Of all the Fighting Fantasy inspired gamebook series of the 1980s, the most innovative was probably the Way of the Tiger. Mark Smith had created a vivid world steeped in intrigue and adventure, and he and co-author Jamie Thomson didn't rest on their laurels. Soon tiring of the traditional find-the-quest-item-in-the-dungeon structure, they began to introduce elements from the wargames and boardgames they loved so much. In one book you had to juggle competing political factions while managing a city. In another you had to muster an army and choose the tactics that woul carry it to victory. Here, to mark the reissue of Way of the Tiger book four in paperback, author David Walters describes what it was like to play through those classic books when they first appeared, and he asks Mark Smith to look back at what inspired him to create them:
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When I read the Way of the Tiger series back in the ‘90s, I started with book four,
Overlord. I do not recall why I chose that particular one, maybe it was the Kraken on the cover, or maybe the other books were in short supply that week in the bookstore, but the book remains my favourite of the series to this day.
The opening was simply electrifying for me. For a start, I was the ruler of a city, which I had never experienced in a gamebook before. I was used to being a lone warrior on quests in gamebooks, and sometimes even winning a position of power at the end of such a book, but I had never been in a position of wielding that power from the start of a gamebook. In
Overlord, the crown did not rest easy on my brow, for I had to get on with the difficult decisions of ruling a city split by competing interest groups on whom I had to rely for support, and a people divided by racial and religious schisms.
Then I got to pick my advisers from a choice of varied and interesting characters, including those who had once allied with my (tyrant) predecessor, yet who represented a large part of the city. Dangers were everywhere. It would be just as threatening to my rule to rely to much on new allies as it would be to trust potential enemies.
(Incidentally, if anyone has calculated all of the possible safe routes via the councillors you can select, please do comment below. The editor in chief of the series is very interested to confirm all the permutations!)
As well as political intrigue, I had to survive an assassination attempt, endure a siege and undertake a perilous quest that would lead me to the very den of the evil ninja of the Way of the Scorpion and beyond. Interestingly, I was not only powerful in my position as a ruler, but also as a deadly ninja. In this game book the reader was allowed to feel personally and politically powerful, yet still experience threatening situations and enemies.
It was only after this book that I went back to the beginning of the series and played through them all, enjoying the journey from a young unproven ninja setting out on an epic quest. For me,
Overlord set a benchmark in innovation, in characterisation and sophistication that I had never seen before in a gamebook. I'd recommend you to give it a try, and hope you enjoy it as much as I did. But watch out – it may inspire you to become a writer as it did with me!
Questions about Overlord
answered by Mark Smith, creator of the world of Orb and co-author of the Way of the Tiger series:
DW: Were you concerned about introducing rulership into an action series? Is that why the whole book was not about ruling the city and involved a quest element?
MS: We did worry that if there was no standard gamebook adventuring it would disappoint and yes that's why it's not all about governing.
DW: What were your inspirations for the characters who seek to become your advisers in Star Chamber?
MS: Some of the characters had been pre-developed while role-playing. The Demagogue was inspired by Athenian history.
DW: What possible game mechanics did you consider or reject regarding the city management element of the book?
MS: I gave little consideration to game mechanics beyond striving for simplicity.
DW: Apart from Avenger, which character in
Overlord did you most enjoy writing about?
MS: I enjoyed all of the characters but especially Golspiel, Foxglove, Force Lady Gwyneth, Solstice and the Demagogue.
DW: Looking back at the book, is there anything you would do differently now about it?
MS: I would do more checking for game balance.
DW: Were you concerned about ending this book on something of a cliffhanger?
MS: The cliffhanger was deliberate. I was happy with all the books except that in
Inferno you need to take Foxglove with you for it to be good.
You can read the original piece ("Where is publishing's jetpack?") here. The points I want to address are, first, by Hugh Howey in The Future of Books:
I like and admire Howey, but that multimedia monster isn't the future of anything. You breed from the unhappy pairing of book and movie and you're only going to get a mule.
And secondly I'm responding here to this comment by by Patrick Soderlund in This is War (for a Game Industry's Soul):
Okay, let's start with that. “Storytelling does not come naturally to the Swedes..." Utter nonsense. You will find game developers in the UK saying that storytelling does not come naturally to the British. America likewise. The fact is, storytelling often doesn’t come naturally to the kind of person who gets interested in videogame development. Software engineers may not as a rule read widely, and may not grasp how broad and flexible is our remit when we talk of storytelling. That, fortunately, is changing.
What Mr Soderlund is missing is that, when we talk of storytelling in games, that doesn’t mean a writer using the game as a stage from which to declare a pre-defined story. A game is a world: an environment populated by characters and objects with rules to govern the interactions between them. The most interesting possibilities for story in such a context are not the sequences I might write in advance for the player to watch. That’s just using the game environment as a kind of movie, albeit one you can walk around inside. The really interesting evolution of storytelling in an interactive framework is when the story emerges from what the player does. Like, if I place a limpet mine on a wall that I couldn’t otherwise scale and use that to rocket-jump over it, there I have a story to tell my friends. It’s a very simple story in that example, but it’s special because I made it happen. It wasn’t a story fragment left there for me to experience “from the stalls”. It was always supposed to be - paraphrasing Patrick Soderlund now - a system designed to enable stories to happen.
So here’s how game developers ought to be thinking about interactive stories. Once a fortnight, I run a face-to-face roleplaying game. My players are mostly writers themselves. I see myself as the moderator. I present them with the germ of incidents, non-player characters to interact with, the constraints such as legality and status. I don’t know in advance what the story will be. The story only happens when the actors – that is, my players – come on stage. Our stories are not polished the way a novel or movie ought to be, but they’re not intended to be a spectator sport. Nobody authors them. There's no talking of ourselves in third person. None of us stands back outside the narrative and tries to engineer where it's going. To allow these stories to occur, we let go of being authors and step into the world as participants.
Experienced from within, a genuinely emergent story is new and unique and thrilling. It isn’t “tell me a story” any more. More videogame developers like Soderlund should roleplay so they get to see why the rest of us are so excited by the possibilities here.
Having said all this in praise of what videogames can deliver, I have to add that prose is still the most powerful medium for telling stories. That’s been true since long before Homer first banged his stick on the ground and said, “Sing, goddess!” – and you bet you could hear a pin drop. Words are more powerful because they create a more personal conduit into the imagination of each reader or each listener. (And to think I say this as a writer of comic books and a designer of videogames.) That’s why, if a discerning fellow in the year 2034 really wants to appreciate Gulliver’s Travels, he’ll do without the sloshing surf sound FX and all that art installation gimcrackery and just go back to the words as Swift wrote them.