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Showing posts with label Profile Books. Show all posts
Showing posts with label Profile Books. Show all posts

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.

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.


Friday, 8 March 2013

Patience, grasshopper

The mad hunt for bugs in the epub code of the upcoming Infinite IF books has left me with no time for anything else, but hopefully this little taste of a certain famous gamebook series will make up for the dearth of posts.

Those covers, which you'll get to see in all their glory in just a few weeks now, are courtesy of Mikael Louys, sorcerer supreme at Megara Entertainment, and his talented artists Aude Pfister and Mylène Villeneuve. I've been looking at some of the advance material for Megara's Way of the Tiger RPG and it's looking pretty Orb-some.

To anticipate some of the questions about this series:

Will there be print versions?
Osprey are describing the series as "digital only" on their website, but you can bet I'm lobbying strongly for print editions. I don't believe ebook-only is a viable publishing strategy for any books, but most certainly not for something like this. You want something you can collect and keep. Well, I would.

What will the apps run on?
Technically they're not apps, they're fully interactive ebooks, and they'll run on any epub3-compatible e-reading software. Currently that means iBooks, Astri-Bee for Android devices, and Firefox's e-reader plug-in. (If you use that last one, you'll need to switch on Javascript; look for the cog icon at bottom left of the screen.)

What about artwork?
There are a few new filler pieces for the ebooks by Bruce Hogarth, and I'm currently designing covers for the four VR books. (Note to self: hire an artist.) If I get to set up the print books, and if Russ and Leo agree, we'll use their original artwork for those

Are there going to be more Way of the Tiger books?
What's the obsession with Way of the Tiger anyway? Maybe I should read them. If the first two are successful, we'll hopefully go on and do the rest and maybe even continue the series, which fans have told me ends with the hero stuck in a hellish cobweb about to be eaten. I expect Mark Smith had just been watching The Fly on TV or something. "Help meeeee!"

Will the Infinite IF series include any other classic gamebooks?
Fabled Lands LLP owns the rights to Falcon, Golden Dragon, Blood Sword and Duel Master. I can't see how we'd do the last two in this epub3 system - only something like Tin Man's gorgeous apps would do them justice - but Falcon and GD would be easy enough. (Just as long as I don't have to code them. The experience of writing all the Javascript for Frankenstein and four Virtual Reality books over the last seven months has been quite enough, thank you.)

What about all-new gamebooks?
Well, Undeadwood didn't happen. That's a shame, but it doesn't mean we won't try other new titles if the series takes off. Personally I'd like to push the envelope a bit towards the more mature character-driven approach I used in Frankenstein, as zombies and dungeon bashes have zero appeal to me compared to stuff like the Story Mechanics' 39 Steps, but the overall imprint for Infinite IF is called "Osprey Adventures" so I suspect that my own experiments in interactive fiction are more likely to come out elsewhere. Meanwhile, Jamie is going to be fully tied up on Dirk Lloyd and our new kids' series Starship Captain - which is what put the kibosh on Undeadwood. But there's no shortage of excellent gamebook authors out there who we can enlist. Hey, it worked for Jackson and Livingstone.

Wednesday, 19 September 2012

A shark going forward


I'm used to the idea that most visitors to this blog are really only interested in Fabled Lands news, maybe with a side order of 1990s gamebooks - and hey, I'm not knocking it. It's nice to have your work appreciated, even if it is sixteen-year-old work. But I didn't retire or anything, and naturally I think I'm a better writer now than I was back then, so I hope the hardcore gamebook fans will allow me the occasional indulgence of talking about what I'm working on nowadays.

One such project is of course Frankenstein, which came out earlier this year on iPad and iPhone. I'm right now working with Spirit Entertainment (the new FL app developers) on Kindle and EPUB versions of that, which should be published by Profile Books this autumn. And next year there might even be a print edition - which is not easy, because this is an interactive novel rather than a gamebook, so telling the reader about the characters' degree of alienation or trust is not exactly conducive to the literary experience. But I'll see if I can figure something out.

And then there's my ongoing comics epic Mirabilis: Year of Wonders, created with Leo Hartas and Martin McKenna. This is my labour of love. The work that I would still do if I was stranded on a desert island with no one to read it.

