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Showing posts with label Frankenstein. Show all posts
Showing posts with label Frankenstein. Show all posts

Friday, 18 January 2019

To sooth a savage breast


If you only know Frankenstein’s creature from the movies, you’d think he talked like Tarzan. “Alone, bad! Friend, good!” Except, of course, Tarzan in the books didn’t say things like that and neither does the monster. He quotes Plutarch. He knows Paradise Lost almost verbatim. Victor calls him “fiend”, “demon”, “monster”, “vile insect”. The visionary genius is reduced almost to incoherence by his hatred for the thing he's made, but we rarely see the creature in a blind rage. By the time he meets his maker for the second time, he has left the innocent brute behind. Now he has become a civilized killer.

Also because of the movies, most people think Frankenstein is a story about a mad baron who sticks a criminal brain into a corpse and brings it to life in his castle laboratory during a thunderstorm, with the help of his hunchbacked assistant, only to be thwarted by rampaging villagers with pitchforks.

In fact none of those things is in the novel. I created my digital interactive retelling of the story, in part to rescue Mary Shelley’s classic from the neglect into which it has fallen. It’s a great story, but one bogged down by swathes of unlovely prose. My aim in making it interactive has been to turn it up to eleven, to reach out and drag the modern reader right into the text. That opening scene of the creature’s birth gave me the clue for one way to do that – a way to show his awakening consciousness using all of the senses. And that led me towards music as the vanishing point where his raw sense of hearing converges with his aspirations to join the communality of art and culture that unites the rest of humankind.

Because of the way the story has mutated its way through popular culture, a common image has Victor Frankenstein sewing his creature together out of dead bodies: the world’s most monstrous rag doll. In my version of the story, as in Mary Shelley’s original novel, it might be more accurate to think of the creature constructed, golem-like, a swollen homunculus of flesh. I describe his skin being grown on needlework frames, his tissues cultured from simple cells. This creature is not an old thing patched up; he’s a whole new being.

It’s alive

On “a dreary night of November”, with rain pattering dismally against the panes, the creature draws his first breath. Everything is a blank slate. His senses are one confused storm of inputs and feelings. Sounds have colour. Shapes have taste. Gradually he makes sense of the world, marvelling at the mystery of birdsong and the immense round mountain that rolls across the sky at night.

Spurned by his maker and rejected violently by everyone he meets, the creature takes shelter in an outbuilding adjoining the chateau of an aristocratic family, the de Lacys. And here’s where Mary Shelley came up with an inspired story device: a crack in the wall through which he is able to spy on them. He observes the de Lacys at the dinner table, or gathered around the elderly, blind pater familias as he plays the harpsichord. When a Turkish girl comes to stay, the son of the family starts to teach her French and, eye pressed to the crack, that’s how the creature gets his education too.



It’s at this point in the novel that we start to perceive, buried in its grosser body tissue, the outlines of another familiar story: the former ingénue who, as he acquires education and culture, becomes increasingly dismissive of those who remind him of his former ignorance. “Her grasp of French is almost as good as mine,” remarks the creature of Safiye, the Turkish girl, in a backhanded compliment. When an official of the Revolutionary government shows up to evict the family, the detail that causes the creature greatest outrage is that the man cannot read.

Finally the creature feels that his efforts at self-education have earned him a place by the hearth. He is ready to creep out of his ruined hovel and go round to the house. Dressed in stolen clothes, he waits till the others are out to present himself to old Monsieur de Lacy, whom he expects to be the most sympathetic to his plight – and who, being blind, is not going to panic the moment he appears at the door:
Alone in the cottage, the old man sits at his keyboard playing the opening contrapunctus of Bach’s Die Kunst der Fuge. It is a sweet sad air, mournful and yet gloriously so. Though Bach intended this piece of music as just an exercise, everything human is contained there. We live and will die. Nothing has meaning except what we give it. And yet the tiny equations of mortal perception contain everything that is beautiful and true.



Now, Mary Shelley doesn’t do a whole lot of showing. “He played several mournful but sweet airs,” is how she renders this scene, “more mournful and sweet than I had ever heard him play before.” But I wanted the reader to see how the creature has changed over these months – from a thing whose senses run together in a synaesthetic whirlpool to a man who can quote Plutarch and Milton. And that piece by Bach, played here by Margaret Fabrizio, seems to me the epitome of humanity in its melding of simplicity and beauty, logic and almost spiritual emotion.

But it’s not enough to show your character has become almost a gentleman, you must remind the reader where he came from. A few minutes later, talking to M de Lacy, he invites him to play something:
Turning back to the harpsichord, he lets his fingers find the keys and then bursts into a performance of Rameau’s Tambourin. It is of a very different mood from the Bach he was playing before I came in: a fast-paced work full of gusto and melodramatic flourishes. A mere entertainment. How disappointing that he doesn’t recognize a kindred spirit.
The creature’s scornful reaction to what is, after all, a jaunty bit of 18th century pop (played here with great gusto by Julian Frey) is more than just resentment at being thought unsophisticated. It shows us his fatal flaw. Sheltered in his hovel beside the chateau, all that he has seen through the crack is the best and most serious side of mankind. The aristocratic M de Lacy is wise enough to appreciate that there is room in life for both the transcendent brilliance of Bach and the heel-kicking silliness of Rameau. The creature fails to understand that. His morality is as pure and absolute as an adolescent’s, as furious as one of those French revolutionary fanatic’s. And in the gap between these two pieces of music, he will experience his downfall.


