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Showing posts with label Echo. Show all posts
Showing posts with label Echo. Show all posts

Monday, 31 December 2018

That was the year that was


"Night followed day like the flapping of a black wing. I saw the sun hopping swiftly across the sky, leaping it every minute, and every minute marking a day. The twinkling succession of darkness and light was excessively painful to the eye. Then, in the intermittent darknesses, I saw the moon spinning swiftly through her quarters from new to full, and had a faint glimpse of the circling stars. Presently, as I went on, still gaining velocity, the palpitation of night and day merged into one continuous greyness; the sky took on a wonderful deepness of blue, a splendid luminous colour like that of early twilight; the jerking sun became a streak of fire, a brilliant arch, in space; the moon a fainter fluctuating band; and I could see nothing of the stars, save now and then a brighter circle flickering in the blue."
Like H G Wells's time traveller, we've careened through another year. There should be a lever to slow this thing down, shouldn't there? But as "minute by minute the white snow flashed across the world, and vanished, and was followed by the bright, brief green of spring" I've had the chance to glimpse a few standout moments of 2016.

My best roleplaying experience was getting to sit in on a session of Dom Camus' Earth Force campaign. This is a modern take on superheroes, with a dash of existential threat and a background swirl of geopolitics. I played a scientist and got through without actively needing to use my powers, but nonetheless getting multinational backing for my open source research program, which made me feel quite Tony Stark. The whole thing was helped along by an elegant, streamlined system that did everything you need of rules and kept out of the way of the roleplaying. I hope Dom will publish it.


Talking of sweetly simple rules, my favourite new game system has been Gregor Vuga's Sagas of the Icelanders. If you're familiar with the sagas, this captures them perfectly. I ran it straight -- no fantasy, no 21st century mores, just bleak neighborhood struggles against the unsentimental elements and your fellow man. It's quick, easy, atmospheric, and the perfect antidote to decades of GURPS.

Proudest achievement of the year was publishing Can You Brexit Without Breaking Britain? This is my and Jamie's first gamebook in more than twenty years. I have no idea what will happen to the UK in 2019 (good luck -- by then I should have regenerated as an Irishman) but I am sure that the book will give you a better understand of the Brexit process than any of the government ministers charged with negotiating it. And Britain's godfather of gamebooks, Ian Livingstone himself, has taken a look at Can You Brexit? and pronounced it "very clever". He may be partial, of course.

Around the time I was finalizing Can You Brexit?, Ashton MacSaylor was getting ready to deliver on his Kickstarter for The Good, the Bad and the Undead. If you've hung around the saloon for a while, you'll remember that was the Wild West gamebook that Jamie was going to write but couldn't get beyond the outline. Ashton took it over, roped and threw and branded it, and now it's riding in out of the desert with a mean eye and a belt full of bullets.

Talking of gamebooks, I wrote two audio adventures for the Amazon Echo, one an all-new interactive drama, the other a reskin of my first ever gamebook Crypt of the Vampire. With very tight deadlines those were hard work, but luckily I like hard work, as long as it's work on something that interests me.


The highlight of the summer was travelling to Germany for Manticon. Good beer, nice people, an open society, fabulous landscapes, and the best trains I've ever been on. I might move there. (See Brexit, above.)

Earlier in the year, I got a call from Lawrence Whitaker at The Design Mechanism, publishers of the Mythras RPG. (Yes, I know; apologies for the spelling. I have to grit my teeth every time I type it, but it's the Runequest system with Glorantha stripped out, so it actually is rather brilliant.) TDM have acquired the licence to do a roleplaying game based on Jack Vance's fantasy trilogy Lyonesse, and having heard me talk about it on the Fictoplasm podcast they thought I might like to contribute a section to the book. You bet. I owe Jack Vance a huge creative debt and it's an honour to pay a little of that back.

Then there was Daniel Fox of Grim & Perilous Studios getting in touch to bring Tetsubo back from the Land of Roots. Nothing's forgotten, as we Robin of Sherwood fans know. Watch for that in 2019, if you still have money left after food and medicine rationing.

I also got roped in by Ian Turnbull, one of the Black Cactus co-founders, to do some work on a Virtual Reality game. Don't reach for your Oculus headset just yet. The developers originally hoped to get the game ready by October this year, but Ian's and my combined half-century in game development told us that was never going to happen. Maybe next October. My role was, as it often is these days, to clarify, simplify and focus the design and creative goals of the game. (And to chuck out all the bloody cutscenes on the principle of "discover, don't tell".)

In October my time machine lurched off into a pocket universe of misery for a few weeks when I came down with a nasty virus followed by a racking cough. It stopped me from going to TekUKon, which was a blow, but every cold has a silver lining. Unable to get on with any of my new projects, I whiled away the time for the fluid link to repair itself by editing the fifth Blood Sword book, The Walls of Spyte. It's still a slapstick dungeon bash but at least the flowchart now makes sense and the pieces of the key you find are properly numbered, so for the first time ever you can actually complete the adventure.


Surprising creative experience of the year was discovering I still have a copy of the Lord of Light boardgame that Nick Henfrey (creator of Spacefarers) and I pitched to Ian Livingstone (yes, 'im again) and Steve Jackson back around 1980. We didn't have the rights, which might or might not have been a problem. Nowadays there's always Kickstarter, so who knows?

And entertainment highlight of 2018 was discovering Guy Sclanders' hilarious Fabled Lands playthroughs on YouTube. Many of the comments focus on how nasty things used to happen in games in the old days. Well, nasty things are more fun. Whatever doesn't kill you helps you level up.

And on that note, best wishes for the year ahead. See you on the other side.


