whether I might once have lived there, once. When I played as a pirate queen, disguised as a man, I struggled with the difficulty of hiding my sex during my travels with my fellow pirate escapees.”
Those customizing touches are all the way through my interactive reboot of Frankenstein. The things Victor says about the monster, whether he refers to him by name, whether he’s a “he” or an “it”. Of course, Victor’s attitudes (attitudes that the reader has shaped and influenced, by the way) show not just in his language, they inform his every choice too. But we’re talking here about just those small cosmetic tweaks of phrasing. They are every bit as important as the real decisions and points of logic, in the same way that character and theme are no less the lifeblood of a novel than its plot.

Inkle’s engine made designing and writing Frankenstein so easy. I just had to preface a line of text with a tag and Victor might address his fiancée as “my love”, “my dear”, “dear cousin”, or just “Elizabeth”. I made full use of it, I can tell you. When you consider there are over 1200 sections in Frankenstein and pretty much every single one is made up of multiple strands of text that are displayed or hidden according to variables like trust, ambition, and empathy, that’s getting on for a Borges-level order of textual infinity.

But here’s the thing. You don’t need to use a trick like that a thousand times to evoke the sense of a world that adapts to and is reflected by your choices. Tiny flourishes serve just as well. Take the backstory hints that Paul Gresty liked in Dead Men. There might only have been two or three of those in the whole book, but once you plant little seeds like that in the fertile soil of a reader’s imagination, you can grow a whole jungle of implied possibility.

The novelist J L Carr wrote A Month in the Country, which was shortlisted for the Booker Prize. When he’d first submitted the manuscript, his editor sent it back complaining that, although it was supposed to be set during a sweltering July in Yorkshire, the author hadn’t conveyed the sense of oppressive heat. Carr added three sentences, waited a few weeks, and then sent it back saying he’d rewritten it with the editor’s notes in mind. “That’s much better,” came the reply. “Now you can really taste the sweat.”

With no conditional text, an interactive story doesn’t feel like a reactive environment at all, but only a sterile maze the reader is wandering around inside. But if you’re working in print, put in too many conditional clauses and the book-keeping required by the reader destroys any sense of immersion that the adaptive text is trying to create. Just an occasional callback to the character’s past, or to the actions he or she took already, is enough to create a story where choices feel like they really matter. A pinch now and again, that’s all you need to wake the world up.

Friday, 24 October 2014

Arcana Agency: the app version


Remember Arcana Agency: The Thief of Memories? It was a gamebook by Paul Gresty, published a couple of years ago by by Megara Entertainment using funds raised on Kickstarter. Well, now it's returning as an app, which is currently in review at Apple and should be on sale within a week for iOS, with an Android version not far behind. I'll run a guest post by Paul Gresty when the app actually launches, but to warm things up here's my foreword from the 2013 print edition. 

(Where I got it wrong: gamebooks on Kickstarter are mostly not innovating; they look more '80s than the '80s! But in the digital space there is real innovation in the form of projects like 80 Days from Inkle/Meg Jayanth and Frankenstein by - modest cough - me. So quality gamebooks like The Thief of Memories do have a future, only it'll be as apps rather than expensive KS hardbacks.)

*   *   *

It's generally thought that the boom time for gamebooks was the 1980s. Back then, every publisher wanted at least one gamebook series and it was hard for the small pool of authors willing to wrangle with flowcharts and rules systems to keep up with demand. But who could have imagined that, thirty years on, a first-time gamebook writer would raise the staggering sum of $130,000 – and not as advance against royalties, as publishers pay for new work, but in the form of pure patronage? For that is Kickstarter, today’s answer to François I.

The genius of Mikael Louys, founder of Megara Entertainment, has been in seeing that crowdfunding could point the way to an entirely new funding paradigm for specialist interest publications. Role-playing games and gamebooks, which would have struggled to find a market on the shelves of a bookstore, at one stroke become a very viable proposition when backed by a devoted core of aficionados.

Of course, there is rarely a new thing even in the third millennium, and Kickstarter book ventures in fact represent a return to the 18th century model of publishing whereby a subscription would be raised to pay for the writing and printing of a new work. So gamebooks may have left their ‘80s heyday behind, but reports of their extinction have been wildly exaggerated. Instead they could, alongside other hobby and genre interests, spearhead a whole new evolution in publishing.

It’s not just the financial side of gamebook publishing that’s changing. We are starting to see innovations in content too. Back in the 1980s, it was hard to convince publishers to try anything new because the standard Dungeons-and-Dragons-influenced fantasy gamebooks were selling so well. Now, that whole genre of gaming has been claimed by videogames, which will win hands down when it comes to dungeon crawls and monster bashing. Gamebooks have to get smarter. They have to evolve into new genres and styles. They must thrive by identifying the things they can do better than videogames. More complex characterization. A greater variety of situations. Deeper exploration of themes. That level of moral and emotional richness that prose can do better than any other medium.