This is a longer version of a guest post I originally wrote for The Undercover Soundtrack, a website about how music inspires writers.

Wednesday, 26 October 2016

Scare monger

With Halloween coming up, maybe you’re looking for some pleasurable chills. Maybe a few shudders. Even an outright shriek or two? If so, here are a few suggestions to get a little cold grue into your life.

John Whitbourn's creepy short story "Waiting For A Bus" has been collected in various anthologies including The Year's Best Fantasy, has picked up a slew of awards, and even been dramatized on the radio. I was fortunate enough to hear it from the author's lips one dark autumn evening in the late 1980s, and I can still feel the finger of ice that ran down my spine as he read the fateful words --

Ah, but no spoilers. Read it for yourself right now here. And if your hair hasn’t gone stark white after that, you can delve into the other Binscombe Tales here.

If gamebooks are your poison, you can climb inside the skin of the Frankenstein story with my interactive version of the classic drama of hubris, dark secrets, murder, and toxic love-hate. Among other things you get to be the voice of Victor's conscience - although, like Tony Stark, he doesn't always listen.

You also get to see through the eyes of the monster. And if you’re thinking that doesn’t sound too scary – well, you’re probably thinking of the movies, all of which are jolly romps compared to the flesh-crawling horror of the genuine Frankenstein article.


Steve Ditko, probably the greatest artist in the history of comics, produced some of his best work (so far) for Warren's horror mags, Creepy and Eerie, in partnership with Archie Goodwin. Now Dark Horse have collected those masterpieces of the macabre into one beautiful hardcover book. It's right here if you think your nerves can take the strain.


A rising star in the firmament of fantastic fiction is Jason Arnopp, whose novel The Last Days of Jack Sparks has justly earned him comparison with the greats of the horror genre. It's a brilliant Bloody Mary of a story mixing black comedy, postmodern zing, eye-popping terror, poignant notes of regret, all told at a pace that won't let you put the book down.

I'd say Jack Sparks was the best modern horror story out there but - sorry, Jason, that accolade must go to... oh, none other than Jason Arnopp, for A Sincere Warning About The Entity In Your Home. This personalized yarn is so effectively scary that it's probably not safe to read it when you're alone in the house. You can also send it to a friend and enjoy the twitchy, haunted look they'll carry around with them for the next few months.

Lastly, if you just want something sinister to watch, try the classic TV movie Schalcken the Painter, based on a J S Le Fanu story. That'll send you off to bed with an eye on the shadows.


Come back on Friday when we'll put the spooks aside and have a kick-ass roleplaying adventure involving supervillains: "The Enemy Of My Enemy".

Friday, 5 February 2016

Students talk to Reason

A while back I did an interview for Exeposé, the student newspaper of Exeter University. As it deals with a couple of my main interests (comics and interactive fiction) I thought I'd reproduce it here. The picture is me dressed as Reason at my wife-to-be's "Come as a God" party a good few years ago. Why the pistol? Because you can't argue with Reason.

We notice that you studied Physics at university. How did you go from that to what you are doing now?

I’d have done an English degree too if I’d had the time. I’ve always been on that cusp between art and science, could never quite make up my mind to go for one or the other. That probably explains why I’ve ended up gravitating towards the games industry, where I can indulge my passions for storytelling, visual design, logic, physics and maths all at once.

What attracted you to graphic novels? What do they give writers and readers that traditional books don’t?

If you look at it from a practical point of view, some stories are easier to tell visually. Like if you are creating a completely new world without any real-world references – Avatar, say. If you did that as a novel you’d have to bombard the reader with great chunks of descriptive prose – ugh. At the same time, you might not want to do it as a movie because your story needs more space and depth than you can fit into two hours. Or, of course, you might not have a quarter of a billion dollars to spend.

In fact, though, I never think it through in that kind of detail. You just start working on a story and you either feel it’s right for prose or you start blocking it out in comic panels in your head. Your muse decides for you whether it’s going to be a graphic novel.

As for what graphic novels have that traditional books don’t – well, what does painting have that music doesn’t? They’re different, both equally to be cherished as modes of expression.

Do you have a favourite graphic novel? If so, why?

Wow – I wouldn’t know where to start, I read so many. I like the works of Daniel Clowes, Adrian Tomine, Alison Bechdel, Posy Simmonds, Matt Kindt, Alan Moore… A bunch of diverse comics creators who don’t have anything much in common, except that they rarely disappoint.

If I’m going to pick my desert island read it’d be Neil Gaiman’s tour-de-force run on The Sandman. That’s an opus of around 1500 pages, so if you want to dip in, start with the collections Dream Country and Fables and Reflections.

Do you think graphic novels are taken seriously enough as a form of literature?

