Gamebook store

Showing posts with label Homer. Show all posts
Showing posts with label Homer. Show all posts

Friday, 24 July 2026

The Odyssey


Around the start of the millennium, Leo Hartas and I pitched a series of educational books to Dorling Kindersley, a British publisher. The idea was to package the books with a CD (that was the format that games came in back then). Parents would think, "Ooh, this book comes with a computer game." The kids would play the game and treat the book as a manual with useful hints. The point of it was that people learn best by doing something, getting hands-on, not by sitting down with a book and just reading about it.

It was not to be. (Find out why here. It's a microcosm of why Britain keeps losing out in innovation and influence.) But one of the projects we worked up for the series was The Odyssey and, that poem being back in the bestseller lists for some reason, this seems like a good time to show you what might have been.

IMMERSIVE WORLDS #1: THE ODYSSEY

The Adventure

You start as the Greek adventurer Odysseus, thrown into perilous quests and looked down on from the heavens by wrathful gods . You will find yourself faced with the reality of terrible mythical monsters brought to life. You will be faced with navigating the treacherous waters of the Gulf of Charybdis, resisting the Sirens’ call and toppling the mighty Cyclops? Will you emerge victorious to become a hero of legend?

Odyssey is part role playing game and part survival adventure. You lead a hand picked band of adventurers on a series of quests set by the gods or found amongst the eerie inlets and abandoned temples of a hundred Aegean islands. You will have to assess the skills of your comrades, choosing the right man for different tasks, and decide on equipment and strategy.

The Game

As Odysseus, you are faced with the day-to-day decisions of a sea captain of ancient Greece. You decide where to sail your galley, surviving natural hazards, avoiding sea monsters, and battling pirates. When you make landfall you can send ahead scouts who report back with visual images of their sightings. You equip and prepare a shore party, carefully picking the skills the situation requires from exploration, survival, combat, stealth, communication, combat and prophecy.

At the heart of the game are the richly detailed and eternally popular stories of the Greek myths, brought to life for a modern audience. Where previous generations have only read about these times, now it’s possible to experience them in a virtual recreation of the past that will enthral, involve and educate.

Game book, book game.

Immersive play brings a completely new concept to learning.

The game transports you to ancient Greece as though travelling back in time, and the book is the guide you would take with you on such a trip. You will learn about history, metallurgy, archaeology, mineralogy, military tactics, music, geology, geography, languages, literature, mythology, nature, society, religion, sports, seafaring, meteorology and survival skills.

However, this is not mere theoretical knowledge. Thanks to the virtual world you are exploring, these are things you will need to know. You will use everything you have learned in the book to find success in your adventures. Read how you can use the stars to navigate or how an alloy works to create stronger metals, then see the effects when you apply your knowledge in the game. No other entertainment title uses the fun, thrills and challenges of game play to stimulate learning in such an innovative way.

Immersive - Put the facts into action.

Design

Visuals for the book will be taken from the game, allowing seamless integration between the two. Current game technology can deliver lavish, rich and detailed imagery including 3D maps, aerial views of the major city-states, cutaways of buildings, ships, etc. and beautiful images of the characters. Because everything will be modelled in 3D we will have complete flexibility to choose the best angles, poses and views for the book.

The text of Homer’s Odyssey will run as a narrative thread throughout the book written in a fresh modern style. This is “the past in the present tense” as we see what it is like to really live in the eastern Mediterranean in 1190 BC. The world is presented just as it would have seemed to a Greek of Homer’s day looking back on those times.

Other information will appear in boxouts or as annotations to illustrations, maps and diagrams. Information will be described wherever possible in terms relevant to the game. For example, a cutaway of a galley would be annotated with its sailing speed in different weathers, its ramming speed, armour rating, cargo capacity, durability and operational range. Seeing these stats at work in the game will give the reader a real sense of the comparative strengths and weaknesses of different units, characters and even economic and political systems.

The Oracle

An example of how the book and the game work together.

