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Showing posts with label The Witcher. Show all posts
Showing posts with label The Witcher. Show all posts

Friday, 7 June 2024

Actions and consequences in an open world

When I mentioned on social media that Vulcanverse would be the first open-world gamebook series to be finished, somebody rightly pointed out that "finished" is a moot term when we're talking about open-world adventures. Fabled Lands, for example, is famously incomplete -- but all that actually means is that you can only explore about two-thirds of the areas shown on the map. If and when we ever type "The End" on Fabled Lands book 12, that wouldn't constitute an ending in the way a linear story ends. You can go round and round forever. That's what open worlds are all about.

Vulcanverse is different. Superficially it is like Fabled Lands, a sandbox for adventuring in, but that's deceptive. It's actually more like an open-world CRPG where you can take up quests in any order, but they feed into a central story thread that will lead you to a grand finale. Minor quests allow you to qualify for major quests, and some of those have payoffs that change the landscape of the game (literally) or win you allies who may rally to your side at the showdown with the Big Bad.

The last half of Workshop of the Gods (around 880 sections out of 1667 in total) is devoted to that endgame track, and once you complete it the game is over. You can bide your time entering the endgame, gathering everything and everyone you think you'll need, but once you're on it the structure is pretty linear. It's like a traditional gamebook from that point, sacrificing complete freedom of choice in favour of a dramatic conclusion.

I got to wondering how many quests are up for grabs in the whole five books. One clue might be in the codewords that we use to keep track of earlier decisions. For instance, if you begin your adventures in Book Five you start with the codeword Reverie. That remembers that you have a home and family in the city, and that you are familiar with the main landmarks. Titles such as Amazonian Queen or Tricked by a Water Nymph serve a similar function, the main difference being that you can see what the title records whereas the function of a codeword is usually not obvious immediately.

There are about two hundred codewords and seventy-odd titles across the five Vulcanverse books. As a quick yardstick, that might suggest around 250 quests (given that you might pick up more than one codeword on the bigger quests) but actually it's the tip of the iceberg. We only use codewords and titles when a player choice can have consequences anywhere in the Vulcanverse. All sorts of people you meet will react differently if you're the Amazonian Queen, for example.

But there are plenty of quests that don't have global repercussions, so to avoid having to check codeword lists too often we use a non-global logic filter: the tickbox. A tickbox is located "in the code". At the point that you arrive at a location, say, a tickbox could record whether this is your first visit (in which case you get the longer description) or a follow-up. Multiple codewords can be used to trigger different events each time you visit the location, as in the case of the tengu king's court in FL Book Six:

With a little extra tweaking, a tickbox can serve to filter a quest that is not yet complete, or that has just been completed, or that you completed a while ago. Here's an instance of that from Vulcanverse Book Four:


In this case, section 912 gives you the set-up conditions before the quest is dealt with and asks if you have what's needed to fulfil it. Usually you'll go away and come back later with what you need, though you might be lucky enough to have it already -- an item, a codeword, a companion, etc. If and when you do, 912 steers you to a section (or a whole subquest loop consisting of many sections) that if successful routes you back to 408 with the instruction to tick the box. At that point, you'll then go to section 1043 and be told the outcome and what reward you get. If you return to the Atlas tree later on, you'll see that the box is already ticked and so you'll go to section 1007, which tells you the new status quo that applies since you resolved the quest.

There are a lot more localized quests than globally significant ones, just like in a CRPG, so at a rough guess that means the whole Vulcanverse series comprises about six or seven hundred distinct quests. Some just earn you an item or a stat boost. Others unlock bigger quests. Each of the first four books features three major quests called labours, and when you've completed all twelve of those it unlocks the possibility to jump into the endgame in Book Five whenever you're ready.

I haven't seen a breakdown of the quest structure for something like The Witcher or Baldur's Gate, but I'm curious to know how the scope of those games measures up beside Vulcanverse. If you know the numbers, share them in the comments. And if you have a loved or loathed gamebook design feature -- maybe you can't stand writing in books, or you don't like logic gates -- let us know about that too.


Tickbox and codeword spreadsheet for all 5 Vulcanverse books
Buy the Vulcanverse series on Amazon

Friday, 22 May 2020

Making choices matter


I’m often asked if there’s a future for gamebooks. It’s hard to imagine them having anything like the success they enjoyed in the 1980s. People read less these days, for one thing, and videogames are better at the dungeon-bash adventures that made up many early gamebooks. New gamebooks do get written, yet they rarely try to keep up with the richly involving interactivity you find in a good videogame. 

One advantage gamebooks do have is the special FX are cheap. The Witcher has to shell out millions of dollars on artwork, music and voice talent, but in prose you can sink Atlantis or have aliens invade, and all it costs is a few minutes’ tapping at a keyboard.


The same lessons that apply to gamebooks hold true for all forms of interactive storytelling, whatever the medium or the budget. Most important of those is that the interactivity must deepen the player’s engagement with the story. Plot choices tend to be authorial and therefore distancing. Emotional choices work better because they are more like our interactions in daily life. When a friend asks, “What should I do?” they aren’t expecting you to wave a wand and make the universe reconfigure itself. They’re looking for sympathy and support - and suggestions too, but that runs a distant third.

To see how that works in practice, let’s take a look at a traditional drama and consider how it could be adapted to include interactivity. The example I’m using here is Danny Brocklehurst’s 2014 television show The Driver. There are spoilers ahead and the story is too good to waste, so I recommend you watch it first before reading on. Go ahead. I can wait.

