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Showing posts with label Alfred Hitchcock. Show all posts
Showing posts with label Alfred Hitchcock. Show all posts

Friday, 6 November 2015

The road more traveled by


Following on from the previous post, I don't want to give the impression that all of my collaborations with Jamie consist of me writing something and then him taking over and cutting out half of it. They do say murder your darlings and, as Hitchcock and Highsmith pointed out (above), it helps to get a friend to do it for you.

Here's a case where it went a little differently. We were talking to the Fabled Lands agent, Piers Blofeld, about digital gamebooks. I mentioned time travel and how for it to really grip as a story it has to be personal. We talked about the old Falcon gamebooks that Jamie wrote with Mark Smith in the 1980s, and how those were very much in the 2000AD adventure style, but how maybe they could be rebooted with a little more relatability for a wider audience.

So I wrote this as a possible new way in to the story of a protagonist who gets to "fix" mistakes in time:
You always had a sixth sense. And people laughed at you for trusting it. But you knew better. The time your friends at high school piled into Billy’s older brother’s car to drive out for a picnic, and Billy had only had one beer but you felt something like a physical dread. Couldn’t get in the car. You watched them drive off and six hours later you watched the crane haul the car out of the west river.

“Why didn’t you go with them?” the cop asked.

“I had to study.”

Because you’d already learned not to talk about your glimpses of the future, even then. When people thought you could see what was coming up, they blamed you if it went bad. Best to say nothing. Keep the sixth sense – or whatever it was – to yourself.

But you learned to trust that sense. Right up till the last day of your life.
Okay, so then there's an elision to a scene in which you are in a plane crash...
A bang. It just sounded like a tyre blowout until the gravity switched off.

You wake up in the wreckage. Not too badly hurt, as far as you can tell, but you’re completely trapped in a cage of twisted seats and crushed fuselage. A liquid drips on you, causing an icy stab of panic until you realize it’s not aviation fuel but some kind of air con coolant. Even so, you can dully hear screams through the wreckage, and the smell of burning.

An overhead locker pops open and a bald man in a neat dark suit and grey trilby hat drops into the crumpled seat beside you. “You’re thinking you should’ve trusted your instincts,” he says.

“What? Who are you?” You strain to look past him into the locker. Is there a way out?

“I’m just guessing,” he goes on. “I can’t read minds or anything. Though I know what you’ll do now.”

You strain as far as the vice-like grip of your crushed seat rest will allow. The locker is empty, no escape route through to the outside. “Where did you come from? What happened? Was it a bomb on the plane?”

“A bomb?” He’s amused. “Like a terrorist incident? That’s ego talking, my friend. No, no terrorists. The universe has plenty of ways to kill you all on its own.”

He drones on and you listen with half your mind. He's telling you that many pasts and futures exist. Likens it to driving along a motorway. Spacetime can drift like a driver who’s nodding off, and that’s okay as long as the driver gets jolted awake when the tyres hit the hard shoulder. But if not he can go right off the road. And then there’s no getting back.

“Romulus can kill Remus, or vice versa, and you’re still on the blacktop. But if the wolf eats them both – that’s what we call a train wreck for time.”

“I thought we were talking about cars?”

“Ha! You see, right there, that’s what I’m looking for. You keep your wits about you. And then there are your premonitions, of course, where you see a few tracks over, what might happen or what could have been… That’s why we want you to join us.”

“Join you? Who the hell are you?” You struggle in the seat, but a wave of pain tells you there are at least a few broken bones. To think, you’re going to bleed to death or burn in the wreckage and your last conversation is with a madman.

He takes out an old-style fob watch with too many dials. “I’ll need your answer within 32 seconds. The fire hits the tanks then. To answer your question: we are the Curators. We locate the precious key moments of time, and if there’s an instability – a crack, if you like – we fix it.”

“And you want me to do that? But I have a marketing meeting in Seattle in four hours.”

“No you don’t. You don’t have a future. You don’t have a life. And you most certainly don’t have four hours. You have – “ he consults the watch “ – fifteen seconds. Yes or no? In or out? Life or death?”

Either way, this is the last day of your old life. But you could have a new life. If you agree to his offer, turn to 1. Just don’t take fifteen seconds to think about it.
We didn't use it. Why? Because we realized that the folks buying those old gamebooks aren't looking for a reboot. They want the untouched text. The classic edition, if you like. That's why we eventually released Blood Sword without completely overhauling the baroque tactical combat rules that I loathed. And similarly, Falcon came back to life exactly as if the intervening 30 years had never happened. And that's real time travel, I guess.



POSTSCRIPT: The time repair agency concept is one that's often explored in classic SF. To take one example: Philip K Dick's characteristically paranoid  "Adjustment Team", which inspired the movie The Adjustment Bureau. A rather more successful film adaptation was Predestination, based on Robert A Heinlein's short story "All You Zombies".

