Gamebook store

Showing posts with label Winter's Rage. Show all posts
Showing posts with label Winter's Rage. Show all posts

Friday, 30 August 2019

Yakety yak

A little while ago, I was asked by my Italian publishers to do an interview for Tom's Hardware. Then it occurred to me that some of the answers might be interesting to readers of this blog, so if you don't speak Italian here's the meat of it:

Dave, in Italy, you’re known especially for the Blood sword series. Since those books were originally published a lot of time has passed. How do you think gamebooks have evolved? What was the market like in the ‘80s and how is it different today?
It was totally different. Gamebooks were a huge craze among what we now call “middle grade” kids (roughly 9-12 years old) and you pretty much only had to walk into a publisher with an idea to get offered a contract. Gamebooks would sell hundreds of thousands of copies. I think it was because kids were ready for videogames but those were still quite expensive and the graphics were quite primitive. So gamebooks filled a gap.
Blood Sword was the first multiplayer gamebook. How did you transform a solitary experience like a gamebook into a shared game?
Oliver Johnson and I always start the planning process for one of our gamebooks by thinking about events we’ve used in our roleplaying games, so multiplayer comes naturally to us. I was also aware when we wrote Blood Sword that a lot of the readers would be people who already played Dragon Warriors (set in the same fantasy universe) which meant that they probably would have gaming friends who they wanted to share the adventure with. We made sure that every character type has a chance to shine, and if you are playing it as a team there are some sections that only one character gets to read. We find that a dash of secrecy and competitiveness adds an edge to any roleplaying game.
Recently you ran a Kickstarter campaign for a new edition of Blood Sword 5 The Walls of Spyte. Why that book in particular?
I’d already edited the rest of the series for re-release in 2014, but when I got to the fifth book I found that the work needed to make it playable was more than the other four books put together. There were parts of the flowchart that simply didn’t link up. If I’d left it till I had time to revise The Walls of Spyte then none of the books would have got back in print, so I published the first four and put book five aside. I kept meaning to return to it but there was so much work involved that I couldn’t justify it as something to do in my spare time. The Kickstarter provided the funds needed to do it properly.
What should a gamebook have today to be current? Do you think that classic forking-path stories are still enough, or should gamebooks dare to try something new?
I’m always interested in something new. In my Frankenstein digital gamebook, the focus is not on solving “the problem of the plot” but on your relationship with Victor Frankenstein, the narrator. The variables are things like Trust, Hubris and Alienation. If you give Victor bad advice, he loses trust in you and that affects whether he’ll listen to your suggestions in future.

Recently I wrote Fright Tonight, which is billed as an interactive drama for the Amazon Echo, but it’s effectively still a branching-path gamebook in terms of structure. I’ll be releasing that as a Kindle book later this year, and one of the things that makes it different is there are no stats, no character sheet, no dice. You just answer yes or no to the characters’ questions. Trust me, it’s as gripping as any gamebook I wrote back in the ‘80s and ‘90s.
Some say we are living through a renaissance of gamebooks. What do you think about that? In a world dominated by videogames and mobile games, do you think is there any space for gamebooks? What kind of appeal can they have for new, especially young, players?
Fewer people are reading books these days, and on average those people read fewer books per year, so it looks as if gamebooks will have to come up with some new tricks. For one thing, there’s not really a lot of point doing more fantasy quest-style gamebooks. Computer games do the same thing and they do it better. Gamebooks have traditionally tackled stories from a problem-solving angle. That’s natural given the menu of choices structure, but again it’s not enough to entice somebody away from a computer game or a movie, or even playing Fortnite on their phone. So how do we write gamebooks that offer the reader something they can’t get elsewhere?