In the game the player can consult the Oracle, which in simplistic terms supplies game hints. The Oracle creates short stories that prophesize events so that you, Odysseus, can plan accordingly. You can use it without reading the book but will learn the hard way that what it says is ambiguous. However, once you read about it in the book you will understand how to correctly interpret its information and make good use of its predictions. Along the way you will have learned about the importance of prophecy in ancient Greece and how information can be interpreted in many different ways.

CONTENTS

Coming to Life

Getting started

Step into the sandals of your alter ego, Odysseus, and pick your crew from the colourful mix of 12th century BC Mediterranean seafarers standing before you on the dockside.

Gear

Learn about ancient forging, metalworking and blade sharpening at the armourer so you can pick the best weapons and armour .

Skills

How different skills can be used and combined for different tasks.

Combat

On the beach near Troy, before setting out for Ithaka, you can practice the martial arts of spear, swordplay, wrestling, and pankration.

Deities

Choose your god. An Achaean hero’s relationship with the gods is all important affecting the whole course of your life. Odysseus begins with Athena as a friend and Poseidon as an enemy.

Crew

How to carefully select a dependable, loyal crew with the right mix of skills to accompany you on your adventures.

The Achaean World

Map reading and navigation

See Mycenaean Greece through the eyes of Homer long before the classical ideas of philosophy and democracy. Find out how to use the unreliable fragments of stories and myth to build a map of Ancient Greece.

Narrative thread: Episodes taken from The Iliad.

The Achaeans

The known cities of Achaean (or Mycenaean) Greece.

Culture & history

How to navigate the, clans, customs and traditions of a typical city-state.

Exploration

Find out how you can profit from your adventures by exploration and trade.

Diplomacy

How to use diplomacy to manipulate relationships between kings and ultimately, entire states.

The prince of Ithaka

Odysseus himself – your persona in the game and the one through whose eyes you will explore the Achaean world. 3D cutaway of an Achaean royal palace.


“Troy Once Was”

The background to The Odyssey, the game world.

The Achaean states united to topple the magnificent civilization of Troy, a tale of both the grandeur and the horrors of war.

Narrative thread: Further excerpts from the later books of The Iliad.

The topless towers of Ilium

Troy, real and imagined. 3D models show Troy as it may really have been, and as it is in the game through the filter of Homer’s imagination.

How the war started

Investigate the origins of the war and the abduction of Helen of Sparta.

Army life

Experience the food and living conditions of the typical Greek infantryman. Who these people were (aristocrats and gentry, not lower classes).

The battlefield

Military theory as it is currently applied in the 12th century BC. Find out in the game how to use chariots, battle formations and the early Greek phalanx.

The siege

Inside Troy as the war goes on.

The fury of Achilles

The greatest sulk of all time. The feud between Achilles and Agamemnon brings tragedy to the Achaean forces.

Funeral rites

Understanding the Achaean obsession with honour, even in death.

Fall of a civilization

The sacking of Troy.

The aftermath

The once-glorious endeavour dissolves into bickering, vengeance and jealousy among the Greek heroes.

The adventure begins

You, Odysseus, set sail. You are destined not to return home for many years.

Gods & Heroes

Playing with superpowers

Old stories, recounted over generations in the form of epic songs, have transformed historical war-leaders into semi-divine heroes. To the Achaeans these legends aren’t fiction, they’re the way things really happened.

Narrative thread: Odysseus and his men arrive on Calypso’s island.

Mount Olympus

Visit the home of the gods. How they can interfere with your life and how you can manipulate their power

The family of the gods

Learning about Zeus and the other Olympians. Their strengths and weakness and how their unashamed behaviour sets the standard for Greek kings.

What lies beneath

The underworld. The chthonians, or Earth-deities (Hades, Hecate, the Furies), are vestiges of an earlier, animistic religion.

Heroic ancestors

Glorious traditions of Jason, Perseus, Theseus and others. A sketch of their adventures gives hints of what to expect in the game.

Challenges to single combat

Codes of behaviour that regulate the morality of the battlefield. No hero can afford to lose face by refusing a challenge from someone of equal status. Handling challenges in the game.