Not in the UK, that’s for sure. Here, a graphic novel has to be freighted with literary significance for critics to get past their aversion to the medium. Like, I was looking at the Guardian yesterday and they had a full-page review of Chris Ware’s latest graphic novel. Now, I’m not disrespecting Ware’s work – he’s very talented, and I like that comics are a rich, broad tapestry with room for all kinds of story. But as Wiki says, “His works explore themes of social isolation, emotional torment and depression.” And that’s why the Guardian will review him and wouldn’t touch 300, say. UK critics don’t know how to read comics; they don’t have a cultural lineage to fit them into. So they view them with the classic cocktail of fear, loathing and fascination. And so the only graphic novels they review seriously are the ones that fit really in an illustrated literary tradition rather than being unashamedly comics.

I don’t want to get too parochial about this because all writers work internationally these days, but Britain punches way above its weight in comics. You’ve got Gaiman, Moore, Ellis, Millar, Ennis, Quitely – too many to list, and many of them among the most successful in the profession. But they’re all working mostly outside the UK because comics here are barely a cottage industry. And the problem with that is it makes it difficult to get a British voice and sensibility across in comics. Those writers and artists have all had to adapt their style to the American market to some extent.

It’s very different in France, where four out of every ten books sold are graphic novels. You can go to a bande dessinée convention and you’ve got whole families there – kids, teens, parents, all reading graphic novels. And because of that there’s a nicely diverse range of genres: thrillers, rom-com, whodunits, science fiction. It’s not all superheroes and zombies.

You often work in collaboration with other writers and artists, what do you enjoy about these collaborations and what do you find more challenging? Has there been a collaboration that has been particularly interesting for you?

Actually, the truth is that my name may be alongside somebody else’s on the cover, but I rarely collaborate that closely. I’ve worked on a lot of series where I’ve split the writing chores with partners, but we usually have a quick consultation and then get stuck into our own individual books.

Comics like Mirabilis are the exception. Those are interesting precisely because the creative collaboration is so challenging. For example, I grew up on movies and Marvel comics, so all my layouts for Mirabilis are informed by that. But the penciller, Leo Hartas, is more influenced by illustrated books and European stuff like Tintin and The Beano. So sometimes it feels like we’re coming from opposite ends of the spectrum. I go for sexy, dark, dramatic with close ups, upshots and wide angles; he goes for funny, sweet, diagrammatic with medium shots, flat/diorama staging, and so on. But that cycle of thesis, antithesis, synthesis can throw up some nice creative surprises, I think.


A lot of your work makes literature an active experience, and puts the reader in charge. What do you hope to achieve by giving the reader a central part?

Only what any writer wants – a connection. An emotional reaction. That’s why the interactivity in Frankenstein isn’t about solving the plot, it’s about the relationship you develop with Victor and his creature. The choices you make affect their degree of empathy, alienation and – most importantly – the extent to which they trust you. That affects how much of himself Victor will reveal to you, for instance. Whether it works or not is up to readers to judge, but I think there’s never been a book anything like it before – and it’s nice when an author gets to say that.

It’s true that I’m interested in ways to make story worlds that people can interact with to discover or create their own narratives. But I think videogames are a better place to do that than interactive literature. I’m just using books (book apps, that is) as a test-bed to try out some ideas first.

Do you think it is difficult to adapt such a well-established story? Has it been well received?

Very well received, especially among younger readers (I mean teen and up) who probably wouldn’t crack open a 200-year-old novel if they’re not doing an Eng Lit course. Frankenstein is one of the modern world’s defining myths, a story that everyone thinks they know but one that is rarely read in the original. I hope my version will encourage more people to take a look at it.

Now the but: it was well received for a book that was only released on iPad and iPhone. I’m working on epub3 and Kindle versions but it was a big mistake not to bring those out at the same time. Lots of people were seeing the reviews (Salon.com had a nice one, incidentally, saying “it may be the best interactive fiction yet” – though admittedly the competition is not fierce) but couldn’t read it because they had Android tablets. But, you know, I don’t get to direct the publishing strategy. Unfortunately.

The adaptation wasn’t hard because, seminal work though Frankenstein is, it’s pretty much the worst classic novel ever written. I should qualify that. Mary Shelley was eighteen years old when she wrote it, and I certainly don’t want anyone seeing my teenage scribblings. On the other hand, she revised it in her thirties and only made it stodgier – and didn’t fix some glaring plot holes. So I felt completely free to take liberties with the text in a way I wouldn’t have done with Austen or the Brontës, say.

The end result is that my version is much more modern. There’s a lot of Mary Shelley’s prose still in there, but I fleshed out the characterization and the relationships as we’d expect in a novel these days, and I went for a pastiche style which feels 19th century in spirit but might flow a little easier to today’s readers. A large part of that is because I cut all Shelley’s travelogue stuff. Boy, she really padded that thing with chunks of a Grand Tour guide book.

Oh, and I set the action in Paris during the Revolution. That’s because Mary Shelley had Victor creating the monster in 1792, but for some reason had him at university in Ingolstadt – which seemed a bit of a waste of a rather wonderfully serendipitous dramatic setting.

Do you see interactive creations such as Frankenstein as the future of the publishing industry?