Recently Mirabilis was released on the NOOK and in the iBookstore, but the important scoop du jour is that it's just out on Kindle and for this week only the first two issues are discounted down to - oh, absolutely free. Well, how about that. There's never been a better time to try it out. And if you like it, let me know. Writers are more like cats than sharks, you know. We like to be stroked.

Thursday, 23 August 2012

Monster-crewed airships of the Georgian Fleet Air Arm

There have been enough posts about Frankenstein's Legions of late that I probably don't need to recap it here. In case you missed the details, it's not my recently-revamped example of next-gen interactive literature, published by Profile Books, which was not a genre work, but instead a steampunk universe in which Frankenstein's technology is used to create armies of endlessly recycled body parts.

The novel, by award-winning SF author John Whitbourn, has been available on Kindle for some time. But not everybody likes an ebook (it has been forcefully brought home to me in comments here) so this month Spark Furnace has published a whopping great paperback edition of the book. It's a large-format, 356-page monster that you will need to keep chained in the cellar if you have any pet hunchbacks you're worried about.

To give you an idea of what it's like, here's a scene where Julius Frankenstein, nephew of the illustrious/infamous Victor, is escaping across the English Channel in a small boat with Ada Lovelace, whose murder he is investigating. (Yes, murder. In a world of Frankenstein science, homicide victims can sometimes cooperate in tracking down their own killers.) A navy cutter spots them and opens fire, and as if that wasn't bad enough, they then attract the attention of a galloon - a lazaran-powered airship of the Fleet Air Arm - which descends to the attack:

* * *

One of Julius’s father’s favourite maxims was ‘never argue with policemen or lunatics.’ He had imbibed that from earliest years, along with ‘Do what you want—but don’t whine about the bill.’ 

So instead he stood and took aim at the galloon. 

Lieutenant Neave hadn’t been expecting that. His own shot went wild. What with the waves and it being extreme range for a mere pistol, Julius’s shot was impressive. Its bullet shattered the pilot’s windscreen—but not, as intended, his head. Lieutenant Neave was duly impressed, amongst other sentiments. 

‘What the—!’ said Mariner.

‘Stop that,’ ordered Frankenstein, meaning the slackening of speed. The authority of education and class was backed by a second, still loaded, pistol.

‘One shot: that’s all it’ll take,’ Mariner advised, meaning the closing cutter, not Frankenstein’s far lesser weapon. ‘We’ll be nothing but blood and splinters.’

Even so, he withdrew his hand from the ropes retarding their progress. Unlike the cutter’s cannon, Julius’ gun was both near at hand and near his head.

‘Since we’re all good as dead anyway,’ observed Frankenstein, ‘I can’t see that it matters.’

Mariner deferred to his logic. Having got his way in that respect, Julius returned to the galloon question. Lieutenant Neave was frantically reloading as best his confined cabin allowed. Frankenstein took the opportunity to take extra careful aim.

Neave’s nerve snapped first. ‘Up!’ His command to the crew could be heard loud and clear through the pierced screen. ‘Up—damn your undead eyes!’

Prow first, the galloon made an emergency ascension, gas valves being flung open as they came to hand, regardless of grace and stability. The lieutenant, on whom Julius was drawing bead, was flung back out of sight in the interior of the cabin.

Frankenstein could have fired anyway, but now there was a new fish to fry. The cutter roared again, and this time unmistakably in earnest. The heat of the ball as it passed not far above caressed all their faces. When they then looked up, as a natural reaction to still having heads, it was to note that most of the mast was no longer with them. Such was the force of the shot, it had not snapped or splintered but had simply been swept away in silence.


* * *

Monday, 7 May 2012

How many endings does a gamebook need?

How many endings does a gamebook need? It isn’t really a case of one size fits all. If you’re writing a simple dungeon-style bash to slay the wizard Devilbad Dre’ad, there only needs to be one ending – the wizard’s demise followed by a pat on the back from a grateful populace. (Okay, it’s two endings if you count all the death paragraphs, but really those are just restarts.)

When I wrote my Leone-inspired SF gamebook
Heart of Ice, I knew it would need to have multiple endings. The basic premise was save-the-world, but there were others chasing the same goal as the reader’s character and, in most cases, the plans those rival heroes (or antiheroes – well, I did say it was a Leone movie) had for saving the world involved different variations on destroying it. Obviously a black-or-white outcome was never going to work for that story. (The multiple endings of Heart of Ice were also a sort of nod to the various cuts of Blade Runner, but that’s a detail.)

