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Showing posts with label Fyodor Dostoyevsky. Show all posts
Showing posts with label Fyodor Dostoyevsky. Show all posts

Wednesday, 6 April 2016

The sanity clause


There have been a few recent posts (eg here and here) about Victoriana and the Cthulhu Mythos because those have been the setting and theme of our current campaign. Actually, when the campaign began I thought it was Victorian, period. (Or Victorian Period, take your pick.) All that Lovecraftian stuff came later – presumably because the opening scenario was borrowed from Cthulhu By Gaslight – but it’s in the nature of such things to set a course for the rest of the campaign, so now I’m resigned to facing mi-go and shoggoths every fortnight.

I’ve nothing against Lovecraft, let me say. Quite the reverse. His stories may not be the sort of thing I’d typically read for pleasure, eldritch or otherwise, but I greatly respect him as a creative innovator. Here's the snag: taking a body of literature and reworking it for role-playing inevitably steers the whole thing towards the reefs of parody. Imagine an RPG based on Crime and Punishment, with the consequent thumping emphasis on Ruthlessness and Guilt points. Or a Hemingway RPG which reduced Papa’s entire body of work to just booze, machismo and bull-fighting. So usually when I’ve played Call of Cthulhu (which isn’t often, I admit) it’s felt like nothing more than a lark, a one-off session of light relief for the players in between real role-playing.

But there’s always a silver lining. In that reductive approach involved in distilling a role-playing game out of an author's canon, there are going to be some interesting questions, at least a few nuggets gleaming in the mud. Take Call of Cthulhu’s SAN (sanity) rules. Is it actually the case that coming face-to-polyps with a Lovecraftian monster automatically drives you insane? And if so, why?

In the literature, you see, Lovecraft always starts off with a neurotically unstable lead character. That’s his shtick. He doesn’t pit a Steve Costigan type against the nameless spawn of the cosmic abyss, so we don’t know if they’d end up a gibbering wreck like a typical HPL protagonist or whether they’d wade in undaunted with fists flying and guns blazing. Actually, there is a famous round-robin story, “The Challenge From Beyond”, where Lovecraft brought the plot to a shuddering cliffhanger and Howard continued it, lustily and hilariously jettisoning Lovecraft’s psychic meltdown in favour of some raw, red-blooded action. (When you read it, just remember these guys were having fun with their public images, m’kay?)

But could a hero made of the sterner stuff that flowed from Bob Howard’s imagination face Elder Things with impunity? Or did Lovecraft intend that his monsters radiated some sort of frightful psionic effect that would drive even Conan mad? I found a debate about this online.
“A Lovecraftian monster is one in the style of H.P. Lovecraft's writing, which has a lot of vague depictions of unfathomable, indescribable, alien monsters. You would lose your sanity because that's what usually happens when you see one, like how looking at Medusa would turn you to stone.”

“I disagree. Medusa turns you to stone because of some kind of magic. Lovecraftian monsters do not inherently ‘cause insanity’, the loss of sanity is something that happens in our human minds because we can't comprehend them.”
Ah, now there we might be onto something. Except… can no one comprehend them? And the degree of unfathomability always drives a person mad? I can accept that a medieval crusader would find these critters freakishly scary, but what about a trained biologist? If you're accustomed to peering down a microscope at unearthly little boogers like dust mites and hydrothermal worms, would you still take one look at a fungus from Yuggoth and start screaming that such things cannot beeeee? Might there not be some scientists who would be more curious than scared? A commenter called ShakaUVM addresses this point:
“Lovecraft thought that people couldn't deal with the actual reality of the universe. As it turns out, though, people like Carl Sagan managed to [contemplate the reality of the universe and] keep their sanity intact. Ultimately, it's because Lovecraft believed in certain Victorian tropes, like people passing out when something became overwhelming – his heroes faint all the time – and that knowledge could drive people insane.”

“The kind of horror that Lovecraft writes about would come from the realization that there is no God, that the universe is vast, chaotic, undirected, and unthinking.”

“When we have pictures of our place on our world in an insignificant solar system in an insignificant galaxy, we don't go insane from the insignificance of it all. We can comprehend that and still want to wake up and go about our business every day.”


That chimes perfectly well with my own view of the universe. I don’t personally think there’s a God or that the universe has “meaning”, and that doesn’t bother me at all. Facing the realization that we are an insignificant speck in the universe – well, of course we are. Ten billion Earthlike planets in this galaxy, a couple of hundred billion galaxies at least, and the distinct possibility that our universe is a tiny local phenomenon in a possibly infinite metauniverse. “Yes, Z, you are insignificant.”