Not in the slightest! Take Amis writing Time’s Arrow. He didn’t think, “Now all novels will be written backwards.” My version of Frankenstein is an experiment, that’s all. Literature has always been experimenting and always will. But God help us if publishers suddenly start churning out “classics interactive”.

With the growth of the digital publishing industry, how do you think the issue of piracy will be handled?

Publishing is going to have to learn to get along with digital piracy, unless they have a trick up their sleeve that the music industry didn’t. But it’s not all bad news. We need to look at ways to extend the usual revenue model – slipcase editions with extras, for example, and pre-subscribed serials. Digital can be seen as part of the wide mouth of the funnel that draws paying customers in, whether or not they pay for the digital experience itself.

Do you have any exciting plans for the future?

Fabled Lands LLP, my company with Jamie Thomson, Frank Johnson and Tim Gummer, owns the Dark Lord series, co-created by the two of us and written by Jamie, which won the Roald Dahl Prize and has appeared as a comic strip by Dan Boultwood in The Phoenix. And we have a couple of new series that are about ready to go in book form. We tend to use print as a springboard for properties that we want to go on to develop in other media, which is either cynically manipulative or far-sighted depending on how much of a fiction purist you are.

Add to that my ongoing work on Mirabilis – which was conceived as a 260-page graphic novel saga but is growing to more like a target of 800 pages. And I have a long-cherished videogame project for kids that would be built around forging a real relationship with the characters. So I have more exciting projects than I have time to work on them, that’s for sure.

What would be your dream mash-up novel?

I love mash-ups in music. Have you heard the Arcade Fire v Blondie one? Or that sublime moment in The Sopranos where you realize that, yes, they really are crashing the Peter Gunn theme into “Every Breath You Take”. Oh, and as a role-player I have to give an honourable mention to “Roll a D6” even though strictly speaking it’s a cover spoof, not a mash-up.

So I love that stuff, and I think mash-ups like that are a great modern art form. But (sorry) I have to say that mash-up novels aren’t books, they’re just marketing gimmicks. That “this meets that” thing was always just a formula to get the attention of the dumbest guy in the room. Why, if mash-ups work so well in music and art, do they come across so lame in storytelling? (And, yes, I do mean you, Cowboys and Aliens. Or anything "vs" anything, come to that.) You’d think it would be the easiest medium to do a mash-up in. Maybe that’s the problem. It always feels like creativity by numbers.

But I don’t want to end on a negative note, so let’s take a look at some great mash-up movie trailers. Must Love Jaws and 10 Things I Hate About Commandments are over eight years old but they still haven’t been bettered. Sheer genius.

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.

Tuesday, 9 June 2015

They're not zombies

Another taster bite from The Frankenstein Wars, the interactive adventure that Cubus Games are creating based on my story and world concept. This is Tom Clerval's first meeting with the creature created by Victor Frankenstein three decades earlier:


There was a creak on the companionway. Mr Legion filled the frame of the door, having to twist his hulking torso to enter the cabin so that for a moment he resembled one of those wretches who are unearthed after being buried alive, their rigorous limbs pressed taut against the confines of the wood. His flesh gleamed like oiled ivory in the lamplight. I noted fresh stitching where his arm had been wounded less than an hour before, the skin already healing over the hastily-worked sutures.
As he stepped in he was able to straighten up, but even so his big angular head still bumped against the cabin ceiling, and the very mass of him seemed to press the air and light away so that Blakeney and I sat closer against the narrow hull. I felt as an inhabitant of a doll's house might feel, when the wall is suddenly thrown open and a giant child intrudes its looming face and limbs and vital energy.
Imagine my even greater astonishment, faced by this gaunt apparition that had haunted my childhood dreams, when he drew a long thin cigar from his pocket, tilted back the hood of the lamp, and sucked it alight with all the delicacy of a toff in a Pall Mall club.
Blakeney must have sensed my confusion. "Mr Legion is hardly the simple-minded monster given life by your godfather's experiments, Dr Clerval. He was a child then; now he is a man. Of a kind."
The creature turned his eyes upon me. They held a look that burned with the fever-light of shrewd intellect and dark depths of resentment. When he opened his lips, I sat so transfixed that it took me moments to realize that the soft, rich tones were his speaking voice. His glance slid off me so that he addressed neither Blakeney nor myself, but an unseen audience: “Of a kind..? Unfinished! Sent before my time into this world scarce half made up, that dogs bark at me - why, I have no delight to pass away the time, unless to spy my shadow in the sun, and ponder on my own deformity…”
He blew out a smoke ring, watching it with a satisfied smile as it rose and grew diffuse. Was he ugly? Truly deformed? Though my godfather had not cast him to normal standards of beauty, nonetheless he had built something impressive. Viewed as an attempt at copying humanity, he was a monster indeed. But seen as a new thing, a species apart – then his long, harsh body took on the outlines of something noble, even divine.
Moving with the easy grace one sometimes sees in very big men, he turned to leave, adding over his shoulder, “And so I am determined to prove a villain, and hate the idle pleasures of these days.”
Blakeney filled the silence after his heavy tread had faded along the companionway. "That was all for your benefit. His sense of mischief, you understand. Theatricality, one might even say."
“He works for you?” I asked, still marvelling at the transformation. In my memory, I saw that same giant body pouncing like an animal from the mountainside, those lips parting only to issue a howl to chill the blood. If Blakeney had shown me an African lion smoking a cigar and quoting Shakespeare, I could not have been more amazed.
“Works for me, you say? Not that exactly. We have… an understanding.”
Something in Blakeney's calculating tone brought me out of my daze. “I’m not going to help you, Blakeney.”
“That’s just what he said. And yet we have our understanding.”