Tuesday, 30 October 2018

Fright Tonight


Fright Tonight is an interactive audio drama that I've written for Amazon Echo. It's pretty ground-breaking, too, even if I have to say it myself. I needed a model of interactivity that would allow the listener to influence the characters in the story while still being surprised by what happens. So the way I've done that is --

No, I can't just tell you. You have to play it for yourself. Trust me when I say that Fright Tonight is much more than a game. It's a compelling and completely innovative form of audio entertainment which is destined to be as talked-about as Orson Welles's 1938 Halloween broadcast of War of the Worlds, only this time without the traffic jams and the shot-up water towers.
Experience an interactive ghost story set in Heskill Hall, England's most haunted stately home, where a great tragedy took place decades ago. Now the cynical radio host of the niche horror show “Fright Tonight” might just get the show of his life, as the crew gets ready to record their live Halloween special at nightfall in the deserted manor house...
Oh, and it's free too. Just dim the lights (easy if you have your Echo hooked up) and say, "Alexa, start Fright Tonight."

There are already some fun adventure games for Alexa -- such as The Magic Door, which is effectively an audio walking sim -- but Fright Tonight is nothing like that.. The style of interaction doesn’t require the listener to be a “game player” as such, meaning that they can be gripped by the narrative. I admire The Magic Door, but it’s the equivalent of a ghost train ride at a funfair, whereas Fright Tonight is genuine interactive drama. The developers are Mythmaker Media. Remember the name, as I'm hoping to do a whole lot more projects with them.

Who is the target audience? An interesting question, that, whenever you attempt something new. The appeal of something like Fright Tonight is certainly not limited to readers of Choose Your Own Adventure or to people who’d play a traditional adventure or CRPG videogame. While I’m sure I’ll pick up lots of listeners/players who would play, say, Layers of Fear or >observer_ , I'm aiming to appeal to lean-back audiences who just like a good scary story. So I see the typical audience being the entire family, from kids up to grandparents, and including lots of people who would never normally play a game.

Who knows, this could be the big comeback for audio drama. I hope so. As my dad always used to say, the great thing about radio is the pictures are better.

Friday, 19 October 2018

By the light of the night it'll all seem all right

A few weeks ago I got a call from Amazon to talk about the Halloween releases for Alexa. They’d seen my Frankenstein app and wondered if it could be turned into an interactive audio story.

I’d already talked to a few audiobook companies about that. Frankenstein is tailor-made for audio. It’s narrated by Victor Frankenstein, whose confidant and advisor you are, and written “to the moment” (ie in the present continuous tense). And I’ve been banging on about audio adventure games since I worked at Eidos in the mid-90s. So Amazon’s suggestion was perfect, except…

It’s over 150,000 words. That’s about twenty hours of audio. I’d have to edit all the text, it would need to be cast, recorded, have sound effects added, coded – and all that within five weeks, assuming one month was enough for testing.

So naturally I said I’d do it. Not only that, I’d recently talked to a company called Mythmaker Media about working on an interactive audio project, so how about hooking them in?

“We already have a developer in mind for Frankenstein,” the Amazon guy said, “but why don’t I talk to Mythmaker anyway? Maybe there’s another project you can do with them.”

A few days later, that one got the green light too. Now, as well as editing Frankenstein, I had to write an interactive audio drama from scratch. Only seven thousand words, but it had to be scary (Halloween, remember) and it had be a completely innovative model of interactive storytelling. (Otherwise why do it?)

Skype chirruped again. “What about your gamebook Crypt of the Vampire? That could be an Alexa app, couldn’t it? Can you get that ready for Halloween?”

I said yes on the basis that you can’t have too many irons in the fire; something always goes wrong. And a few days later the Frankenstein developer, having run the numbers for actors’ fees and studio time, asked if it would work with synthesized speech.

“Not really. Victor has to come across as impassioned, driven, stressed, increasingly desperate… But look, the story is in six parts. The second part is different from the others. It’s the monster’s story told in second person, so you are the monster. That might just work with synthesized speech. And it’s just thirty thousand words, so I’d have time to edit it and add markup. Pauses, interjections, that kind of thing.”

They lost interest. Not to worry, as I still had the drama with Mythmaker Media (that’s called “Fright Tonight”) and the gamebook, by now retitled “The Vampire’s Lair” because it’s snappier. Or bitier.


For The Vampire’s Lair I’ve teamed up with a programmer called Kevin Glick. We decided to strip out all the game-heavy mechanics: hit points, skill rolls, things like that. It’s audio, after all, though in fact there’s a Fire Tablet option with some toothsome graphics by Leo Hartas. The way it works now, you play until you die, and you can then either buy another life and keep going, or you can restart from the beginning. (And, yes, of course it’s possible to play right through to the end without having to buy a single life.)

So I hauled out a copy of Crypt of the Vampire, my first ever gamebook from way back in 1984, and embarked on what I thought would be a simple editing job. But no plan survives contact with the enemy, as they say, the enemy in this case being reality. Too much of Crypt was a dungeon bash when what Kevin and I needed was a haunted house adventure. Too many encounters depended on dice rolls. All of that needed to be rewritten. Also, it needed to be scary. Fun-scary, you understand, like pumpkin lanterns and spray-can cobwebs. The orcs had to go.

Luckily I wrote “Fright Tonight” first, because plunging into the flowchart for Crypt and completely rewriting about half of the book would have burned out my creative psyche for weeks. But I got it done, and the result should be soon available on Amazon as an Alexa Skill. (Yeah, don’t blame me; that’s what they call them.) Just say, “Alexa, enter The Vampire’s Lair,” and get ready for some agreeable chills.