Consulting the Oracle

Prophecy and its importance in the Achaean world-view. Using the Oracle in the game to find clues about your future.

Rituals of worship

Sacrifices, priests and prayers. How Achaeans worshipped the gods and how you can gain favour with an individual God. Accompanying 3D cutaways of a temple of Apollo.

The Twelve Tasks of Heracles

The archetypal adventure hero. Tips for approaching your own tasks.

Patron deities

Many heroes have divine patrons (Odysseus’s is Athena) but being watched over by a god is often a mixed blessing.

Wrath of the gods

Greek gods are given to sulks, rages and petty jealousies that would be outrageous for a two-year-old. Getting on the wrong side of a god can launch you into a series of incredible adventures – if you survive.

Mystery cults

Special adventures infiltrating mystery cults. Secret ceremonies form a bond between cultists that can drive them into a state of ecstasy – witness the Bacchantes tearing Orpheus limb from limb.

“Across the Wine-Dark Sea”

Adventure on the open sea

Greece is a land united by the sea. Three thousand years before James T Kirk, Odysseus was part of a great tradition of “seeking out new worlds and new civilizations”.

Narrative thread: King Aeolus and the bag containing the world’s winds.

Seafaring

Navigation is primitive at this time, making it risky to lose sight of land. (Although, with Poseidon as an enemy, you may not get a choice.) Speeds and effective ranges under sail and oar.

Ship types

Statistics of small sailing ships, galleys and penteconters, illustrated with in-game 3D models.

Naval combat

Use of bows, javelins, fire-pots, ramming and boarding.

The sailing season

Sea captains almost never put to sea in winter – unless brave or foolhardy. What weather you can expect; how to read and use the prevailing winds, tides and currents.

Life on board

Food and living conditions on board a typical Homeric galley.

Ports of call

Protocols for arrival in a new port, acquiring supplies, etc.

Shipbuilding and repairs

Maintenance of your vessel is paramount if you hope to make the long journey back home to Ithaka.

The City State

Small kingdoms are unified around a patron god and a small urban centre (the polis) which is home to the aristocracy and gentry of Achaean civilization. Familiar names in Odysseus’ world include Thebes, Sparta and Athens.

Narrative thread: The assembly on Ithaka, the suitors ambush Telemachus.

City layout

The principal zones of a “typical” city-state, using a full 3D map of Athens as a basis. City based adventures and quests.

Government

The royal family and the aristocratic assembly. Sidebars detail how this evolved into the Athenian model of citizenship and democracy.

Social classes

Status from slave through to nobleman – and how the true picture is never that simple (some slaves being more influential than some freeborn men). Explaining character levels in the game.

The family

Tribe, clan and family. 3D illustrations look inside an Achaean townhouse.

Daily life

The economy, markets, pastimes, early drama. Using shops you buy weapons and resupply your ship.

Architecture

Assembly halls and other city buildings, both as they may really have been and as Homer’s audience visualized them.

Law

The laws of the Achaeans overlap with religion, creating a complex web of “right” behaviour that as a cunning hero like Odysseus you can twist to your advantage.

Crime & punishment

Judgement by peers, by royal decree, by ordeal and by contest. Punishments, both mortal and divine. Exile and blood-price.

The Panoply of War

Strategy and tactics

A hero’s most prized possessions are his arms and armour. Treasured items have been handed down from ancient ancestors and are thought to carry the favour of the gods.

Narrative thread: Imprisoned by the Cyclops.

Weapon technology

Iron weapons are rare (only the Hittites at this time can work iron) and regarded as magical. Tables compare the toughness of different weapon types.

Melee weapons

The shortsword, sword and spear. Also the unarmed combat skills or pankration (= “all-powers”).

Ranged weapons

The sling, bow, javelin and discus.

Shipboard weapons

Naphtha sprays, ballistae and rams.

Armour

Different types of armour and shield, comparing weights and effectiveness.

Equipment costs and fabrication.

Contest of Champions

Competition and prizes

The Ancient Greeks love festivals and contests, and these two pursuits come together in the Games. The Games are an opportunity to let off steam, to honour the gods, and at the same time gain glory and wealth.