One clue to the answer comes from looking at how television drama competes with cinema. Even the most lavish TV show can’t match the budget of a Hollywood blockbuster, so it has to play to its strengths. A 13-hour TV drama has a lot more room to explore character complexity than a 2-hour movie, with the result that if you sit down to watch Mission Impossible after The Americans, or Warcraft after Game of Thrones, it’s like going from a novel to a newspaper cartoon. Gamebooks can do something similar, involving the reader in difficult moral choices and options that will change other characters’ opinion of them. Modern audiences in all media expect this emotional depth. As a medium, gamebooks have to grow up.
You have written scores of books; gamebooks, novels, comics, and RPGs in your career. What have been the most difficult things to write? And of which are you particularly proud?
Most difficult was my recent gamebook Can You Brexit? as I had to research all of the details of immigration, free movement, defence, policing, trade, and a dozen other things – and then make them both amusing and comprehensible to the reader. Of all my gamebooks I’m most proud of Heart of Ice, just because it came out exactly how I wanted it. You can’t always count on that as there’s a tension between delivering the sense of real freedom of choice while (in old-style gamebooks) keeping it all down to about 500 sections or less. Heart of Ice was loosely based on an old roleplaying campaign of mine and many of my players’ characters were the inspiration for the player’s rivals in the adventure. To keep myself interested while writing, I changed the setting from the fantasy world of Tekumel, which it had been in my campaign, to 23rd century Earth. That gave me a story structure to work from while still having plenty of scope to improvise details as I worked.

The work I am most pleased with overall, though, is my comic book epic Mirabilis – Year of Wonders. I care passionately about the characters, it’s exactly the blend of funny, scary, mysterious and thrilling that I was aiming for, and I think the artwork (by Leo Hartas, Martin McKenna and Nikos Koutsis) is beautiful. Unfortunately the project ground to a halt about a third of the way through for want of a publisher. In Britain, sadly, there’s not much of a market for comic books.
Is there a book you wish you had written?
I’d like to have done more Dragon Warriors books. There were originally supposed to be twelve books in the series, but the publishers messed up the distribution and then cancelled the series after six books. Oliver and I still use the setting for some of our own roleplaying games, and we’re thinking of releasing the Jewelspider RPG, which is a much more modern, freewheeling set of rules. And instead of all those polyhedral dice it just uses two six-siders.

My biggest regret, though, is not having been able to continue Mirabilis. Leo and I planned it as four seasons, but when I was halfway through season two the money ran out. It costs a lot to pay for all that art! I have the whole story blocked out and I love the characters, so maybe I’ll return to it as a prose novel – but that will be a shame, as I think it really works best as a comic book.
How did you get involved in gaming? What do you like so much about games?
That’s a very good question. I think it’s because I get to exercise my imagination and my analytic mind at the same time. It’s the same reason I design games and write fiction – you’re having to be creative and flexible while at the same time solving problems. And because they are all sorts of different problems I have to think on my feet, which I enjoy. It’s why I prefer real-time strategy games to turn-based, because of the adrenaline. In roleplaying games you’re constantly improvising, whether you’re playing in the game or running it, and I get fired up by that. Also there’s the social aspect of gaming. I like hanging out with my friends, and most of them are gamers. It’s just a shame that my wife isn’t into games, because if she did I’d happily play a boardgame most evenings.
What are your favourite games?
In face-to-face roleplaying: Empire of the Petal Throne, and other rules and spin-offs set in MAR Barker’s world of Tekumel. I like it so much I designed a set of rules myself for it, called Tirikelu, that are available free online. Recently I’ve also enjoyed Gregor Vuga’s Sagas of the Icelanders, which is an Apocalypse World variant.

As for videogames, I like What Remains of Edith Finch, Return of the Obra Din, Inside, Kingdom Come: Deliverance, The Witcher, This War of Mine, The Talos Principle – oh, too many to mention. Lately I’ve been getting into VR games as I’m doing some design work on one. My favourite computer game of all time: Outcast. That’s twenty years old and I still go back to it.
Do you still get time to play? What are you playing at the moment?
I host a roleplaying session every two weeks, and my group also try to fit in four weekend specials each year. It’s not like the old days when we could game several times a week, but everybody used to live nearby back then and none of us had families.