The pitfall with fixating on the number of different endings is that it puts too much emphasis on plot – and plot alone can’t be what’s interesting about a novel or movie, or we’d just read the summaries on Wikipedia. Great Expectations has two endings, and it’s one of the best novels ever written, but not for that reason. Prospero invites the audience to supply the ending of The Tempest (“I must be here confined by you, or sent to Naples”) and it’s one of Shakespeare’s patchier plays – but not on account of that epilogue, which is vintage Bard.

Look at it this way: a novel is a program for the mind. You run it on your brain by reading it, and that gives a unique experience. Then we come away with Pip’s or Prospero’s life in our memory, almost like events that happened to us. Just looking at the plot will tell you what the program does, but you don’t get to experience it. You have to be there for the whole story for the ending to matter and make sense.

That’s not just true for regular novels, it applies to interactive fiction too. As the reader of a gamebook, I might be striving to achieve one of several different outcomes, like the protagonist in a Coen Brothers movie, but a good story is never going to deliver the ending exactly as expected anyway. What makes the difference is the route I take to get there – and that is just as much in my own mind as it is in the flowchart of possible choices the author has presented me with.

In Frankenstein there happen to be several distinct endings – I didn't count, but there must be at least six or seven. If you look at them from a plot point of view, they’re not wildly different. I didn’t have one where Victor creates a race of little frankenkinder and another where he goes off and becomes a botanist instead. All paths through the story lead to Victor’s death. (Since it’s a tragedy, I don’t think that’s a spoiler.) But consider all the stories you might have experienced up to that point:
  • Two villains: a cold, ruthless madman pursued by a murderous monster.
  • Two heroes: an idealistic visionary and the tortured, sensitive child-man he creates.
  • One hero and one villain: which can play out either way round.
  • Or something even more interesting, in which both our characters are flawed but have some of the qualities of greatness – the defining scenario for a tragedy.
And the differences go deeper than that. You may uncover a story in which Victor genuinely loves his cousin Elizabeth – or in which he finds her a more relentless and unwelcome presence than the creature. It could be a story in which he honestly believes the creature has a grievance, and tries to make him a mate to ease his loneliness – or in which he refuses to, on the grounds that a race of such monsters would threaten the whole of mankind. It could be a story in which he knows that the creature is the cause of his friends’ deaths – or in which he suspects a more complex web of deceit, leaving the creature conceivably even blameless. It may be a story where the creature is a man, or a monster, or both – and where he either regrets or glories in that fate.

At the end of all of that, you may reach one of those half dozen final paragraphs. The number of stories you may have travelled through to get there, however, is infinitely greater.

Friday, 27 April 2012

Frankenstein's monster is on the loose

If you've been dropping in on this blog recently, you can hardly have missed the news about my reboot of Mary Shelley's Frankenstein.

Is it an app? Well, yes, but "enhanced ebook" might be just as good a term. This is not a thing with sound effects and pop-up play with tricky lighting and swirling fonts. It's a book. A literary experience. You read it, interacting in a choose-your-own type way, only instead of picking which door to open or which dragon to fight, you're having a dialogue with Victor Frankenstein.

What's it like? You don't need to go by my opinion - here's what others have been saying:
"Stunning." - Tim Harford
"Very clever." - Professor John Sutherland
"Nicely done." - Stephen Fry
"A nuanced take on monstrosity... Extremely poignant." - Dr Dale Townshend
But why take their word for it? Anyone with $4.99 and an iPad, iPhone or iPod Touch can see for themselves. And quite a few have already: it's at #2 in UK books and #13 in the USA today. You can get Frankenstein from the App Store in the UK here and US here.

Monday, 23 April 2012

Frankenstein: the SFX interview - part four

The fourth and final part of my SFX interview with Stephen Jewell, in which we discuss my interactive version of Frankenstein, which was released in interactive form on April 26 by Profile Books.