See, no zombie he. That's a mind-shattering revelation that the Twitterverse has been struggling with, for example in this brief overview on Pocket Gamer. Well, as Wilde said, it's worse not to be talked about, but I wish more people were familiar with Mary Shelley's brilliant novel about the creation of a new kind of man rather than with the "Hulk will smash" laboratory partwork that is the Universal or Hammer idea of the monster.

Actually, thanks to Project Gutenberg you can read Shelley's original Frankenstein free in almost any format you could ask for. For a shorter read, here's me explaining why this isn't yet another zombie thing. Because, yawn, there are far too many of those already. After all, the watchword is not "It's undead," but "It's alive!"

Thursday, 9 April 2015

How to park a jumbo


We've talked about it before, the elephant in the room of gamebooks. Text is what I mean. Prose. Words words words. The "book part" of this strange hybrid medium that squeezed its way into existence at a time when people had got a thirst for interactivity but games still took twenty minutes to load up off a cassette tape.

Earlier posts have thrown the elephant a bun or two. We considered the problem that text gets in the way of interaction. In which case, do gamebooks even need text at all? And if we have to have text, how do we make people want to read it?

Jon Ingold of Inkle was discussing these points at GDC. You can see the talk here. It turns out he never liked what I did with Inkle's engine, namely my interactive reimagining of Frankenstein. Ouch. Turns out he also doesn't care for Crime and Punishment, though, which takes the edge off.

I got the same vibe from the editors at Profile Books (the actual publishers of Frankenstein, though you would hardly guess it). They loved Telltale's Walking Dead - and quite right too. Why couldn't I have given them that instead of 150,000 words of text? But, publishers, here's a tip: if you want videogame production values, you can't pay the typical minimum-wage advances to authors and expect them to return a few months later with a nifty 3D interactive movie.

All right, I'm being disingenuous there. These days you don't have to spend north of five million dollars to make a decent-looking game. Indie development has brought the focus off Uncanny Valley emulation of blockbuster movies and back onto gameplay, panache and style. Apotheon, say, or This War of Mine. This might be your Golden Age, gamers; make the most of it.

People think a writer's job is moving words about, but that's the first fix. In the very beginning, as you're laying the foundations and erecting the scaffolding of the story, what's churning around inside your skull is a flood of images, character traits, emotions. The shape starts to reveal itself in snatches of dialogue, mood, key events. When you're ready, when it's fully marinated, that's when you put it down in words. If your medium is the novel, it will all be rendered into words eventually - but even that is only a program, a code that will run in the reader's brain so that they can construct their own experience of your story. It's those cassette tapes all over again.

For writers working on a movie, or designers on a game, that process of communicating the final experience is far clearer. You know right from the get-go that all that documentation you're writing is not the thing itself, it's the blueprint that will be used to make the thing. It differs from a novel only in that the reader of a novel has to do for themselves, and in their imagination, all the work of the development team.

If gamebooks have a future, we can surely agree it will be in digital form. No one disputes that the medium is evolving and that its boundary with videogames is getting so blurred as to be meaningless. Is Sorcery a gamebook? With each instalment the prose fades further into the background. In a game like This War of Mine we don't even talk about a "text component"; the text is just one more way of presenting the game world to the player. So it must become with gamebooks. The writer must think in terms of all the media (text, audio, images) and mix them as the story and the budget allow.

I've recently been discussing a new interactive story app called The Frankenstein Wars with Jaume Carballo, content director of Cubus Games, and Paul Gresty, who will be writing it. Referring to how an all-new interactive story needs to be conceived right from the outset so as to make full use of all component media, Jaume said:
"Keep in mind that we have to write the text over a structure comprising interactive maps, plans, images and so on. We're not doing an adaptation of a '90s gamebook, we're creating an interactive story app, so the team must work together. We don't want to end up with tons of text written thinking just in the story and not in the mechanics."
With that, I'd say he bagged the elephant. And just before it could go into musth. Phew.



Friday, 20 March 2015

Just let go


My father used to tell me how, as a youngster at the cinema, it was obvious to him that they were getting it all wrong. (A genetic trait, then.) “They should film it all from the hero’s point of view,” he used to say to his friends. “That’s when movies will really come alive.”

Then in 1947, a couple of movies came along that made almost exclusive use of the first-person view: The Lady in the Lake and Dark Passage. After my father saw them, he realized he’d been wrong. They didn’t work. Seeing everything through the hero’s eyes actually reduces your empathy for the character.

Movies aren’t games, so I’m not going to turn this into a discussion of camera techniques. First-person and third-person views both work in games, because they serve different purposes. The way you feel about the characters is different. Crucially, first person can work in games where it doesn't in movies because you aren’t just staring out helplessly through someone else’s eyes. You are the guy with the BFG. You’re in control.