Narrative thread: Odysseus is a guest at the games of the Phaiakians.

Greek festivals

Each of the great city-states has its annual Games, part-competition and part-religious ceremony.

Sports

The athletic ideals of the Ancient Greeks have their basis in warfare. As a war hero, you, Odysseus, are expected to excel. In The Odyssey Book VIII: Euryalos says, “You do not strike me as an athlete” – a challenge which angers Odysseus and stings him into action.

Wagers & prizes

How to wager treasure on the outcome and still come out on top.

Winning glory & status

Flashback to Book XXIII of The Iliad as an illustration of how the Games became contests for wealth and power.

Other Lands, Other Peoples

Exploration in the ancient world.

The Ancients Greeks discovered several other lands populated by new cultures strange to them. Some became allies and trading partners, others became enemies.

Narrative thread: Odysseus’ experiences among the Lotus-Eaters and the Laistrygonians.

The etiquette of strangers

Hospitality is governed by elaborate rules, including guest-gifts and safe conduct, and the gods punish those who fail to obey.

Commerce

How trade is handled in a barter economy and using it to survive in alien cultures.

Sung with the voices of gods

Honour and glory are the real coinage of the day. Bards, inspired by the spirit of gods, publicize the reputation of their patrons. The game records your adventures and sets them down in stories you can print out and keep.

Diplomacy

Rules governing the delicate balance between the promise of alliance and the threat of war. Ambassadors (proxenoi) are not sent out, but are natives of the city-state in which they live who have family and business ties to the state whose interests they represent.

Plunder & the spoils of victory

How booty should be divided to repay the loyalty of your crew – and how royal prerogative will sometimes allow you to get around that.

Stealth & trickery

An overview of the career of Odysseus, “the man of many wiles”, provides the player with a master class in cunning.

Amazons & warrior women

The role of women in the society of Achaean aristocratic warriors.

Beyond the Hellenic world

Sequel adventures amongst the Egyptians, Thracians, Hittites, Babylonians and the Kingdom of Solomon.

In the Wilderness

Survival

Beyond the outlying fields of the city-states, the countryside is seen as a primordial, dangerous place.

Narrative thread: Odysseus passes Skylla, is becalmed, then shipwrecked.

Wildlife

To survive in open country you need to know about plants and animals.

Weather effects

The game engine evokes a believable world by simulating details of the environment. Rain spatters in puddles and corrodes your armour; cold shows in billows of breath and blue, pinched skin; sun will give you a tan.

Natural hazards

Earthquakes, plague, sandstorms, floods and lava flows can all impede the adventurer’s progress. This is the Bronze Age equivalent of outdoor survival tips.

Travellers

Universal rules of communication. How to talk to the barbarians of the hinterland.

Ruins

The remnants of older civilizations are shunned and thought to be the home of ghosts. You’ll visit the ivy-grown labyrinth of Knossos, Santorini’s mossy wreck, and the rubble that is all that’s left of Troy.

The Forests of the Night

Adventures at the edge of terror.

Greek mythology is filled with stories of witches, monsters and strange beasts.

Narrative thread: The voyage to the land of the dead.

Creation myths

The Titans and the birth of Zeus.

The underworld

Chthonic gods predate the Hellenic pantheon and were probably worshipped by the original inhabitants of the region before the arrival of the Achaean aristocratic class.

Into the labyrinth

The story of Theseus and the Minotaur, with both in-game 3D screenshots and modern archaeological images of Knossos.

Darwin’s worst nightmare

The whole menagerie of lesser Greek myths, including Stymphalian birds, Diomedean horses, the Nemean lion, harpies, hydras and chimeras and tips on how to defeat them.

The eyes that fossilize

Perseus and Medusa.

Omens and divination

Omens are all around. Lightning, clouds, wind, comets and flocks of birds are all interpreted as the gods giving us clues as to what is to come.

The first stirrings of philosophy

The early myths reflected the Greek obsession with making sense of the world, applying names to the constellations and beginning to query the forces behind natural processes.