Arcana Agency is just one such work and it can only do so much. But I’m interested in the mold-breaking aspects that Paul Gresty is trying out here. The usual second-person, present tense that has been the standard register of gamebooks since Steve Jackson’s Death Test has gone, throwing us into a medium that feels grown-up, intriguing, and full of properly differentiated characters. I’m not even sure that I’d use the label ‘gamebook’ anymore. That seems to imply something to read on the bus home from school, something to fit in after homework. Mr Gresty is writing interactive literature here, making full use of the medium at his disposal to provoke, stimulate and challenge the reader in interesting ways, and I’m sure we’ll look back on Arcana Agency as a pioneer of a whole new phase in the ongoing evolution of the interactive novel.


Friday, 19 September 2014

Splice the mainbrace!


Pirates are all the rage nowadays, thanks to Jack Sparrow, but back in the mid-90s it was a genre in the doldrums. The heyday of The Sea Hawk and The Crimson Pirate was a half century earlier, Polanski's Pirates in 1986 had failed to rekindle the buccaneering craze, and Renny Harlin with Cutthroat Island was just about to put a hole below the waterline.

I've always liked tall ships and I owned a copy of Tim Powers's On Stranger Tides - though I actually didn't get around to reading it till a couple of years ago. More to the point, Mark Smith and I needed to come up with a clutch of story ideas for the Virtual Reality gamebook series. The ink was barely dry on the deal, but the publisher's marketing department were already asking for a list of the first six or eight titles. We'd already decided not to set the books in one universe, and we'd both had enough of medieval(ish) adventures for a while. Mark went Cinquecento with Green Blood, Coils of Hate, and the never-published Masque of Death. I scattergunned off into apocalyptic SF (Heart of Ice), Mayan myth (Necklace of Skulls)... and Down Among the Dead Men.

It's not quite your traditional baroque frock-coated pirate thing I've got going on here. Dead Men is set in a more or less Elizabethan world, in which the kingdoms of Glorianne (England) and Sidonia (Spain) are getting into a shoving war on the high seas that grant them access to the New World. But your basic piratical ethic is intact, with room even for a few necessary anachronisms.

I always wanted to try my hand at fantasy in a Tudor setting, with conjurers like Prospero and Doctor Dee as character templates.In Dead Men, a slanderous reworking of Doctor Dee becomes William Wild (the real John Dee's granddad). And "El Draque" was a real Spanish nickname for Sir Francis Drake, though here it gets a bit of vampiric twist. And the inspiration for this Caribbean sky, and the scene that follows with its flying ships, comes from a late-night walk across Clapham Common, when the clouds opened up suddenly like an observatory dome to show me the blinding lamp of the full moon sliding across the sky, a galleon under dazzling canvas:
At last the storm blows over and the full moon appears – a blazing white beacon. The clouds go draining away like pools of quicksilver in the vast dark blue dish of the sky. ‘Ship ahoy!’ cries the lookout. ‘She’s the Rose!’ 
That sky whisked me right back to Nightmaster, the comic by Denny O'Neil and Bernie Wrightson, which was probably the first place I became aware of flying ships, or at any rate realized that one day I needed to put one in a book.

The book's title comes from an old song:
We are the red men,
Feathers-in-our-head men,
Down among the dead men.
Pow wow.
Apparently it's not heard much these days because of fears that it's a racial slur on Native Americans. Nope, nothing to do with that; it was originally a drinking song. Red faced, feather-headed, you see. From too much booze.. "Dead men" are the empty bottles under a tavern table. Hence this song, from John Dyer's toast to the King: "He who would this health deny, down among the dead men let him lie."

I liked the way Dead Men turned out. Its use of 16th century superstitions, of rapiers and flintlocks, felt fresh after years of gamebooks filled with clanking armour and broadswords. Like most of my worlds, there is no day-to-day contact with nonhumans like elves. The setting is so close to real history with sorcery spinkled on as a spice that Joe Humfrey and Jon Ingold at Inkle Studios suggested it could easily be relocated to a real-world historical setting. Queen Titania is obviously our own Virgin Queen (as played by Cate Blanchett anyway) so why not do the minor rewriting to make her so? In gamebooks twenty years ago I suspect that would have seemed strange, but it makes perfect sense today.

Ah, you noticed the reference to Inkle. That's the reason for this post, because today (which happens to be International Talk Like A Pirate Day - pure coincidence, I assure you) Inkle have launched Down Among the Dead Men as an app for iPhone and iPad. This was actually in development a couple of years back, but got caught up in Fabled Lands LLP's abortive partnership with Osprey Books. That was a big mistake that caused me to wrestle all summer long with an appallingly complicated interface (not Inkle's, I hasten to say) to create some epub3 books that never saw the light of day. It was one of those messy tangles of business and corporate politics that Jamie and I quit the mainstream games industry to escape from. And all along we would have much preferred to be working with Inkle anyway. So let me publically announce how glad I am that it all worked out in the end, Dead Men returned to its rightful harbour at Inkle, got refitted as an app rather than a mere ebook, and here it comes now with all guns blazing.