Stephen Jewell:
“Are you reinventing Mary Shelley’s original story for the present day, or indeed for your specific audience?”
I’m not sure that I know yet who the audience is. Certainly I didn’t write it only for gamers and science fiction fans. It shouldn’t be a tribal thing. This is a really timeless novel and it ought to be accessible to anybody who enjoys a great story.

Having said that, I did take the whole structure apart and completely refit it. For example, the events of the novel take place in the mid-1790s, and at that time you’ve got the French Revolution – a nice parallel of how a cocktail of repressed passions, radical concepts and social exclusion can give rise to a monster, yes? That was too good to pass up, so instead of gadding off to university in Germany, Victor is gathering the material for his work in Paris right at the height of the Terror. For a start, it gives him a lot of guillotined heads to choose from.

It’s not just the guillotine bits, though. All the way through, this new version is bloodier and more explicit than the original. Modern readers are generally more switched on to science fiction tropes, even in mainstream entertainment, so I can go a little further with the stuff that the novel glosses over. The characters are more fleshed out now, and their relationships and motivations are murkier. There’s less abstract telling than in Shelley’s version, it’s more cinematic and visual. And more intimate.

Character drives action, action develops character. Henry James advised authors of this over a century ago, but in the literature of ideas the lesson has often been forgotten since. Why not have both great ideas to astound the mind and compelling stories to move the heart? Think new versus old Doctor Who, or J J Abrams’s reboot of Star Trekthat’s how SF is stepping up to the plate now. Today’s audiences want to see how the characters are changed by what happens to them. This has led to a more visceral kind of storytelling than used to be delivered in old-style science fiction, where the underlying ideas could be fascinating but often in a cerebral way that it was hard to get excited by.

What I’m saying is, if you think you already know the Frankenstein story, you’re in for a big surprise.

Monday, 16 April 2012

Frankenstein: the SFX interview - part three

Continuing the interview with Stephen Jewell of SFX magazine about my Frankenstein not-quite-gamebook, due out on iPad and iPhone on April 26.

Stephen asked,
“Why did you choose Frankenstein for your story?”
Mainly because Frankenstein is one of those novels that everybody thinks they know but that few people have actually read. It’s such an amazing idea, and a gripping story, and it still has power today, but we need modern retellings to help us find a way in. How do you feel about Frankenstein? Probably that it’s kind of dated and that its claim to fame is that it inspired stories like Blade Runner, Terminator, Robocop – and Archetype, to take a very recent example. Yet it is the original and genuine, it’s just that we’ve lost touch with it because of the stodgy old-fashioned prose. And by the way, I am not intending that as a blanket criticism of 19th century literature, which I love. But Mary Shelley is no Jane Austen or Emily Brontë. And if, because of that, people aren’t reading Frankenstein, that’s a shame and I want to fix it.

I believe that by recasting it in an interactive format, which allows each reader to find a route through the story at their own pace and to focus on the things that interest them, that it can come to life again and reach a wider audience than would ever dream of picking up the original book. The fact is that Frankenstein is an amazing, mind-blowing story with a really rich subtext of repression, alienation, exclusion, the divided self, and hidden desires. If you’d never heard of it and it came out as a movie tomorrow, everybody would be talking about it. It would be the media event of the year. That’s what I’m aiming to recapture with my version: the excitement and even the shock that audiences felt when it first appeared.

Monday, 9 April 2012

Frankenstein: the SFX interview - part two

Today, the second of journalist Stephen Jewell’s questions for SFX magazine about my interactive version of Frankenstein, gorgeously designed by graphic-and-code digital-era typesetters, Inkle Studios, and published by Profile Books.

Stephen asked,
“How will your Frankenstein differ from reading or viewing other films and books of Frankenstein? Also, how will it differ from traditional video games? Would you call it an e-book as such?”
It is a book, but it’s certainly not just another ebook. How is it different? Well, comparing it with games first of all: in a game, typically your interaction is mostly with the environment and your goal is to solve problems. That’s a huge over-simplification, but bear with me. In Frankenstein, you’re interacting with the character on a very personal level and your goal is to forge a relationship with him. You do get to influence how things turn out – by making suggestions to Victor Frankenstein, for instance – but you’ve got to gain his trust, and in any case he’s a free agent. He won’t always do what you say.

