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

Friday, 3 October 2025

"A very clever bag of tricks"

Thirteen years ago I published my interactive version of Mary Shelley's novel Frankenstein. Reviews were mixed, largely because many critics simply didn't know how to respond to an interactive book, but gratifyingly the five reviewers I respected most, Laura Miller, Dale Townshend, Helen Bagnall, Mark A. McCutcheon and John Sutherland, all liked it. (Laura Miller: "it singlehandedly renewed this critic’s hopes for interactive fiction"; Professor Townshend: "a nuanced take on monstrosity [...] done with enormous sensitivity to Shelley's narrative"; Ms Bagnall: "a bold attempt to wrestle with a classic and create a book that can work for a new audience"; Professor McCutcheon: "often yields lyrical prose interludes"; Professor Sutherland: "a very clever bag of tricks". That's good enough for me.)

The following interview by Lottie Chase comes from a magazine called InPrint, and the main interest in reading it now is to see how the future of interactive books looked in 2012. And the app is still worth reading today, incidentally. Whether or not you care for my interactive take on the work, it also includes Mary Shelley's original 1818 version.

LC: This new book app brings the reader further into the classic gothic tale of Frankenstein than ever before. How did you first become involved with the project?

DM: I've had a foot in the two camps of writing and game design for most of my career, so it was a natural fit for me to do something for the iPad that combines the two. Putting it like that, it sounds so easy, but in fact I had multiple meetings with half a dozen publishers to pitch this. After a year of that I was about ready to give up. I was lucky enough to meet Michael Bhaskar at Profile Books, and he got it right away.

LC: How did you approach writing the side-stories that accompany the main narrative?

DM: The sensible way to do it is to meticulously flowchart the entire book so that you can see all the branching narratives and how they fold back into the main storyline. That's how I'd recommend doing it – and if you're flowcharting on paper buy a big pad; Frankenstein has about twelve hundred separate 'story chunks'. But I just wrote it straight onto the page and kept all the multiple story threads in my head. This is essentially the Ray Bradbury writing method: jump off a cliff and build yourself a parachute on the way down. (The caveat is that this method may not work if you're not Ray Bradbury.)

LC: How much control does the consumer have over the direction of the story?

DM: A great deal of control, but not in the Choose-Your-Own-Adventure style of actually steering the main plot points. The key moments of the story happen regardless of your decisions. But take for example the death of Victor Frankenstein's friend Henri Clerval. In Mary Shelley's version, he is murdered by the creature, his body left on a beach in Ireland, and Victor is arrested as the murderer. In my version, that sequence of events is only one of several possibilities. The monster might be blameless, in which case Henri is murdered by someone else, either in Ireland or in Scotland; the crime is investigated differently, and Victor's degree of innocence depends entirely on how the reader has advised him up till that point. The death itself is inevitable, like all the major plot points, but the way you get there and the interpretation of events can be very different.

LC: Do you think more book apps will take on this interactive formula?

DM: I hope writers will become more willing to pioneer interactivity rather than leaving it to the app developers, because most of the interactivity we've seen in book apps up to now has been fairly pointless. You can have hidden text that only highlights when you tap on it, or words that blow away, or light that flickers out before you finish reading a note. Those seem to be trying to simulate a kind of narrative art installation in app form, but they end up being poor art and unengaging narrative. The first question writers must ask is not, 'How do I make the reader interact?' but 'How do I make the reader want to interact?' And that comes from the emotional connection to the characters, as with all stories.

LC: People seem less willing to pay for apps because there are so many free apps on the market. Do you think there is a stigma attached to apps?

DM: The difficulty with e-books and book apps is that you can't easily see what you're getting. Quite apart from the quality, I mean – the actual amount of material. My version of Frankenstein is twice as long as Mary Shelley's, and my app includes her version as well. If it were a lavishly illustrated hardback in Waterstones, people wouldn't balk at a £15 price tag. Put it in the App Store and they'll expect it to be less than a third of that, even though it looks more gorgeous on an iPad than it ever could in print. I can only conclude that all those people collecting hardcovers have been putting a distorted value on paper all these years.