Monday, 24 November 2014

A talk with Jaume Carballo

Still (sort of) on the Necklace of Skulls theme this month, I had a long chat with Jaume Carballo, creative director at Cubus Games. You can read the first part here. Jaume is an interesting guy - the first time we got talking by email he was quoting Hobbes, which is not something you often find in the games industry following straight on from a discussion of logic markup. He's a big Hitchcock fan too, so it didn't take us long to bond.

In our latest chat, we surprisingly don't get onto cinema or philosophy, though we do cover all kinds of topics involving games and stories, and the combination of both. Also quantum physics, Game of Thrones, comics, and what to do if we had a time-travelling DeLorean. (And we got into a very long digression about the Catalan question, but I suspect that the other fellows at Cubus will censor that bit.)

The picture? I didn't have one of Jaume, so that's me in a very cold, squelchy and un-Barcelona-like part of south-west England.

Friday, 8 August 2014

The war against the future


Funny how things get dredged up. I recently got to thinking about a very old idea of mine. I’ll tell you a bit later what jogged my memory. A long while ago – must’ve been a couple of decades at least – I was watching an old Carol Reed movie called Odd Man Out, about an IRA man on the run in 1940s London. Thinking of spies having to lie low – soldiers, that is, but out of uniform – I got to imagining a society that waged war against its own future.

What kind of a war would that be? Well, one way to do it would be old Nazis plotting revenge against a modern, distinctly anti-fascist Germany, but that felt a bit tired. It hardly counts as a war when a bunch of OAPs set fire to a few shops or daub a swastika on a wall.

I was striving for something more jolting to the audience’s expectations, which probably meant more science fictional. A war against the future suggested society having reached an impasse that only time could break. So should it be sleeper agents in a literal sense, floating underground in suspended animation tanks until the moment came to rekindle the conflict?

Trouble with that, it’s a little like the core premise of Pyramids of Mars, only with a very different skin (or at any rate bitumen-soaked bandages) over the top. Nobody would notice, but I still felt like treating it that way would be wasting the idea. Obviously the best approach would be to have outright time travel, so that armies could pour out of the past to mow down their own descendents. Firing back could be a knotty problem. But then it’s not special. You wouldn’t notice that the interesting thing was a society at war with what it had become. The time travel business would overshadow all that.

Sometimes you just can’t see the way to make an idea work. Hitchcock wanted Cary Grant pursued by a tornado across Indiana. “But how can the heavies manufacture a tornado?” asked Ernest Lehman, who actually had to write the damned thing. Hitch settled for a crop-duster, but he wasn’t happy about it. I know how he feels. The war against the future got slung onto that subconscious junk heap of unworkable gems – or unpolishable you-know-whats. And then I came across a couple of brilliant tweets by Paul Cornell that bought it all back.
So there you are. No need for a Tardis or a cryonic pod. No need even for superannuated reactionaries blowing up their hippy grandchildren to teach them a lesson. The war against the future is interesting when it happens (as it always does) between neighbours, within families, both sides lining up to decide whether civilization should point forwards or backwards. And I knew that. I’ve read about enough revolutions, hot and cold, throughout history. That’s how to write my story. The answer was staring me in the face all along. Maybe it was just too close for comfort.

Thursday, 3 May 2012

Does interactivity have a downside?

As you’d expect of a book that has been in print for two centuries, there have been many interpretations of Frankenstein. Most derive less from the original novel than from Richard Brinsley Peake’s stage play, Presumption; or, The Fate of Frankenstein, performed five years after Mary Shelley first sent her “hideous progeny” out into the world. Like Peake’s version, later adaptations usually opt for a surface reading that feels a little lazy to me. Victor is callous, if not sneeringly evil, the woebegone monster provides his comeuppance, and the whole thing is wrapped up in a science-gone-mad cautionary tale. Hence all the rifled graves, stitched body parts and creepy castles stirred into the mix to provoke shudders.

Well, Frankenstein is an overdetermined work, rich in possible meanings, so that’s okay as far as it goes. But, when we consider the clue that Mary Shelley left for us in those words “a modern Prometheus”, we might usefully dig a little deeper.

Victor Frankenstein in the book is a genius and a rebel, a Byron of the sciences. He descends into the belly of the beast, risking insanity and broken health to bring back a secret that gods have tried to keep from Man. In finding fire he creates life. If this is a tale of duality, then the monster is the unruly, all-too-human side of the hero. A decade ago we might still have said that Victor’s monster is the Id that he has made strong by focussing too exclusively on the Super-Ego, except that Freud’s terminology now seems even quainter than Mary Shelley’s schoolbookish prose.

Some have said that Frankenstein is a story of a bad parenting giving rise to a troubled child. On the level of social metaphor, that’s a reading Mary Shelley certainly intended, and it’s the reason I moved Victor’s university from Ingolstadt to Paris during the Revolution. But there is more to a work of fiction than picking at the plot as if it were an account of real events. We could ask whether Pip could have got to the Gargerys’ house to club his sister over the head, or whether Holmes could have faked the existence of Moriarty, but a literal interpretation is not the point of fiction. Pip is seething with repressed grievances of his youth and he is desperate to cast off his embarrassingly humble origins; the injury that tames his bullying sister is a manifestation of his desires. Moriarty is both an actual antagonist (in the “reality” of the story) and Holmes’s alter-ego (in the story as a work of fiction).