But do you always need to be in control? Consider a game that calls for you to empathize with the character, but not to have hands-on direct control. You would be advising the hero and having a dialogue with him. You wouldn’t be the hero.

There’s nothing new about that. It’s an idea that runs through a lot of games that let you experience the story alongside the character rather than watching him or her from on high. In my gamebook app Frankenstein, you don't have any control of Victor at all. You can give him advice when he asks for it. Whether he takes your advice depends on how much he trusts you. And yet some people are unhappy with the idea. They get concerned that the player will feel detached from the hero if they don’t have complete control of him/her all the time

In fact, it’s the opposite. Direct control is an artificial and alienating experience. It will always distance you from the character. Granted, as a designer that might not be your main priority. Maybe you want to give the player an adrenaline thrill first, and an emotional bond with the hero second. But if you’re trying to create something that people will keep coming back to, you need to put emotion at the core of it. The best way to do that is to make the experience a bit less controlling.

Because when people aren’t in complete control, they can stop thinking and start feeling.

Friday, 26 December 2014

For whom the bell tolls

I was sorry to hear the news about Destiny Quest. After putting out books two and three with quite a bit of fanfare and nice production standards, publishers Gollancz found the series wasn’t selling as they’d hoped. There will be – from Gollancz, anyway – no book four.

I’m sorry because Destiny Quest was meticulously designed, brilliantly plotted, vividly written, and imbued with genuine passion. If it had come out back in the ‘80s it would have been one of the classic gamebook series that everybody talked about today.

But I’m not surprised. Even by 1995, the gamebooks tide was ebbing so fast that we couldn’t convince Pan Macmillan to let us finish Fabled Lands. What happened? Videogames happened. They can do just exactly what old-style gamebooks did and, let’s be honest, they do it better. If I have an evening to kill and it’s between The Witcher and Deathtrap Dungeon – no contest.

Wait a moment, though, because what I’m talking about here is ‘80s-style adventure gamebooks. That is, a multiple-choice format Dungeons and Dragons game – or, these days, World of Warcraft. And in print. All that Gollancz’s announcement has confirmed is that in 2014 you can’t put a gamebook series like that into bookstores, with all the pressure of finding a wide, deep market that implies, and make a go of it.

That doesn’t mean there’s no room for gamebooks any more. Gollancz's experiment possibly shows that dungeon-delving gamebooks with highly detailed rules don't sell well in bookstores. But they should have tested the water with several different types of gamebook - some rules-lite, some non-fantasy. That's the only way to find out if there's a broad market for interactive fiction out there. The success of Inkle's Sorcery and 80 Days suggests there is, and don't tell me a publisher couldn't figure out any way to get similar success in print or ebooks. They just didn't try a wide enough range to get any kind of statistically significant result.

And in any case, Destiny Quest was a success long before a publisher tried to take it out to the mass market. (There are various magnitudes of mass market, but that’s a detail.) The series’ creator, Michael J Ward, built it all up on his own and established a solid fanbase. That’s still there. I expect we’ll see more books in the series before too long. Think of Marillion albums. And regardless of the fate of gamebooks in print form, Destiny Quest itself will be back as a browser gamebook-meets-CRPG called Destiny Quest Infinite from Adventure Cow.

And then there are apps. I think this will be a narrow window, and one that’s already closing as far as those traditional DnD-type gamebooks are concerned. It helps to have the phone or tablet handle the stats for you, but in the long run people want their eye candy. A big chunk of text and three choices isn’t going to hold its ground against animated combats. So let’s not see the future there as book apps but as mobile entertainment in general.

Fabled Lands Publishing is reissuing series like Way of the Tiger and Blood Sword in print, not because we expect them to usher in a new Golden Age of gamebooks, but because we want them to always be there for the fans who’d like to collect them. Those fans may be small in number but they are devoted and this is something we owe them. But we’re a business, and we couldn’t reissue all those books if the only revenue was from print sales. We also want to see what we can do with those adventures in new formats. I don’t mean book apps (possibly a closing window, as I said) but something more. Blood Sword would make a great tactical adventure game along the lines of Warhammer Quest. We tried Fabled Lands as book apps and they didn’t work, so now we want to turn them into full-on CRPGs. Inkle have begun this process with their brilliant Sorcery adaptations – the book part of those, let’s face it, is like a placeholder waiting for the graphics and audio. It’s poetic justice, right? Videogames killed off gamebooks, so now we’re aiming to move on over and elbow us some room there.

Every crisis is an opportunity, anyway. There may not be much demand for dungeon-bashing and +3 swords in text gamebooks, but there are plenty of interesting avenues for the medium to explore. Look at Versu, or Inkle’s 80 Days, or the interactive Frankenstein I did for Profile Books using Inkle’s engine. Look at how Cubus Games evolved Necklace of Skulls into something new, with its roots in books but its branches stretching to the firmament of a new medium. (And I happen to know that's just the starting point for Cubus, because we're working on some even more exciting things with them.Watch this space.) If gamebooks are going to survive in text form they have to play to the strengths of prose – deep characterization, unreliable narrators, different points of view, relationships between reader and character. You know, literary stuff. Ironically, Jamie and I offered something like that to Gollancz a couple of months before they signed up Destiny Quest. A shame they didn't do it, as there'd have been plenty of room for both.