Anyway, I can’t quote the whole discussion here. Shoot over and take a look at it. I’ll wait…

OK, so the assertion of Call of Cthulhu is that there are some things so completely unthinkable that every single human being, if forced to confront them, would go insane. But maybe what we have here is an observer bias. As a writer, Lovecraft was especially interested in neurotic characters, and may have intended us to conclude that the people most readily drawn to Cthulhu cults and manifestations were psychically the most sensitive and fragile among us. His chosen genre was horror, his intent was to unsettle, his style – let’s be charitable and call it Poe turned up to eleven. His fiction is bound to portray a terrifying, unspeakable, mind-blasting universe the way Hallmark movies always present a saccharinely sentimental one.

Writers flavour the world they create in their stories. They don’t necessarily intend for us to take that as a template for how the universe works, because literature is never intended to be an undistorted reflection of reality. So in drawing inspiration from literature for our role-playing system, maybe we need to be wary of using the whole cloth of an author’s work. Making a universe that’s going to last a whole campaign requires a bigger box of tricks than a set of stories built around a single theme and authorial voice.

And yet... it's a fine line, isn't it? A Lovecraftian role-playing game in which none of the neuroses is baked into the rules mechanics would be effectively indistinguishable from any other 1930s RPG. Which in turn invites the question: does literary style have a place in role-playing? Is it right for the system to impose that kind of prescriptive story framework on the players, or should the themes of a campaign emerge in play from the interaction between the characters and the world? Over to you.

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.



Wednesday, 1 January 2014

The first tree in the greenwood

Mark Smith and I co-created the Virtual Reality gamebook series, but we wrote our books separately and took a very different approach. The original pitch to publishers was that VR would be like interactive novels. What we meant by that was that if you took all the sections in a given read-through and pasted them together, you could give that to a friend and they could read it the same way they would a novel. (Not that you would, of course. It was a thought experiment kind of thing.)

In Green Blood, Mark frequently used a second-person variant of free indirect style: the text describes the world exactly as the character is intended to feel about it. At least one reviewer took Mark to task for use of "weasel words" because of this. In fiction there is no claim of objectivity, but gamebooks are an interesting grey area. The author, like the referee of a role-playing game, is the reader's only source of information. If that information becomes suspect, or seems to be chosen and slanted to nudge us into feeling a certain way, then we react much as we do if a politician or salesman starts trying to bamboozle us.

As I began to write my first VR book, Down Among the Dead Men, I saw that if I stuck to my role-playing principles of giving the player control of their own persona, the text resulting from stitching all your choices together as you went would be more like a great game write-up than a novel. I could describe events that happened to you, fine, but unlike a novel writer I couldn't prescribe all your moral, emotional and life choices or it wouldn't be a gamebook.

Mark went the other way. Whichever character you pick at the start of Green Blood, you soon learn that after a promising start at a good school for orphans you have been raised in the city slums and are disgusted with "the cesspools and plague pits" of your fellow man. The ways of city folk, you are told, revolt you. Throwing your bag over your shoulder, you set off for the Forest of Arden to seek out the elves. The story is extremely slanted against humans and in favour of self-righteous, tree-hugging elvenkind. This is the sort of thing that makes me prefer Tekumel and the Dying Earth to the heavily moralistic settings typical in high fantasy - but that's just personal taste. I do think that Green Blood has been unfairly maligned because of the lack of freedom of choice. As Dostoyevsky and others found, the theme of a young hero driven by poverty and squalour beyond bitterness into insanity is ripe for literary exploration. If Green Blood had been a novel, it would have worked just fine. It's just the game aspect that lets it down.

A big for instance: in the first draft, it was impossible to get through the adventure unless you picked both WILDERNESS LORE and SWORDPLAY among your four skills. Any other character was doomed from the start. With eleven skills (it should have been twelve, in three groups of four, but that's a detail) that leaves a less than twenty-five percent chance that a randomly selected character has any hope of surviving.

I didn't agree with Mark about that, but I had my own books to worry about, and it's not up to me to ride another man's horse or shoot his bow. There it would have remained, except series editor Ian Marsh found some crash-bug type errors that needed to be dealt with before the book could be sent for typesetting. Mark was by then deep into writing Coils of Hate, so it fell to me to fix the Green Blood flowchart.

While I was doing that, I noticed Mark had included a short sequence where you meet the elves on midsummer's eve and have to convince their king to help you in your quest. Without the Elf King's help, there is no chance of a successful conclusion. In the original, you had to have SWORDPLAY to do that, but I saw an opportunity to let other skills have a look-in. By adding a whole range of different challenges to the sequence, I made it possible for any character to get through to the end of the adventure. And, as the New Year's freebie has become a tradition on the FL blog, here is that sequence. Feel free to cheat.