Looking at the novel, the thing there is that the original book can be pretty off-putting. It’s a great concept but it’s difficult to wade through Mary Shelley’s prose and all those long agonized Goth-boy monologues as Victor tells you how hard done by he is. And for modern readers that tends to leave you on the outside looking in. You don’t connect, which is why a lot of people only know the story from movies. The novel is hard going.

The new version is very much more personal, emotional, and immediate. Instead of the long, telling monologue in Mary Shelley’s original novel, my goal has been to set up a dialogue with the main character. You get to know Victor Frankenstein a lot more. You can really engage with him and find out why he’s doing what he does. And you should come away feeling like you’ve experienced the story immersively, right there along with Victor.

Friday, 6 April 2012

Frankenstein: the SFX interview - part one

Last month I completed the manuscript of my new interactive version of Frankenstein and in very short order, thanks to the coding brilliance of Joe Humfrey and Jon Ingold at Inkle Studios, the thing was a working app that could be shown to journalists. The scoop went to Stephen Jewell at SFX magazine, and he has kindly given permission to run my answers to his questions in a series of blog posts in the run-up to Frankenstein’s release on April 26.

First question: Stephen asked,
“How did the project come about?”
I have a company with Jamie Thomson called Spark Furnace that specializes in the overlap between stories and games. Jamie and I between us have got forty years’ experience in books, videogames, TV and movies, so whenever possible we like to pick projects that can draw on all of those. We’ve been talking to publishers about interactive stories for quite a while, and Michael Bhaskar at Profile Books is one of the few who really gets it.

So the next question is how do we de-ghettoize it – because we’re acutely aware that a lot of people just tend to dismiss SF and fantasy and games as not worth their time. We wanted to make the literary snobs sit up and take notice, so how better to do that than by punking up a beloved classic? (That’s meant ironically, by the way, as I kind of am one of those literary snobs.)

Having agreed that was the approach we wanted to take, we made a list of about two dozen books we felt could really get a new lease of life from the interactive treatment, and it turned out that Frankenstein was everybody’s first choice. Then what looped the loop for us was that Michael knew the guys at inkle, who have a markup language that lets us write the kind of gamebook we used to do in the ‘90s and their engine turns it into an iOS app. So it’s a perfect storm of technology, content, marketing and publishing.

Thursday, 5 April 2012

Talking to the character

Media Bistro has some advance news about my imminent Frankenstein book app. As I've previously said, I usually avoid the G-word (as in gamebook) with regard to this, so as not to give the impression that it belongs to the fantasy adventure genre that, for historical reasons, seems almost to have come to define gamebooks. But I'm hoping that it will appeal to people who like both gamebooks and regular novels:
“It’s a literary experience where the reader can explore the text, creating a unique and personal experience of this rightly world-famous work. As the plot unfolds, you will develop a personal relationship with the main character. That’s why we’re describing it as interactive literature – it’s a truly new kind of novel for the digital age.”
If that whets your appetite, you'll be able to see it for yourself in just three weeks' time. In the interim, the Trollish Delver has some inside info here.

Saturday, 31 March 2012

Frankenstein book trailer


It's gone live! The
Frankenstein trailer, beautifully put together by awesome design/code maestros Inkle Studios, is now on YouTube. And in less than a month you can buy the book itself - for iPad, iPhone or iPod Touch. If you think you know "gamebooks", think again, 'cause this is a whole new species.

Friday, 9 March 2012

Are you trying to make a monster?

Outside the games industry, interactivity is often met with fascination and fear, and it’s never long before somebody asks, “Will the reader be able to choose the ending?”

Would you want to? A good story is meant to surprise and delight. If you could bring yourself to pause the action just before Holmes grapples Moriarty, and decide who will go off the ledge, you can’t have been that enthralled. And how would that kind of interactivity enhance your enjoyment anyway? If complete control of the plot is what you’re looking for, the solution is simple: become a writer.

Instead of choosing the ending, then, maybe good interactivity should allow you to influence the ending. There’s something to be said for that. Literary academics are fond of psychoanalysing characters, and it’s a small step from there to giving them advice. “Hamlet, get off your arse, mate.” Of course, characters in a story – just like your friends – don’t have to take your advice. Or how about this: they could misapply your advice and then blame you. Now it’s getting interesting.