And if you really absolutely gotta have print, that can survive too. Not thirty thousand copies sold in Waterstones at a tenner each, but lovingly produced, full-colour hardbacks like the editions that Megara are producing for hardcore collectors. In an ebook era, hardbacks are the new vinyl. As Marillion probably could have told us all along.


Monday, 27 October 2014

The time of year for fear


Halloween is nearly here. Tell my next-door neighbours - they've had plaster pumpkins and a big witch's-hat display on their porch for weeks. If you get yourself all worked up that early, I think the actual day loses its spooky shine. Premature horripilation, Dr Freud would've called it. But if you're not sick of ghosts and goblins yet, here are some suggestions for an enjoyable shudder:

The image above is from "Wrong Turning", a comic strip in the Creepy style that I wrote for Martin McKenna after a fog-shrouded week at Shute Gatehouse. You can read the story here for free, but if you want to see the works of real genius that inspired it, Steve Ditko's collected Creepy and Eerie strips are here.

If that lights your turnip lantern, the comics connection gives me a segue to "A Dying Trade", a story I originally cooked up for a ghost-written Clive Barker book that didn't happen. I tried turning it into a comic with the help of Russ Nicholson, but that didn't get off the ground either. But eventually Dermot Bolton produced it as a short movie directed by Dan Turner, and you can watch that here.


Talking of movies, The Book of Life is out now and has to be worth a watch, because if two Mexican maestros like Guillermo del Toro and Jorge Gutierrez don't know their Day of the Dead, who does? As del Toro says:
“[What is it with Mexicans and death?] Ultimately you walk life side-by-side with death, and the Day of the Dead, curiously enough, is about life. It’s an impulse that’s intrinsic to the Mexican character. And when people ask me, what is so Mexican about your films, I say me. Because I’m not a guy that hides the monster: I show it to you with the absolute conviction that it exists. And that’s the way I think we view death. We don’t view it as the end of end all. You say 'carpe diem' in Dead Poets Society; we have that in a much more tequila-infused, mariachi-soundtrack kind of way.”
That whole vibe of wild partying and the flowering of life in death resonates with me, maybe because I got married in Mexico (just after the Day of the Dead, in fact). I like the fabulist notion of death teeming with all these passions and possibilities, which probably accounts for me being such a big fan of Tim Schafer's adventure game Grim Fandango. Boy, I wish somebody would turn that into a movie. Or a kids' TV show. Or a comic or a series of novels. (Well, maybe somebody did the last of those, kind of, only without Manny Calavera's decent-little-guy charm.)


The thing about Halloween is the fairground fun side of it. It's the ghost train version of scariness, a chill to enjoy by the fireside on a dark and stormy night. That's why I love John Whitbourn's classic series Binscombe Tales - not exclusively horror stories as such, but all of them open a window on an unsettling world of weird. They've been anthologized more widely, and won more awards, than any eerie English yarns this side of Algernon Blackwood, and the main reason for that is the storytelling warmth that accompanies the grave-deep chill and feverish fizz of Mr Whitbourn's imagination.

A more serious take on a tale of dread is to be found in Frankenstein, which (I'm sure you know) I turned into an interactive novel a couple of years back. There's no comfort to be found there, no cosy shiver before bedtime. This isn't the Universal horror movie version to be taken with popcorn and a pinch of salt, it's Mary Shelley's bleakly brilliant work of SF - only with more humour and characterization and fewer descriptions of mountain walks and river journeys. Oh, and I added a solution to the knotty problem of how the monster got the corpse of Frankenstein's murdered friend to Ireland, which otherwise makes no plot sense whatsoever. (Sorry, Mrs Shelley.) Read Dr Dale Townshend discussing the story with me here, or go and grab a copy (for iOS or Android) here.

More exploration of nightmarish unease was supposed to happen in Wrong, the online magazine I launched with Peter Richardson. Unfortunately the creators involved were all too busy trying to make a crust to throw in their time for free - myself included. But I still stand by our manifesto:
The most unsettling fears are the ones you can’t quite put your finger on. It needn't be anything as cosy as werewolves or vampires; nothing so comfortingly concrete as a madman with a knife. The supernatural, when it appears, can be a catalyst evoking the real horror that comes from within. ...Dreams are also a kind of truth, and bad things are more sinister when they happen to the blameless. Not everything is always explained and neatly tied up. There are often loose ends that will leave you uneasy. Rod Serling would be at home here. 

To round off, let's go back to Mexico. As well as getting hitched, I was there researching Maya mythology for my gamebook Necklace of Skulls. Eldritch encounters abound with skeletal noblemen who invite you to join them for a chat, threshold guardians on the way into Xibalba, disembodied heads, and the like. You can buy that in its new Fabled Lands Publishing edition, and if you get the paperback then the Kindle version is free, but I recommend waiting a week or two for Cubus Games's all-new app version. The full gleeful ghoulishness of the Day of the Dead has rarely been so vibrantly evoked as by Xavier Mula's artwork.