I've been a regular cinema-goer tor years, probably spent more on the cinema than on books. Yet I have no physical item to show for all those movies. I valued the pure entertainment content there, not the artefact, so why should books be any different? We must try to establish that there is a genuine value to be placed on quality content or the whole business will fall apart.

If that's only whetted your appetite for things Man was not meant to know, you can also read a much longer and more in-depth discussion of the book with Professor Townshend and Dr Padmini Ray Murray here. (And while we're talking about digital gamebooks, here's the latest on the Blood Sword CRPG.)

Friday, 15 August 2025

Let's be serious

Broadly speaking there are two approaches to literature and drama. One view is that it’s entertainment, it should be fun, and it shouldn’t challenge you or make you feel uncomfortable. That’s a strain that’s developed in Britain and America particularly and used to be known as the Young Lady Standard. The term is particularly unfair seeing as Emily Bronte wrote one of the most uncompromising novels of all time. Nowadays we’re hopefully less sexist and young ladies get the same educational benefits as young gentlemen, so let’s instead call it the Cosy Standard. In TV broadcasting it’s the equivalent of pre-watershed content.

On the other hand, fiction can take you right into the depths of the human soul to confront both the marvellous and the terrible. It can shake you up. Read Chekhov’s short story “In the Ravine” or Flaubert’s Madame Bovary or Nabokov’s – oh, well almost anything by Nabokov, in fact. You’ll face some profound truths. Like all great art, these works can change you. But you’d never say of them, “Oh, it’s entertainment, it’s just a bit of fun.”

That’s even more true of games, where the very name of the medium leads people into assuming it has to be frivolous and jolly. When Profile Books published my interactive version of Frankenstein, one reviewer complained that she didn’t want to be complicit in the creature’s murder of 6-year-old William Frankenstein. Too bad. Every reader of the novel who finds themselves sympathizing with the creature is going to have to face that moment. The game version just really rubs your nose in it. There are games like Papers, Please and This War of Mine that are trying to be L'Armée des Ombres rather than a boys'-own romp like Kelly's Heroes.

This is the point Jim Desborough was making with his widely (and often deliberately) misrepresented article “In Defence of Rape”. If you’re a grown-up, you look to fiction (including games) to tell the truth, not wrap the world up in a comforting nursery blanket.

This exact point came up recently in the case of a motion capture performer who refused to act out a rape scene for a game. That is their right, no question about that. And I have no idea what the game was, so I don’t know if the performer was correctly judging it when they said, "It was just purely gratuitous in my opinion." But it wouldn’t have to be gratuitous. Suppose this is a WW2 game. You’re sneaking into a Nazi-occupied village to plant some explosives or steal the attack plans or whatever. Stealth is the watchword. But you pass a window where you see an enemy soldier raping a villager. (Or torturing a villager. Or even in the act of murdering them, since this isn’t Victorian times and we don’t buy into “the fate worse than death”.)

Now here’s the question. Do I shoot the Nazi soldier? In doing so I’ll save the villager but I’ll give away my presence in the village, jeopardising the mission. Or do I pass by, hardening my heart to the villager’s screams because many lives hinge on the success of the mission and so it’s more important than one innocent person? It’s the Trolley Problem but not presented in the dispassionate context of a philosophy lecture. The decision is brutal and I’m going to have to live with it. The choices that confront you with challenges to your most fundamental moral principles are the ones that fuel the most powerful stories, because they make us think hard about who we really are.

As I said, I don’t know if that’s what the game’s designers were trying to do. But you would expect good literature or cinema to confront you with raw and disturbing situations like that. Games are an art form no less capable than literature or drama of addressing difficult moral questions. Games can be simple uncomplicated fun, of course, and many are. But that’s not all they can be.

Friday, 20 December 2024

Bound about with a napkin

My credo is that roleplaying is about everything, so I was intrigued to come across this in a letter that Benjamin Franklin wrote to Jacques Barbeu-Duborg in April 1773:

"A toad buried in sand will live, it is said, till the sand becomes petrified: and then, being enclosed in the stone, it may still live for we know not how many ages. The facts which are cited in support of this opinion are too numerous and too circumstantial not to deserve a certain degree of credit. [...] A plant, with its flowers, fades and dies immediately if exposed to the air without having its root immersed in a humid soil, from which it may draw a sufficient quantity of moisture to supply that which exhales from its substance and is carried off continually by the air. Perhaps, however, if it were buried in quicksilver, it might preserve, for a considerable space of time, its vegetable life, its smell, and colour. If this be the case, it might prove a commodious method of transporting from distant countries those delicate plants which are unable to sustain the inclemency of the weather at sea, and which require particular care and attention.