Click on old crossbones there, he'll see that you get aboard without undue keelhauling. Or go to iTunes here, and for a behind-the-scenes including the full flowchart, go to the Inkle blog here. Alternatively you can buy the print book from Amazon or get a PDF version on DriveThruRPG. Ah, and I see that a version of the "Down Among the Dead Men" tavern song features in Assassin's Creed: Black Flag. Drink up, me hearties.

Monday, 8 September 2014

Gritty adventure on the final frontier

If you've read Heart of Ice, you'll know I like my science fiction grim, dark and with no unequivocally happy endings. Actually, for the most part I like my fantasy that way too, but good SF demands an uncaring universe. In fantasy you can be saved by a mysterious prophecy and a saviour. In (too) many fantasy stories, if things look tough, having the right moral code deep down inside can count for just as much as knowing how to wield a sword or weave an intrigue.

But not in the best SF. That's the tale of mankind confronting a vast, awesome, bleak infinity that both terrifies and calls to us. For the brutal collision between guts and survival I'm talking about Apollo 13 or The Martian, for sheer wonder try Europa Report or Rendezvous With Rama, and for the great and terrible unknown take a look at Greg Bear's Hull Zero Three.

Now there's a new title to add to that list: Kyle B Stiff's Heavy Metal Thunder, released last week for iPad and iPhone by gamebook app developers Cubus Games. The art and sound effects are very stylish indeed, building extra layers of eeriness and menace into the story, which was originally published as a regular prose gamebook for Kindle. Humanity reached its golden age, only to have it all snatched away by alien invaders. The sola system is overrun. You have your wits and your courage. That may not sound like much, but it's what got us out of the caves and up into space in the first place. Now it's time to show those aliens the hard downside of picking a fight with the human race.

Even if SF isn't your thing, there's still a point to all this. Fabled Lands LLP have been talking to the guys at Cubus Games about some pretty exciting projects. (Yes, we have apps in the works with Tin Man Games and Inkle, but we have so many gamebooks that one or even two developers could never handle the workload. And on top of that, we like making new friends.) The plans with Cubus are very hush-hush for now, but you know me. Give it a few weeks and I'll be spilling the beans.

Before all that, though, come back Friday when I'll have the second part of the "DVD extras" for Doomwalk. See ya then.

Thursday, 13 February 2014

Quick recap

The last post generated a lot of discussion and some first-rate suggestions, so before tomorrow's new post let's have a quick recap.

I mentioned that Megara's European division will not be running any more Kickstarter campaigns for the foreseeable future. But Megara US, under the guidance of Richard S Hetley, is considering a number of possible projects. I can't speak for them, but I do know that one project that's been floated is a humorous gamebook to be co-written by Paul Gresty and Jamie Thomson. If you've read the Dark Lord books you'll know that one ought to be laugh-out-loud hilarious.

Jamie is also co-authoring the long-awaited Undeadwood (only it won't be called that) with Ashton Saylor, and that should be Kickstarted into existence later in the year. I've seen the plot of that and it's sure to appeal to both old-time gamebook fans and those who want a little more character depth and a more satisfying storyline.

Later in the year there will be Way of the Tiger and Golden Dragon apps from Tin Man Games. We're talking to them about our other gamebook series, but they are deservingly very busy, as are Inkle, so it may be a while before we can get the Fabled Lands apps out. But we will.

Oh, that illustration? It's part of Leo Hartas's map of one of the cities of Orb. Neat, huh?

Tuesday, 24 September 2013

That's my monster

Nice to see my digital retelling of Frankenstein getting some love at the Publish! conference today. I started designing Frankenstein over two years ago and it's still getting cited as an innovation in interactive storytelling. Jon Ingold of Inkle Studios (whose technology powered the app) pointed out that a single read-through of Frankenstein is upwards of 80,000 words and that the work "draws out the themes of Shelley’s work in new and unusual ways. Just as Doctor Frankenstein tries to understand his monster empathetically, so we as readers attempt to understand Victor for ourselves."

It's quite a happy accident that Frankenstein fits so well with the philiosophy behind Inkle's own projects, as they had no input into the design or writing. But it is the interesting way forward for interactive stories right now, as games like The Walking Dead are proving. As Jon Ingold explains in a thought-provoking piece on The Literary Platform this week:
"Our stories tend not be about choosing what happens. Instead, the idea is to place readers in a conversation with the narrative."
Not literally as a conversation, of course. Though in the case of Frankenstein that is exactly what I did (most of the book consists of Victor Frankenstein's conversation with you, the reader) Jon is referring to the more general concept of interacting with the narrative to create a kind of back-and-forth. Doing something that causes other characters to distrust you, for example, alters the story in a profound, reactive way that picking the left-hand door doesn't.