The End of All Exploring

At last Poseidon tires of trying to break Odysseus’s spirit and allows him to reach home. Athena visits him in a dream and tells him to disguise himself as a beggar. He gets inside the palace, kills his wife’s suitors, and reclaims his throne.

Epilogue: What the future will remember of these times

A final cut scene in the underworld shows the slain heroes of Troy learning of Odysseus’s exploits from Amphimedon and the other ghosts of Penelope’s suitors, whom Odysseus has killed:

As when bats in the depths of a vast cave flitter and gibber,
When one of them has fallen from his place on the ceiling,
So they went gibbering with Hermes leading them.
Along mouldering pathways they descended,
Past the gates of the Sun and the country of dreams,
And presently arrived in the meadow of asphodel
That is the dwelling place of the dead.
There they met the soul of Achilles, son of Peleus,
And the souls of all the Danaans, with Agamemnon sorrowing.
And first of these to speak was the soul of Agamemnon:
Amphimedon, what befell you, that you come under the dark earth?”

In game: we fade from the story into a fast succession of images of relics from that era as we know them today, in the 21st century. The foundations of a Mycenaean palace, corroded fragments of armour, a reconstructed chariot, bits of pottery showing epic scenes. That was the life of Odysseus that we have just lived, but with the colouring of myth stripped away.

We look towards the peak of Mount Olympus. As the sun rises behind the summit, a blaze of dazzling light washes all the images away. It is the light of the imagination that has inspired poets, artists and scientists since Greek times. And slowly it all fades away.


Friday, 11 April 2025

Roots & Claws

One for the diehard Fabled Lands players this week, as I came across the original titles that Jamie and I were considering for the later books in the series. We must have drawn up this list right after writing FL books 1 and 2. The books up for discussion, clockwise from top left, later became known as Over the Blood-Dark Sea (book 3), The Serpent King's Domain (book 7), The Plains of Howling Darkness (book 4) and The Legions of the Labyrinth (book 10, still unpublished).

I've already recounted our struggles to get the publisher to accept Devils & Howling Darkness as the title of book 4, but WH Smith's were worried that any mention of devils might scandalize fundamentalist religious groups. Jamie and I didn't think they'd buy the FL books anyway, but we argued the point in vain.

The notes refer to our editor, Ian Marsh, who also helmed the Virtual Reality gamebook series. I believe he also digitally typeset the books, though I don't suppose the publishers paid him anything extra for doing that.

My biggest regret here (other than the book 4 title) was not being able to use The Blood-Dimmed Tide for book 3. Jamie and I are both fans of Yeats, as you will have noticed if you read The Chronicles of the Magi novellas -- but there I had to pay out of my own pocket to use the poem, because Yeats's work didn't enter public domain till 2009, and we'd have hit the same problem with FL book 3. So we borrowed a line from Homer instead (oînops póntos) and took liberties with it: haîmops póntos, I suppose it would be, "the blood-eyed sea". Given that the book takes place on the Violet Ocean, maybe wine-coloured would have been a better fit.

Friday, 9 June 2023

His dark dominions

Modern astronomy has put paid to the notion that heaven and hell are anywhere out there, relegating the abodes of the immortals and the dead to another plane of reality that's inaccessible from our universe by natural means, if not entirely imaginary. In older and simpler times it was still conceivable that you might climb a mountain and find the gods, and that on the far bank of a dark and sluggish river lay the dwelling place of those who no longer belonged among the living.

Thus it is in the Vulcanverse, where Hades's realm is a physical location. There are things there that do not sleep. Companions may desert you at the gates. Food in your backpack will rot and flowers wither. Even so one can simply walk into the land of death, a region that Homer tells us is "so dim, so dark, so loathsome; abhorr’d by men and dreadful even to the gods."

But where there is danger there are great prizes to be won, and glory awaits those courageous enough to venture among those "mouldy mansions so ghastly grim that even the gods shudder to think of them." So be sure to have the Hades gazetteer to hand (to be found here and here). And another resource that will be useful to explorers of the Vulcanverse is this list of tickboxes for books 1-4 so you don't have to mar your copies. (Thanks to John Jones for that.)