The kids’ gamebooks of thirty-odd years ago all followed the obvious model of an omniscient narrator presenting you, in the role of protagonist, with limited information: “Here are three caskets, of lead, silver and gold.” Characterization of the main character is difficult because hearing your avatar talk about things that you as reader know nothing about can really mess with suspension of disbelief. The interactivity inevitably reduces to problem-solving. And I like problem-solving, but it’s not really what’s interesting about fiction.

A more fruitful kind of interactivity is to have a first person narrator with whom the reader can have a dialogue. You’re his Hopkirk, his Harvey, his Tyler Durden. That’s the approach I’ve taken with Frankenstein. In five of the book’s six parts, you are the voice of Victor Frankenstein’s conscience – or ambition, or reason, as you prefer. The effect is very different from a game. It’s like reading the novel. But where, in the original, Victor’s self-pitying introspection can become wearying, here you have the opportunity to challenge him. In striking up a dialogue – a relationship, in fact – you become more invested in his fate. You’re not solving the problems of the plot so much as exploring the crannies of character.

For that reason, perhaps, Michael Bhaskar, my editor at Profile Books, was kind enough to say he thinks it’s a better read than Mary Shelley’s original. I certainly feel it’s a worthwhile experiment, and it opens up other rewarding forms of interactive fiction that are a far cry from, “You see a bloodthirsty ogre at the end of the passage.”

I don’t think this is the future of books, though. The novel as a form does not require fixing. Never, when reading War and Peace, did I wish I could break out of the story to call up a map of a battlefield or research 19th century Russian etiquette. Sometimes I might grudgingly refer to the notes at the back, resenting the interruption of the narrative flow even as I did. If it’s a good novel, I don’t want it to have pictures or sound effects or 3D. It doesn’t need them. A great story holds you spellbound in the world of your imagination. Or rather, and better, in the fusion of your imagination with the author’s.

Which is, when you think about it, a truly rewarding form of interactivity. And it’s been there all along.
Frankenstein is coded for iPad and iPhone by inkle and will be published by Profile Books in April.

Saturday, 3 March 2012

Frankenstein - bringing a classic out of the attic

I’ve just written my first gamebook in sixteen years, the interactive version of Frankenstein that will be published for iPad and iPhone by Profile Books in April. Maybe it would be more accurate to say it’s my first “gamebook-like” work for sixteen years. Why so coy? Because, if we use a word like game too freely, it becomes meaningless, and then what can we say about games? By one definition:
“A game is a problem to be solved.”
But not always the other way round, obviously, otherwise a sudoku or crossword puzzle is a game. Now, Raph Koster might be happy with that, as he says:
“Games are puzzles.”
But, you know, love is a puzzle. A story is a problem to be solved (if you listen to Hollywood screenwriting gurus, anyway). What use are those definitions? Sid Meier says:
“A game is a series of interesting choices.”
Which I like, but it essentially requires that you understand what gameplay is before you experience that smile of recognition at his definition. The barer truth, of course, is that a game is anything that’s marketed as a game. But then that raises problematic expectations. If I were to review Dear Esther and rate it as having little or no actual gameplay, wouldn’t I be missing the whole point?

And then there’s replayability. A true game is almost endlessly replayable, precisely because those choices are interesting – that is, there’s never one right decision. But, much as I enjoyed Dungeon Siege or Assassin’s Creed, I’m never going to replay them. On the other hand, I will happily re-read a great novel or watch again one of my favourite movies, and they’re not games at all.

You can probably see why I chose to be a creator, not a critic.

Getting back to the monster in this particular lab, Frankenstein is certainly structured like a gamebook. It’s 155,000 words long (by comparison, a typical Fighting Fantasy gamebook is 60,000 words; Choose Your Own Adventure rather shorter) and at a rough count it’s got about 1200 sections. A monster by anybody’s standards.

I have been asked if it has multiple endings. In fact there are several, as subtly different as the question of whether Clarence lives or dies at the end of True Romance, or whether Deckard gets to drive around in Shining woodland with Rachael, his replicant love. The ending question, though, to my mind misses the point just as much as do considerations of gameplay or replay(re-read?)ability. Every choice is an interaction with the main characters. It affects your relationship with them. Where a novel ends is a tiny part of the whole experience. People enjoyed the meaningful multiple endings of Heart of Ice, but those work because of the route you take to get there. It’s the same with Frankenstein.