This "conversation with the narrative" is a design ethic we may see creeping into Steve Jackson's Sorcery series, the second of which is due for release shortly. Meanwhile, Frankenstein is still available for iOS and Android. Here's a little bit from Victor's pursuit of his creature into the frozen north:
The stuffy, noxious air of the cabin affects me badly after the dry chill outside. My head sinks onto my arms and waves of feverish weakness shake my body. I have pushed myself beyond endurance these last weeks – but I cannot falter now, not when I am so close to my quarry.

The old woman shakes me and leads the way to a box room with a cot where I can lie down. Young goats peer in through beams that separate this from the next room. A thin icy draft makes its way in under the rafters, reviving me slightly. Thanking the old woman, I pull the furs around me and wait for sleep to come.

How hateful life has become to me. To endure each day I have to force the bitter memories away, and build a wall that stops me thinking of those I have lost. It’s only in sleep that I can recall what it is to be happy. Oh, why can’t I banish this turmoil of thoughts? Let me sink into sleep. Where are the dreams I need that will give me a respite from the darkness?

I can hear my father’s voice. William is with him, and – yes – there are Elizabeth’s silver tones. Henri too. All of my friends, gather me to your arms, give me strength for what is to come.

They emerge out of a fog. The fog of reality is lifting as dreams come roiling up, and the light that hangs around them is dazzling. I am familiar with that light. It is the celestial exhalation of the spirits that guide me.

But why is Elizabeth’s face so contorted with anguish? Come closer, dear cousin. Speak to me.

‘Destroy the monster, Victor. You must sunder him in pieces. Burn him. Cut out his eyes, torture him, make him pay for the suffering he inflicted on us.’

‘Pour acid in his veins,’ says my father.

‘Let his screams echo across the plain,’ says Henri. ‘Smash in his skull. Let him feel what it is to have life brutally taken away.’

‘Give him a slow death,’ says little William. ‘Let him crawl in agony all the way to the gates of hell.’

And all of them, as they urge me thus, are smiling like cherubs before the throne of God.

Tuesday, 7 May 2013

Do gamebooks need text?

The sweet spot for a gamebook app is the perfect balance between graphics and text - which maps, at a deeper level, to the balance between "game" and "book". I said in the last post that Inkle's Sorcery app achieves that, but there may be other sweet spots too. That's really just a guess. I'm basing it on the principle that a gamebook in print form can work perfectly well if there are no pictures, and a CRPG is fine with no words. (The way I play them, anyway - I can never be bothered to stop and read all those tedious parchmenty scrolls, much to Jamie's annoyance.)

But that's just the limiting cases. How about places in between? Inkle found one - are there others? And what about the medium itself? How much of a difference does that make? Reading a gamebook in print is not very different from reading a novel. On the first run-through, at least, you'll probably take time to enjoy the prose. But put the same book onto a phone, and there's a strong impulse to flip through all the jaw-jaw to get to the next set of choices.

I spent the last eight months converting four Virtual Reality titles and the first two books in the Way of the Tiger series into ebook format. Yes, not apps, ebooks. Will readers respond to these as they would to a print gamebook? I hope so; I've kept the print reading experience pretty much unchanged, as you can see from the screenshot above. But is that a valid assumption? If you're reading the books on an ereader, you presumably don't expect graphical bells and whistles. On a tablet or phone, though, you could go straight from playing The Shamutanti Hills or An Assassin in Orlandes to Heart of Ice. Absorbing a story in the form of prose requires a different mental gear, in fact a whole other mind-set, from reacting to hybrid input comprising graphics, text and audio.

To sum up: it is not obvious whether people can read a gamebook like a regular book when it is transplanted from the page to the screen.

If I were writing new interactive books, there are two obvious ways I might go. One is to dispense with the gameplay aspect so that the book is "interactive literature" - that is, it's all about the reading experience. That's what I did with Frankenstein and Jon Ingold did with Flaws. This is the interesting direction for interactive fiction if it wants to grow up.

The other route is to stick with solve-the-plot interactivity but do something with much less text - either as a Fabled Lands type experience with very short descriptive passages and a lot of freedom of choice, or by making it more of an interactive motion comic and dropping text altogether. Of the two latter options, the first tends towards CRPGs - in fact, is really just a CRPG on the cheap - so will not thrive long as a distinct species, I think. The other is just how to arrive back at adventure games by means of a ten-year detour. Which is no bad thing; adventure games have always been waiting for the equivalent of a Wii to bring them to the mass market, and maybe the iPad or iPhone is it.

What do you think is the next step in the evolution of gamebooks? Don't all shout at once.

Saturday, 4 May 2013

What sorcery is this?

The strain of fantasy represented by Dungeons and Dragons and the subdivision of same that is Fighting Fantasy are not my cup of tea, but I always had a bit of a soft spot for Steve Jackson's Sorcery gamebooks. I remember actually playing through a couple of them - and bear in mind that Jamie and I spent most of our working days back in the '80s writing gamebooks, so reading other people's wasn't usually the leisure activity we'd pick to while away an evening.