The Vulcanverse books are available on Amazon and from all good bookstores.

Friday, 6 June 2014

How games best create stories

I wrote this originally in response to one of Porter Anderson's Ether For Authors columns on Publishing Perspectives, but as we occasionally discuss the confluence of stories and interactivity on this blog, it seems like it might bear repeating.

You can read the original piece ("Where is publishing's jetpack?") here. The points I want to address are, first, by Hugh Howey in The Future of Books:
"Donning an AR headset to read a picture book will be as common twenty years from now as putting on 3D glasses to watch a film can be today. But imagine this scenario: You put on a pair of AR glasses and grab a copy of Gulliver’s Travels. The glasses recognize the cover of the book, and it knows you’ve purchased the AR version of Gulliver. When you open the book, the story comes to life all around you. Not just on the pages of the book, but on the floor in front of you. There’s Gulliver being washed up on the beach. You might pull your knees up to keep your feet from getting wet. There are the Lilliputians staking Gulliver to the sand. Maybe one of them asks you to place a finger on a knot while they tie a bow."
I like and admire Howey, but that multimedia monster isn't the future of anything. You breed from the unhappy pairing of book and movie and you're only going to get a mule.

And secondly I'm responding here to this comment by by Patrick Soderlund in This is War (for a Game Industry's Soul):
"I hate to say this, but storytelling does not come naturally to Swedes. But we’re good at designing systems, and that’s what these games really are…Battlefield is a system designed for entertainment rather than for telling you a story."
Okay, let's start with that. “Storytelling does not come naturally to the Swedes..." Utter nonsense. You will find game developers in the UK saying that storytelling does not come naturally to the British. America likewise. The fact is, storytelling often doesn’t come naturally to the kind of person who gets interested in videogame development. Software engineers may not as a rule read widely, and may not grasp how broad and flexible is our remit when we talk of storytelling. That, fortunately, is changing.

What Mr Soderlund is missing is that, when we talk of storytelling in games, that doesn’t mean a writer using the game as a stage from which to declare a pre-defined story. A game is a world: an environment populated by characters and objects with rules to govern the interactions between them. The most interesting possibilities for story in such a context are not the sequences I might write in advance for the player to watch. That’s just using the game environment as a kind of movie, albeit one you can walk around inside. The really interesting evolution of storytelling in an interactive framework is when the story emerges from what the player does. Like, if I place a limpet mine on a wall that I couldn’t otherwise scale and use that to rocket-jump over it, there I have a story to tell my friends. It’s a very simple story in that example, but it’s special because I made it happen. It wasn’t a story fragment left there for me to experience “from the stalls”. It was always supposed to be - paraphrasing Patrick Soderlund now - a system designed to enable stories to happen.

So here’s how game developers ought to be thinking about interactive stories. Once a fortnight, I run a face-to-face roleplaying game. My players are mostly writers themselves. I see myself as the moderator. I present them with the germ of incidents, non-player characters to interact with, the constraints such as legality and status. I don’t know in advance what the story will be. The story only happens when the actors – that is, my players – come on stage. Our stories are not polished the way a novel or movie ought to be, but they’re not intended to be a spectator sport. Nobody authors them. There's no talking of ourselves in third person. None of us stands back outside the narrative and tries to engineer where it's going. To allow these stories to occur, we let go of being authors and step into the world as participants.

Experienced from within, a genuinely emergent story is new and unique and thrilling. It isn’t “tell me a story” any more. More videogame developers like Soderlund should roleplay so they get to see why the rest of us are so excited by the possibilities here.

Having said all this in praise of what videogames can deliver, I have to add that prose is still the most powerful medium for telling stories. That’s been true since long before Homer first banged his stick on the ground and said, “Sing, goddess!” – and you bet you could hear a pin drop. Words are more powerful because they create a more personal conduit into the imagination of each reader or each listener. (And to think I say this as a writer of comic books and a designer of videogames.) That’s why, if a discerning fellow in the year 2034 really wants to appreciate Gulliver’s Travels, he’ll do without the sloshing surf sound FX and all that art installation gimcrackery and just go back to the words as Swift wrote them.