Do you get to play the monster? Not really, but yes, is the best answer I can give to that. Do you get to play Victor Frankenstein? No, but you will get to know him. Imagine your best friend is going through a crisis. (Hopefully unrelated to having created a potentially homicidal new lifeform – but this blog has a lot of readers, so you never know.) Your friend asks you for advice. He may or may not trust you enough to confess certain things to you. Would you call that a puzzle, or problem-solving? Or even a game? Yet it is undeniably interaction.

That type of interaction, in the Frankenstein book, will engage you emotionally, intellectually, politically, aesthetically and maybe spiritually. When you have finished, everything you’ve read will be laid out there behind you – a complete novel, the precise text of which will be unique to each reader. I could say the experience will be unique to each reader too, but that is after all true of any novel. Yes, ebooks and book apps are a whole new era, a revolution, a tipping point, yada yada. But at the same time: plus ça change

Wednesday, 1 February 2012

It's alive! (And it's free.)

Just to let Kindle owners know that we're having a promotion for Frankenstein's Legions, the steampunk sequel to Mary Shelley's Gothic SF classic by award-winning author John Whitbourn. You can pick up the Frankenstein's Legions ebook from Amazon US or Amazon UK and if you grab it this week it's free. Yep, free as air, free as lightning, free as a mad hunchback without a care in the world - but only for the rest of this week, so act now. The promotion starts Wednesday February 1st (Pacific Standard Time) and runs till midnight Saturday.

This is nothing to do with the Frankenstein app Jamie and I are currently writing for Profile Books, by the way. That's just one of those coincidences. We'll have more on that Frankenstein in a few weeks, but I can tell you: it's a book app (coded by highly evolved Cantabrigian lifeforms Inkle Studios), it's interactive, it's not a game, it's not steampunk, it's first person (mostly), it's not like anything you've seen before. Here is a picture by Lisa Gray that is one of my mood board inspirations for the work - quite a different vibe, as you can see, from Martin McKenna's awesomely in-your-face visuals for Frankenstein's Legions (above). One day, Martin, we'll get that videogame version done.

Sunday, 4 December 2011

"I began the creation of a human being..."

The cat's out of the bag - or, more appositely, the brain's out of the jar. Profile Books just announced that the interactive novel I'm writing for them is Frankenstein. Yep, Mary Shelley's classic novel vandalized into what-next form by yours truly.

Some of you already guessed this news a while back, though I'm willing to bet the finished book won't be anything like you expect. Our official announcement gives some kind of an idea what's in store:
"Maybe you remember gamebooks or choose-your-own novels, but if so put those right out of your mind. Frankenstein is way more than that. It's an art installation made up of story fragments, where the reader can explore the text, creating a unique and personal experience of this rightly world-famous work and developing a direct relationship with the main characters. That's why we're describing it as interactive literature. It's a truly new kind of novel for the digital age."
What Jamie and I are aiming for is a gamebook that even non-gamers can enjoy, in the same way that plenty of non-SF fans are happy to read Mary Shelley's original book in spite of it being most definitely a science fiction novel - and probably the first such, although if you know of an earlier one, shout it out. Traditionally, mainstream readers have been very dismissive of things like comics and gamebooks. That's a very lazy prejudice (as most prejudices are) so that's one of the attitudes we're hoping to change a little bit with this book.

The engine that's powering this project is by Cambridge-based app developers Inkle Studios, smartest mammals in the new digital book ecosystem by a long way. Thanks to their tech, I can just write the book with all story logic in curly brackets as part of the text. I feed it into their engine and out it comes as a working app. Hey presto, I'm not just the designer and writer of this thing, I'm the coder too. We're hoping to do more with them and Profile Books in the future. A whole lot more. You'll read it here first.

Friday, 21 October 2011

Now turn to 1

Here's an ultra-cryptic clue about the new gamebook Jamie and I will be working on over the next few months with the far-sighted folk at Profile Books. If you can figure it out from this picture then you're a mightier Jedi than Derren Brown, but don't fret as we'll be making the official announcement in a few weeks. All I can say right now is that it's completely different in tone, style and setting from any gamebook we've worked on before, and is the sort of thing that will get even non-gamebookers wanting to turn the page.