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Showing posts with label Adventure Cow. Show all posts
Showing posts with label Adventure Cow. Show all posts

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.


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.