Friday, 28 February 2014

With a wild surmise

Here is another excerpt from Game Architecture and Design. This one isn't really a might-have-been game, it was just intended as an example of a one-page pitch. Years later, I extended it into a full outline for a book-plus-game project I was trying to get off the ground at Dorling Kindersley. But that's a whole other story...

A old man in a tunic is being guided by a boy. The old man’s eyes are closed. We’re in extreme close-up: we see the boy’s fingers holding the man’s gnarled hand, a close-up on scuffed sandals, the old man’s cane tapping the packed earth floor as he goes. The background is in darkness but we get the sense of a huge interior space, perhaps a hall.

They reach the centre of the hall. The old man steadies himself, leans on his stick. The boy scurries off. The man stands there, head bowed, gathering his energy. His back straightens. He lifts his head.

We’re close on his face. Think of Richard Harris. The old man takes a breath and starts to speak. He has a voice of surprising power:

“Fury.”

He opens his eyes. They are milky white, clouded over. Blind. But he sees with his mind’s eye.

“Goddess, fill my lungs with breath. Give me the words to tell of Achilles’ fury. Murderous and doomed, it was a fury that cost the Achaeans so many men, and sent brave souls into the underworld leaving bloody limbs for dogs and birds to pick apart. Thus was the will of Zeus…”

As the old man speaks, our view switches behind him in a wider shot and as the camera rises up we see a hundreds of men seated at long wooden tables, lamplight picking out details in the gloom of this huge hall. They listen in utter silence as we cut to –

A beach in dazzling sunlight. In close-up as crystal-clear water gently laps the shore and then the prow of a longboat drives into the sand. Shouts and a clamor of jangling war-gear. A sandaled foot jumps down from the boat, leaving a strong imprint as the warrior strides ashore and we pan up to see –

Achilles, greatest of the Greek heroes, standing tall against the brilliant blue sky. There is a proud smile on his face as he surveys the hinterland. He has no need of armor; the gods have made him invulnerable to harm. He has just arrived and already he is eager for battle.

* * * 

The game is Troy. It’s a wargame - but not like any wargame that has gone before. Players will take the role of various legendary heroes like Achilles, Odysseus and Ajax. Each hero is accompanied by a war-band of non-player characters whose morale and fighting ability will reflect how well the player is doing.

This is an epic story. It’s also elegiac. The world is never again going to see heroes of this caliber. They are favored by the gods, are almost gods themselves. Men like the blind poet, Homer, will sing of their exploits for thousands of years. But the war is destined to end in the deaths of most of the heroes and the destruction and pillaging of the beautiful city of Troy. It is a tragic time. The end of an era.

We intend that the game will reflect this. Just as the original Iliad poem interweaves themes of rage and melancholy, glory and waste, this is the first videogame that will convey both the excitement and the tragedy of war.

How to achieve this? We said before that the actions of the player heroes affect the rank-&-file non-player soldiers. (Think of Dynasty Warriors, for example, but with more varied AI among the soldiers.) A war-band that has lost its hero will start to degenerate into a rabble. They will lose their tight formations and rigid discipline. They will start to skulk away from the hard fighting. When an enemy is struck down, instead of moving onto the next foe, they’ll wait around to loot the body. After the death of honor, these men will become the carrion dogs that Homer spoke of in the intro.

Hence, as the game progresses and heroes fall on both sides, the war moves from being a glorious adventure to a dirty, desperate, vicious struggle for survival. The gods, who are initially willing to provide aid, advice and magical weapons, withdraw from involvement as more heroes die. Even the graphics depict the dying of the light. To begin with, bright colors evoke a time of glory. As the heroes are whittled down, the images become more gritty, the colors flatter and desaturated. It is as if a Technicolor epic like Spartacus were gradually turning into Saving Private Ryan.