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, 14 March 2014

Blank slates

A while back, I was on the phone to Leo Hartas and he was telling me of an idea he'd had to extend his Playrama cut-outs range. What he had in mind was a series of cardboard figurines for use in role-playing games. Each character would have a name and a made-up background: Sir Percival of Dragonne, that kind of thing.

I was just about to say it myself when I heard Leo's son Inigo in the background: "That's completely wrong, Dad. The whole point of role-playing is that you get to make up your own character. You don't want to be told who you're playing."

Inigo's right. In my view, the referee of a role-playing game ("games master" if you must) gets to control the world, all of the events and the NPCs, but the PCs are sacrosanct. The players are in charge there. If I'm going to start laying down the law to my players about their own characters, I might as well stop running the game and spend my time writing a novel instead.

That's the same philosophy I applied to my gamebooks. It's not easy. On the one hand, you want the reader to feel in charge - that's the whole promise of "YOU are the hero". But to deliver a satisfying story, characters have to be changed by the things they experience. In a second-person gamebook, then, there's the dilemma. Do you make character development explicit in the text (which requires you to tell the reader how they feel about things) or do you let the text just describe what happens and allow the emotional and/or moral journey to occur in the mind of the reader?

It ought to be the latter, but many readers do seem to want spoon-feeding rather than the unfettered freedom implied by interactivity. "The book was unsatisfying," they may say; "it didn't tell me how I was supposed to feel." And in videogames these days we're used to having very strongly defined characters (Lara Croft, the Witcher) and only rarely get the protean possibilities of an enigmatic personality like everyman Gordon Freeman.

In Frankenstein I got the best of both worlds. Most of the book is narrated in first person, allowing Victor Frankenstein to develop just as a character in a novel should - the difference being that your advice shapes how he develops.And in one part of the book, you are given the traditional second-person treatment but even there the inner life of that character - vengeance or love, hope or despair, anger or pity - is entirely up to you:
A thaw sets in as the days start to become noticeably longer. One morning, you are cupping your hands to drink from a pond when a shaft of sunlight hits your face, which appears with fiery clarity in the water.

Of course you’ve seen your reflection before. But this time it comes as a shock. You are so used to spending the day watching the family that you have come to fancy yourself as one of them. The red, gristly countenance with the round yellow eyes and skeletal grimace is like some creature of the depths staring up at you from the water. You feel a thrill of fear, as if it might reach up and drag you down into a mire of darkness from which there is no escape.

You scurry back thirsty to your lair, pulling the twigs and leaves behind you as if that might shut out the scrutiny of some immense, unseen, celestial eye that is somehow judging you. And if such an eye exists, what does it make of you?

* That you are hideously ugly?
* Or rather that you’re different?
Many of my old gamebooks describe events in the character's past - a foe, a murdered friend, a missing brother - and even define a role such as the Dragon Knight of Palados in The Temple of Flame. But the character's emotional and moral reactions to what he or she experiences (and even gender) are left to the reader. The process of reading a book does not, after all, happen on the page but in the mind. The book is a key to unlock creative experiences of your own. Never is that more true than in overtly interactive fiction. The journey is not in the hands of the writer, it's up to you. But for that to work, you have to be willing to bring your imagination.

Illustration by Quentin Hudspeth and used under Creative Commons Attribution licence.

Tuesday, 10 December 2013

Clouds and silver linings

A couple of bits of gamebook news today. First, Fabled Lands LLP has secured a publisher (one of the Big Five, no less) for the ebook versions of the four Critical IF books and my Frankenstein interactive novel. Hang on, though. Before you get too excited: that's the good part, but there's a cloud hanging over the deal. The holdup is in actually taking delivery of finished versions of the ebook files. I'm told by Tim Gummer, who runs the business side of Fabled Lands LLP, that he has so far been unable to get definitive copies of the completed files. We were hoping to have them out in time for Christmas, but now, who knows?

Is this vexing? Considering that we have a shot at worldwide distribution with a major publisher, yes it is. But you can still get the books from Amazon (paperback and Kindle editions) so if the epub3 versions never see the light of day it'll be a pain, but not a total disaster.

The other news is all silver lining - well, a step up from silver, in fact. Tin Man Games, the undisputed kings of gamebook apps, will be releasing my six Golden Dragon gamebooks next year in the form of two compendium apps, each comprising three books. Read all about it on Tin Man's site, and while you're at it, be sure to check out their advent calendar, which trails a lot of gamebook goodies for 2014. The one that most interests me so far is Marie-Paule Graham's The Second Garden, a magical realist journey through seasons and stages of grief. No zombies or luck rolls in there, I suspect.

As it's Tin Man, who have a spotless track record for both reliability and innovation, you can be absolutely sure of seeing the Golden Dragon apps for both iOS and Android in 2014. And if the Critical IF ebook publishing deal does fall through, we'll probably be offering those books to Tin Man to turn into apps instead. What I'm really hoping for, though, is a Warhammer Quest style version of the Blood Sword series. If you agree, better start pestering Tin Man about it right now.

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.