The Sorcery books benefited from Steve Jackson's innovative gameplay ideas (most notably the magic system, based on 3-letter spells that the reader had to cast from memory) and a world that was a bit more interesting than the usual DnD-flavoured setting. Apparently Steve was inspired by his travels in Nepal and, while we're not talking Tekumel here or even Jorune, there is a genuine sense of the exotic that moves it away from being sort-of Tolkien, sort-of medieval. It was also possibly the first time that a series of gamebooks built into one single epic quest. Oh, and it wasn't just room after room in a big old dungeon. In 1985, something new like Sorcery really stood out.

It's fitting, then, that now that gamebooks are enjoying an Indian summer thanks to digital media, the Sorcery series is getting a retool from the Rolls-Royce Ltd of interactive book apps, Inkle Studios. The first of their Sorcery adaptations for iPad, The Shamutanti Hills, was released this week and, as Kotaku's reviewer commented, it "takes the genre to a whole new level".

Full disclosure: Inkle were the developers of my Frankenstein app, and were responsible for its gorgeous look and feel as well as providing the smoothest set of tools for writing I could have wished for - so you may need to correct for a slight bias here. But even allowing for that, I've already spent three or four hours playing Sorcery and it was only released a couple of days ago. So trust me, it's going to be a gamebook-changer.

We were recently discussing the clattery old dice-based combat systems in gamebooks of yore, so I'll start with that. Inkle have dispensed with the random rolls in favour of a streamlined tactical system that allows for an element of skill. Combats are now really rather fun, as strong attacks temporarily sap your energy and, if the opponent attacks more strongly (as in the screenshot below), will also result in you taking a more serious wound. You'll sit judiciously weighing up your choice each round and wincing when a wrong move has you stumbling into the path of the enemy's sword.

As you'd expect from Inkle, the imagery and visual design are glorious. Even something as simple as selecting the three letters of a spell is evocative and tactile, and navigating on the 3D map feels almost like dropping into the title sequence of Game of Thrones. (Okay, maybe I'm overstating it a bit there, but it's a safe bet that's where Inkle are headed in future. Give 'em time.)

So, that map. I expected to find myself skimming the text and just playing the game like an '80s top-down CRPG, but in fact the transition between map and text is pretty seamless. The more visually enhanced and videogame-like a gamebook becomes, in theory, the less patience the player will have for prose. That's not to say that long sections of text can't work in digital gamebooks, just that you have to decide where to set the slider: book or game? Sorcery's specific balance is probably not the only right answer, but it's certainly one of them.

I didn't keep my copies of the original books, so it's hard to say how much of the text is Steve Jackson's and how much has been added by Jon Ingold, but the end result certainly feels fresh and vigorously fast-paced. There are also elegant turns of phrase and sophisticated storytelling techniques like the opening flashforward that I think must have come from Jon. Either way, it's a nice read with most of the traditional DnD campaign tropes given a shiny new trim thanks to the finer and more immediate writing style.

Quibbles there are a few. The map navigation occasionally leads you to expect more freedom than the original structure of the adventure allows. So, for example, you'll venture into a tavern only to find that the option to visit a nearby waterfall disappears for good. Now, if only this had been a Fabled Lands book instead of... Ah, but now I'm dreaming.

The monsters let the setting down a bit. Ratbears. Goblins. Manticores. Trolls. Giant bats. We certainly can't blame Inkle for that. They had to work with the books they were given, and I expect those were originally populated from a Monster Manual for the sake of an afternoon's gaming. The only reason I draw attention to it is that there's that little hint of something special in the world and the religion, and then we get the usual thudding parade of DnD creatures, which is a shame.

Oh, and another legacy from the books is the flip-of-a-coin flippancy with which you may get killed. A witch is casting a spell. Do you leap left or right? Make the wrong choice and you're fried. Gamebook readers of thirty years ago may have stood for that but, alongside all the genuine innovations Inkle has put into this, the old cavalier style of gamebook "GMing" is kind of fusty.

I don't want to make too much of the quibbles, though. Make no mistake, this is a revolutionary app that has for the most part completely rejuvenated its source material. In every sense - graphics, writing, animation, music - Sorcery is a deluxe product worth hours of entertainment for the absurdly low price of £2.99. No, I can't believe that either. Snap it up while you can and count the days until Inkle release the second book, Cityport of Traps. Me, I'm standing outside the walls of Khare even as we speak.

Sunday, 14 April 2013

Does interactive fiction need randomness?

I've made no bones (ha ha) about not liking dice in digital gamebooks. I’m not talking here about randomness in general (we’ll get onto that) but yer actual spotted cubes. When I’m playing a print gamebook – or, as is far more likely, playing an RPG – I don’t find the action of rolling dice especially disruptive. It’s tolerable, anyway. But when the book is on a screen, interrupting the flow of the story to show some animated dice clattering around just strikes me as inflicting brutal and unnecessary harm to any sense of immersion.

This is a personal view, however. As a designer, I’m not saying there shouldn’t be dice. Some gamebook nostalgia buffs like having them, and if the implementation isn’t going to cost too much then why not offer the option? But it should be an option. Someone who has never played a print gamebook will, quite rightly, find the use of dice to make no sense whatsoever. It’s like having animated turning pages and rustling paper sounds. Only worse.