Likewise with other stories of duality. Is Deckard a replicant? Yawn. He’s the flipside of Roy Batty, is what matters. Uncle Charlie in Shadow of a Doubt is not, within the universe of Thornton Wilder’s screenplay, a literal demon conjured from Young Charlie’s subconscious – though in fictive terms he’s nothing but. It is the richness of literature (and cinema) that it allows for more than just a literal reading.

A well-written novel, the most immersive of all forms of storytelling, should command your full attention and belief. Yet, even while held by the spell of belief, you can appreciate the novel simultaneously on several levels: as a description (honest or otherwise) of the events of the plot; as insight into the characters’ feelings and relationships; and, on a level beyond the plot seen as a make-believe reality, you can tune into the themes and resonances that the author has placed there that make it, not a mere account of events, but art.

The risk of interactivity is that it can strip away that liminal level of fictionality that lies between imaginary reportage (“here’s what is supposed to have happened”) and authorial artifice (“here’s the iceberg of meaning beneath the events themselves”). Interactivity is a powerful tool that can draw you so deeply into the interior of the story world that you lose sight of it as a story. You think you are there.

That’s why my interactive retelling of Frankenstein is not intended as a replacement for the novel, any more than Mrs Shelley intended her story to supplant Paradise Lost. Like a movie adaptation, it emphasizes some aspects, downplays others. It’s told in a style that is necessarily right in the moment, and the interactivity certainly does pull you inside the story. That sounds like marketing spiel, right? Who wouldn’t want to get pulled inside the story? But the downside is that that comes at the expense of removing the reader’s ability to absorb the work’s meaning in parallel with its story. While talking things over with Victor, you are no more likely to regard him as one side of a divided soul than you are to take that view of a rival you're arguing with in real life. Interactivity values the direct, personal connection. It places fiction above fictiveness.

So, if you read the new version, do interact with Victor and his creature – but don’t just leave it there. Take a look at the narrative that’s left behind in the wake of all your choices. There you have a unique, personal version of Frankenstein, created by your interaction with the text, that you can go back and read as a traditional novel. The themes are all present, you just need to raise your view from the decision tree to see the whole forest of ideas that Mary Shelley planted. And the richness of her story, not the cackling hunchbacks and brains in jars, is the reason Frankenstein is likely to remain a bestseller for another two hundred years.

Sunday, 4 July 2010

Avec les ombres de la nuit

Happy Fourth of July, and here's a quick plug for the iPhone version of my novel Florien, published last week by Megara Entertainment, who are the folks behind the iPad version of The War-Torn Kingdom (aka Fabled Lands Book One) that should be out at the end of the year. (I've seen a video of the beta being tested and it is stupendous - not just a gamebook conversion, this is a real 2D CRPG.)

Anyway, enough of that. We were talking about Florien. This is a book I originally wrote for the Horrorscopes series, which put me in the distinguished company of writers like Terrance Dicks and Lisa Tuttle. But between approving the treatment and delivery of the manuscript, the publisher had a change of heart. Originally they intended the Horrorscopes series to cover a range of genres from spooky/supernatural to psychological thriller to slasher fic. So I wrote Florien as hommage to Hitchcock (specifically the Vertigo to Marnie period). Then the publisher got worried that Turn-of-the-Screw type tension wasn't what they wanted after all. "Can't you put in a stalker, serial killer or rapist?" they asked. Well no, not without making it a completely different book.

So my wife Roz dashed off the in-yer-face terror book the publishers were after. She came up with the plot in forty-five minutes (literally - we had just that time before a Desmond Morris programme came on TV that we wanted to watch) and wrote the whole book in fifteen days. And that appeared as Mirror Image in the Horrorscopes series while I kept the rights to Florien.

I thought I'd soon find another publisher for Florien, but it was the one book of mine that I couldn't sell. The snag was, it has a sort-of vampire theme, and a dash of teen romance, but it defies (well, contemptuously ignores) all the conventions of teen vampire romance books. One publisher showed me a series they had in that genre and wondered if I could adapt Florien to fit. Their book started, "Gary turned his head towards the hillock where they were putting her coffin into the ground. As a vampire, he couldn't walk on consecrated ground so he couldn't be there to see her off. But he would be there later, as the moon rose, to welcome her back."

Okay. So you see how the mention of vampires in the second sentence kind of puts it firmly into the way-out-there fantasy category? Well, Florien's not that kind of horror book. It's more of a Hitchcock thing, like I said. It's the kind of fantasy where there's not a sword or a spell in sight. Where vampires don't sparkle or hiss or do that growly thing like a cat in a bad mood. Where things, quite frankly, are not at all what they seem. Indeed, is it a vampire novel at all? Judge for yourself by grabbing a copy of Florien from Amazon.