"I have seen an instance of common flies preserved in a manner somewhat similar. They had been drowned in Madeira wine, apparently about the time when it was bottled in Virginia to be sent hither (to London). At the opening of one of the bottles, at the house of a friend where I then was, three drowned flies fell into the first glass that was filled. Having heard it remarked that drowned flies were capable of being revived by the rays of the sun, I proposed making the experiment upon these: they were therefore exposed to the sun upon a sieve, which had been employed to strain them out of the wine. In less than three hours, two of them began by degrees to recover life. They commenced by some convulsive motions of the thighs, and at length they raised themselves upon their legs, wiped their eyes with their fore-feet, beat and brushed their wings with their hind-feet, and soon after began to fly, finding themselves in Old England, without knowing how they came thither. The third continued lifeless till sunset, when, losing all hopes of him, he was thrown away."

What does this tell us, other than that Franklin held no prejudice against a dangling participle? If it was anybody else I'd dismiss the story of the flies out of hand. We know that fruit flies can survive three days of drowning. Is it credible a bluebottle could last a year?

I suspect that Franklin is confusing two memories. (He doesn't tell Duborg how long ago this happened.) Perhaps on one occasion he saw the flies tipped out of the Madeira bottle, and somebody talked about how long they might survive. Later, he tried immersing and reviving some flies and found it was possible - but after a few hours, not months.

I recall a story, though cannot find the source now, of an officer killed during the retreat from Moscow whom Napoleon ordered sent back in a butt of wine for proper burial in France. What with one thing and another, the body got forgotten in the corner of a regimental cellar for a few decades until the barrel split open, perhaps from the gases released by putrefaction (got to hope nobody had been drinking from that barrel), and the dead officer spilled out. His beard, according to the fabulous account given by a witness, had grown to several feet long.

It wasn't an isolated case. Military campaigning meant that officers' corpses often had to be preserved, as this account by Napoleon's valet of the post-mortem experiences of the Duke of Montebello shows:

"In a few hours putrefaction became complete, and they were obliged to plunge the mutilated body into a bath filled with corrosive sublimate. This extremely dangerous operation was long and painful; and M. Cadet de Gassicourt deserves much commendation for the courage he displayed under these circumstances; for notwithstanding every precaution, and in spite of the strong disinfectants burned in the room, the odour of this corpse was so fetid, and the vapor from the sublimate so strong, that the distinguished chemist was seriously indisposed.

"Like several other persons, I had a sad curiosity to see the marshal's body in this condition. It was frightful. The trunk, which had been covered by the solution, was greatly swollen; while on the contrary, the head, which had been left outside the bath, had shrunk remarkably, and the muscles of the face had contracted in the most hideous manner, the wide-open eyes starting out of their sockets. After the body had remained eight days in the corrosive sublimate, which it was necessary to renew, since the emanations from the interior of the corpse had decomposed the solution, it was put into a cask made for the purpose, and filled with the same liquid; and it was in this cask that it was carried from Schoenbrunn to Strasburg. In this last place it was taken out of the strange coffin, dried in a net, and wrapped in the Egyptian style; that is, surrounded with bandages, with the face uncovered."

Plenty of inspiration there for something creepy, or simply a melancholy memento mori episode to give your players a shudder?

The illustration above is by the late Martin McKenna. Martin wasn't a roleplayer (surprisingly) but he would have loved all this stuff about resurrected insects and pickled heroes. I'm still finding it a wrench that he is no longer in the world, and that painting has particularly fond memories because we came up with the concept for it together as part of our Frankenstein's Legions project. So the lesson as the year draws to an end is to hold onto your dear friends - but not to the extent of preserving them in brandy. Happy Christmas!

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.