But if not dice – if we want to move onto a new generation of gamebooks without dice – what are our options? (And incidentally this is a good point to mention that the evolution of gamebooks is also the subject of a series of very interesting posts on the Mysterious Path blog.)

That opens up the whole question of randomness. In a face to face RPG, typically when I hit a foe with a sword I might do 2-12 points of damage or whatever. In a computer RPG, on the other hand, the amount of damage is usually fixed for a given weapon, opponent and combat manoeuvre. Here’s why. If I can see my lucky or unlucky dice roll on a tabletop, and feel (utterly unsuperstitious though I am) that I was in some way responsible for that roll, I can accept it. But if I get into the same fight in a CRPG and lose because lousy numbers are generated, I’m not going to keep playing. It’s the device that made the roll, not me. I want victory in a videogame to be about tactics, reaction speed and choice of weapon, not blind luck.

In a digital gamebook it’s not likely to come down to reaction speed, nor indeed to the simple stabbing at controller buttons that satisfies us in most videogames. How do we play to the strengths of the medium? One way is to reason that, reading a gamebook being a cerebral sort of activity, maybe the fights can have a more cunning rule mechanic. This is what Inkle and Steve Jackson (the UK one) have done in the Sorcery app. You pick an attack strength, so does the opponent. The higher number inflicts damage, but also fatigues the attacker so that he can’t put as high a number next round.

This fits with the sense you get when playing a digital gamebook that you are laying a story behind you as you go. In the case of Sorcery (or Frankenstein) that’s explicit in that the sections of text are stitched together. You could show that text to somebody else and they could read it as if it were the novelization of your adventure.

I like this because it’s how we perceive time. The future is fizzing with all these quantum possibilities, the past is fixed in one shape. But hold on. If we are indeed creating a novel-like experience as we play, doesn’t that beg the question of how much prominence should be given to fights and other tests of skills, whether randomly or strategically decided? I’ve blogged before about how fights are tricky in fiction. I can’t actually remember the last novel I read that had a fight in it, and I’m willing to bet that even in A Song of Fire and Ice you don’t get very many – and that they aren’t ever described blow by blow unless (a) a lot hangs on the outcome and (b) there’s something clever, dramatic and unexpected about how it plays out.

The thing is, how much fun is it to read, “You strike at the goblin, but he parries. He ripostes and you react too slowly. His sword lays open a long gash in your arm.” It doesn’t matter if, instead of generating this stuff procedurally, you have Jeanette Winterson writing it for you. It’s just not interesting. Which makes me suspect that, in the context of a digital gamebook, it isn’t interesting to play either.

Some will say at this point, “But I like picking my main weapon, my armour, deciding when to drink the healing potion, selecting a combat stance.” Then, honestly, you need to play The Witcher, which does all that stuff with a lot more excitement and eye candy than you’re going to get in a medium that is principally prose.

That’s not to say gamebooks have to drop the gameplay aspect. You can have “interesting choices” in stories. 007 games his showdown with Oddjob – much to the delight of my eight-year-old self. And do you know how Conan defeats the peerless swordsman Mikhal Oglu? Pure gameplay. The tactic is so surprising and brilliant, in fact, that Roy Thomas doesn’t even need to show the ensuing fight. There’s no randomness there, of course. The smart choice trumps all others.

But how much do we want the gameplay to be visible? If the Game of Thrones TV show had on-screen bars showing characters’ declining political influence stats, would that make us more engaged, or less? One of the reasons that role-playing isn’t more popular is that most people don’t have the kind of mind that can see “Strength 14” on a sheet and turn that into an intuitive feel for the character. Storytelling has rules, as anyone who has done improvised storytelling will know. It’s just that those rules are a lot more implicit, interesting and subtle than THAC0.

In short, if we want more people to read gamebooks, we need to de-geek the mechanics. Mostly that means hiding them altogether, as in Frankenstein, where I do have stats (Trust, Empathy, and so on) but the reader never gets to see them, only their effects. And, if you can’t see the stats being applied, there’s no point in randomness. It’s simply no longer relevant to creating an engrossing interactive story.

Thanks to Farrin N. Abbott of CopyCatFilms for the intertitle card.

Saturday, 30 March 2013

Inkle's digital Sorcery

If you're a longtime gamebook fan then you'll be aware of Steve Jackson's Sorcery series of linked gamebooks with a blend of unusual game mechanics and puzzles set in a world that was part Nepal, part Middle Earth. Tekumel it wasn't, but it was streets ahead of the competition back in the '80s.

I don't know if the Sorcery books ever explicitly connected with the Fighting Fantasy world of Alan, but in the minds of the readers I'm sure it was an easy glide between the two. (And in fact Wizard Books's new edition explicitly places them in the FF series, which clinches it.)