OK? Seen that? Good, wasn’t it? Now for how to transform it into an interactive story…

Vince (David Morrissey) is a taxi driver in Manchester. He’s borderline depressive, struggling to make ends meet, his son has run off to join a cult, and he has an increasingly distant relationship with his wife, Ros. Vince’s life needs a shake-up, and it comes in the form of his old friend Col (another superb performance by Ian Hart), just out of prison after serving six years for armed robbery.

Col takes Vince along to a poker game. At least, it seems to be a poker game but really it’s a job interview. Local crime boss the Horse (Colm Meaney of Next Gen fame) offers Vince work as his driver. It’s obviously dodgy and Vince runs a mile – what Hollywood script gurus call ‘the refusal of the call’.

Here’s where the first major interactive opportunity comes. You could encourage Vince to take the job, or you could back him up with more reasons to refuse it. Obviously it’s a bad idea, and just as obviously he will end up going back to the Horse or else there’s no story. The difference is that when it all starts to go wrong, as it inevitably will, Vince will either blame you for pushing him into it or blame you for not trying harder to dissuade him.

In the TV show, the last straw is when Vince gives a lift to two girls stranded in the rain and they rob him – and, adding injury to insult, one of them hits him in the back of the head with her shoe while the other lets his tyres down. Oh, and they piss in the back of his cab. Vince has had enough. He goes to the Horse and signs his soul away.

Clinging to the fiction that he is “just the driver”, Vince thinks he can avoid getting drawn in. He hides the big pay packets the Horse gives him and tells his wife he’s doing some off-the-books work for “a local businessman”.

Waiting for it all to curdle? That’s not long in coming. Col ropes Vince into an attack on a rival criminal, whom he beats severely and dumps in a sealed pit in some waste ground. The job was ordered by the Horse but it turns out Vince wasn’t meant to be involved – Col just wanted moral support, but now he shrugs off what he’s done whereas Vince’s conscience won’t stay quiet. In the interactive version, you’d be his conscience – or else you’d be the voice telling him not to be such a pussy.

In the drama, Vince goes back to the waste ground in the early morning, hoists the badly-injured gangster out of the pit, and takes him to hospital. It’s likely he’d do that in the interactive version whatever you say but, as before, whether you are complicit in the decision or you counsel against it will make a difference later. All of these choices are affecting your relationship with Vince.

Vince goes back to the Horse to tell him he wants out. But now the bad guys are closing in. The Horse has found out his rival is in hospital and naturally he blames Col, who he thinks didn’t do as he was told. So Vince gets to watch his childhood friend beaten to a pulp. See how your advice earlier is going to colour how he feels about you now?

And then Vince goes home to find the police waiting to talk to him – of course, because he dropped that guy right outside the hospital where the CCTV picked up his car licence plate. Maybe you would have advised him to do that differently, to park around the corner or just dump the guy by the roadside and call an ambulance. Your advice might have spared him the extra problem of having the police taking an interest in his affairs.


Ultimately this story is guaranteed not to end well, but every step of the way your decisions are making a difference to how Vince feels and how much he trusts you. Alternatively you could be playing a game where the choice is whether to turn left and fight some orcs or turn right and solve a dragon’s riddle. Which kind of interactivity do you think would be more compelling?

Friday, 26 October 2012

Agreeably scary

It's almost Halloween, and if you're stoking up the fire (or even just upping the brightness on your PC's fireplace screensaver) you may be casting around for delicious fictive chills to run a teasing finger of fright along your spine.

Fans of John Whitbourn's classic Binscombe Tales stories will know that few experiences can be quite so disturbing and at the same time strangely comforting as dropping in at the Duke of Argyll in the company of Mr Oakley, our hapless narrator, and the mysterious Mr Disvan. It's what autumn, imagination, log fires and real ale were created for.

The Binscombe Tales are hard to describe. Possessed of great human warmth and yet often coldly heartless. Sometimes scary but just as often more in the way of startling and thought-provoking. Science fictional except where they're fabulous, fantastic, whimsical, spooky or simply bizarre. Thrilling yet often delightfully leisurely. Terrifying or mind-bending - but always funny with it.

In short, they're the very best of English weird fiction, and if you haven't encountered them yet then you're missing a treat. Fortunately, Jamie and I think ahead so that stuff like the equinox, tax demands and the release of Witcher sequels don't take us by surprise, and this year we had the foresight to prepare an omnibus paperback edition of the complete Binscombe Tales from our Spark Furnace imprint.

Herein you will learn about: the man who spent a lifetime waiting for a bus; the suburban kitchen cupboard that is a gateway to another world; the whispering voices that force a nightclub owner to keep the music turned up loud; the incredible reminiscences of an antique writing desk; and all about the mythic threat lurking under Binscombe's electricity substation. I have previously blogged about the first of those stories, which gave me an authentic shudder as John read it out at a ghost story evening chez Morris, and if you want to try "Waiting for a Bus" then it's available as a free PDF - but only until Halloween.

As well as all twenty-six tales, many of which have garnered awards such as the Year's Best Fantasy, Binscombe Tales: The Complete Series includes a long essay by John Whitbourn in which he reveals that oft-asked authorial secret - to wit, where he gets his ideas from. The whole book is 660 pages so there's no danger of running out of gruesome entertainment before the days start getting longer. I'm going to go out on a limb and say it's the perfect present for those long dark evenings ahead.