But that was then. It was a time when trees had to die so that we could read. Now dawns the age of backlit glass and pixels, a world in which gamebooks stand blinking like a cosily familiar but hopelessly befuddled elderly relative. So I've been curious to see what Inkle Studios would do with the iPad adaptation of Sorcery.

Inkle, as you may know, supplied the luscious visual design that burnished the iOS version of my Frankenstein interactive novel. The expectation for Sorcery, then, was that we'd see a graphically enhanced port of the books onto iPad. Now that Inkle are unveiling some details, it looks to be much more interesting than that. Sure, there's a lovely drawn 3D map by Mike Schley and dynamic character animation for the combats by Eddie Sharam. But instead of just a gamebook on a tablet, what we're seeing here is an evolution of gamebooks into something new.

On the surface it looks like a top-down CRPG (which is something much more likely to get a few hours of my time than a Fighting Fantasy book) but the truth is more complex and more interesting. You can go back and forth around the world Fabled Lands style, which I don't think was a feature of the original Sorcery books. More importantly, look what they've done with the text. It develops as you go - not in a simple old-style gamebook way, where the text you read depends on whether you take the money or open the box. Oh no. The style of the narrative - the way things are described, the way you speak - is shaped by the way you're playing.

Say you stride boldly into every battle. The system learns that and gives you text that portrays you as fearless. The things you say will be forthright and challenging. It's the original concept of Fable, only here it looks like it might go deeper than the colour of armour you wear over your Union Jack underpants. And the text that is being written aggregates a complete story, right down to the level of having procedurally-generated descriptions of the fights you get into. You could give the end result to a friend and it's the novel of your imaginary life. This is sounding a lot cooler than "roll two dice and add your Skill", isn't it?

The first Sorcery book/game is coming out in May, with the sequel due by the autumn. In my view it's a game changer, and the best hope for traditional "D&D-style" adventure gamebooks to find a niche along CRPGs in the 21st century. However, don't think for a moment that I'm giving up on my forthcoming Infinite IF gamebooks. They have something going for them that FF has never been renowned for: the quality of the writing, the story and the characters. That's why we're releasing them as ebooks, not apps, and have purposely kept them free of animated frills. But more on that next time.

Friday, 10 August 2012

2013 is "Open Sesame" for gamebooks

Here's what I've been working on while waiting for the proofs for The Court of Hidden Faces to come back from the printer. It's by Leo Hartas, of course - the doyen of gamebook cartographers - but can you name the book?

This is one of six titles with which we're launching our gamebook  co-publishing venture next spring. I can't reveal the full details till we have those contracts inked and in the safe, but all the books will be published in print and ebook editions, with worldwide distribution, and a couple of them (including this one) will also be turned into deluxe iPad apps by the masters of illuminated interactivity, Inkle Studios.

These are all pretty rare gamebooks, so for many readers they'll be completely new. And one of thse six launch titles will be new to everybody, because Jamie is only just starting to write it now. That's the one I've been calling Undeadwood. Think 30 Days of Night meets Django and you won't be far off.

Following those, if they're successful, we'll have Way of the Tiger, Blood Sword, Falcon - and more new titles too. You thought 2012 was turning out to be a good year for gamebooks? You ain't seen nothing yet.

Friday, 8 June 2012

Frankenstein web demo

After all the recent posts about the writing of my interactive Frankenstein book app, you may like to try it out. And now you don't even need an iPad or iPhone, as development wizards Inkle have put a Frankenstein web demo up on their site. Pop over and have a conversation with Victor about what he's got in that tank - just click where you see the words "Give it a try."

This demo is the sort of thing that publishers ought to be putting up on their websites too, incidentally, not just leaving to developers. But we're only in 2012. Softly, softly.

Meanwhile, if you are iOS-enabled then you can buy the book here.

Sunday, 3 June 2012

Write choices

If you want to write your own digital gamebooks, there are a couple of authoring tools for that purpose. Varytale has a selection of interactive stories online already, and you can publish your own or submit through them. However, when it comes to the reader experience I prefer the way that Inklewriter subliminally guides the eye so that you don't keep having to reorient yourself within the text. They are both worth trying out, though, and no doubt we'll be seeing more tools like this in future.

I'm interested in the way that interactive literature (a subset of interactive fiction, which I use to mean any story that is interactive whether text-based or not) works differently on screen than on the printed page. In traditional print gamebooks, you are turning pages to read just as you would in a regular book, so there is no special compulsion to rush to the next choice - that choice is just an instruction which page to turn to next. On screen, however, there is the powerful allure of the button. There, when the choices are just between two courses of action, I find myself skimming the text in my rush to make the next choice.

What's the solution? Well, you could make the choices more interesting. Rather than read a half-page of text followed by "Do you parry or dodge?" I'd prefer several pages of text and then be faced with a choice I have to consider very carefully. Or you could embrace the speedier read, as Jamie and I did in the Fabled Lands books, in which case your book starts to look more like an old-time text adventure: "You are in the rolling hills north of Metriciens. Go north, west, east or south."

Or you could eschew plot-based decisions in favour of the kind of character-driven interactivity I used in Frankenstein. Ask a friend if they want tea or coffee and it's a snap decision, so who cares how you phrase it? But ask them about a moral choice or what they thought of a movie and you've got a discussion going.

What's interesting about ebooks generally is that they are not just books on screen, in the same way that movies aren't plays and television drama isn't cinema. A subtle difference in the reading experience can have a profound effect on the content. It remains to be seen how this will affect the interactive literature of the future.

Monday, 7 May 2012

How many endings does a gamebook need?

How many endings does a gamebook need? It isn’t really a case of one size fits all. If you’re writing a simple dungeon-style bash to slay the wizard Devilbad Dre’ad, there only needs to be one ending – the wizard’s demise followed by a pat on the back from a grateful populace. (Okay, it’s two endings if you count all the death paragraphs, but really those are just restarts.)

When I wrote my Leone-inspired SF gamebook
Heart of Ice, I knew it would need to have multiple endings. The basic premise was save-the-world, but there were others chasing the same goal as the reader’s character and, in most cases, the plans those rival heroes (or antiheroes – well, I did say it was a Leone movie) had for saving the world involved different variations on destroying it. Obviously a black-or-white outcome was never going to work for that story. (The multiple endings of Heart of Ice were also a sort of nod to the various cuts of Blade Runner, but that’s a detail.)

The pitfall with fixating on the number of different endings is that it puts too much emphasis on plot – and plot alone can’t be what’s interesting about a novel or movie, or we’d just read the summaries on Wikipedia. Great Expectations has two endings, and it’s one of the best novels ever written, but not for that reason. Prospero invites the audience to supply the ending of The Tempest (“I must be here confined by you, or sent to Naples”) and it’s one of Shakespeare’s patchier plays – but not on account of that epilogue, which is vintage Bard.

Look at it this way: a novel is a program for the mind. You run it on your brain by reading it, and that gives a unique experience. Then we come away with Pip’s or Prospero’s life in our memory, almost like events that happened to us. Just looking at the plot will tell you what the program does, but you don’t get to experience it. You have to be there for the whole story for the ending to matter and make sense.

That’s not just true for regular novels, it applies to interactive fiction too. As the reader of a gamebook, I might be striving to achieve one of several different outcomes, like the protagonist in a Coen Brothers movie, but a good story is never going to deliver the ending exactly as expected anyway. What makes the difference is the route I take to get there – and that is just as much in my own mind as it is in the flowchart of possible choices the author has presented me with.

In Frankenstein there happen to be several distinct endings – I didn't count, but there must be at least six or seven. If you look at them from a plot point of view, they’re not wildly different. I didn’t have one where Victor creates a race of little frankenkinder and another where he goes off and becomes a botanist instead. All paths through the story lead to Victor’s death. (Since it’s a tragedy, I don’t think that’s a spoiler.) But consider all the stories you might have experienced up to that point:
  • Two villains: a cold, ruthless madman pursued by a murderous monster.
  • Two heroes: an idealistic visionary and the tortured, sensitive child-man he creates.
  • One hero and one villain: which can play out either way round.
  • Or something even more interesting, in which both our characters are flawed but have some of the qualities of greatness – the defining scenario for a tragedy.
And the differences go deeper than that. You may uncover a story in which Victor genuinely loves his cousin Elizabeth – or in which he finds her a more relentless and unwelcome presence than the creature. It could be a story in which he honestly believes the creature has a grievance, and tries to make him a mate to ease his loneliness – or in which he refuses to, on the grounds that a race of such monsters would threaten the whole of mankind. It could be a story in which he knows that the creature is the cause of his friends’ deaths – or in which he suspects a more complex web of deceit, leaving the creature conceivably even blameless. It may be a story where the creature is a man, or a monster, or both – and where he either regrets or glories in that fate.

At the end of all of that, you may reach one of those half dozen final paragraphs. The number of stories you may have travelled through to get there, however, is infinitely greater.

Friday, 27 April 2012

Frankenstein's monster is on the loose

If you've been dropping in on this blog recently, you can hardly have missed the news about my reboot of Mary Shelley's Frankenstein.

Is it an app? Well, yes, but "enhanced ebook" might be just as good a term. This is not a thing with sound effects and pop-up play with tricky lighting and swirling fonts. It's a book. A literary experience. You read it, interacting in a choose-your-own type way, only instead of picking which door to open or which dragon to fight, you're having a dialogue with Victor Frankenstein.

What's it like? You don't need to go by my opinion - here's what others have been saying:
"Stunning." - Tim Harford
"Very clever." - Professor John Sutherland
"Nicely done." - Stephen Fry
"A nuanced take on monstrosity... Extremely poignant." - Dr Dale Townshend
But why take their word for it? Anyone with $4.99 and an iPad, iPhone or iPod Touch can see for themselves. And quite a few have already: it's at #2 in UK books and #13 in the USA today. You can get Frankenstein from the App Store in the UK here and US here.