We’re currently playing an investigative campaign set in the 1890s. We use GURPS 4th edition for that, quite a crunchy set of rules but much better than 3rd edition. I recently wrote some chapters for the Lyonesse RPG, which uses a d100 system, but I probably won’t play it – even though Oliver and I are both devoted Jack Vance fans – because tonally the setting isn’t very different from our own world, Legend, and we really need to test out the Jewelspider system for that.
Is there a game (or even a setting) you haven't written yet but you definitely want to try?
I’d like to have a crack at a complete reboot of the world of Tekumel. As originally conceived it belonged to a style of pulp sci-fi of the mid-20th century. That’s not something that today’s players can really get into, yet behind the game lies Professor Barker’s concept of a “real” Tekumel. I think there’s a better way to present it to the current generation of roleplayers that strips away the slightly cheesy pulp style and makes it feel more solid.
Any advice for someone who would like a writing career?
I’d say, “Do you have a Plan B?” Harrison Ford trained as a carpenter, remember, so that he had something to fall back on if the acting didn’t pan out. These days, millions of books are being published every year – most of them self-published – so it’s very hard to get noticed.

If that doesn’t put you off, OK, write your book. Send it out to agents. While they’re looking at it, start writing the next book. If an agent or editor says that something in your story doesn’t work then you should listen to them. On the other hand, if they tell you how to change the book, be more sceptical – other people know if a story doesn’t grab them, but they can’t write the book your way.

Hopefully your agent will get more than one publisher interested. If they do, there may be a bidding war, which is the only way you’ll get a fair price for your work. Pay attention to contracts. What is the publisher agreeing to do, and what happens to your rights if the book isn’t successful?

Read. You already read? Read more. Read really good authors: Hemingway, Calvino, Austen, Nabokov, Fitzgerald, Chekhov, Dickens, Eco. Don’t only read your favourite genres or authors. Think about what effect the author was striving for and how they achieved it. Always be learning.

They say, “Never give up,” but I’ll say, “Don’t reinforce failure.” If you try one thing and it doesn’t work, try something else. Short stories, novels, flash fiction, poetry, theatre. Mix genres. Ignore genres. The point is that entertainment is a fashion-driven industry, and there’s no point in plugging away at one thing if the public aren’t buying it. I know a couple of great writers – we’re talking about award winners, best-sellers in their day – whose books are not getting publishing offers these days because fashions have changed and their style of fiction is out of favour. No writer should ever try to chase fashions – you have to give the readers or viewers or players something they didn’t even know they wanted. But, at the same time, be aware of whether you’ve set up your stall in right place to get noticed.
Last question: is there any secret project you’re currently working on and can share with us?
There’s the world of Abraxas that Jamie and I devised for a massively multiplayer game we were set to work on at Eidos Interactive in 1999. Eidos closed down internal development so we never got to do the game, but I like the setting, which is science fantasy in the tradition of Edgar Rice Burroughs and Leigh Brackett. So I’m going to release that as an RPG using a variant of my Tirikelu rules. I’ve commissioned a great cover by Tancred Dyke-Wells, so now it’s just a case of me finding a spare couple of months to write it.

I also want to do a gamebook (probably digital; think 80 Days rather than Tin Man Games) based in the village of Crossgate from my Dragon Warriors campaign. This would be an open world gamebook where you can have various NPC companions and your experience of the adventure is different depending on which of them is with you. There would be multiple side-quests that you can pick up in more than one location using a sort of object-oriented approach to the story rather than the usual procedural gamebook design. (Apologies to my coder friends; I’m using these terms very loosely!) The working title for that is Winter’s Rage, but it’s another project that will have to wait for me to free up some leisure time to work on it.

The Jewelspider RPG is likely to happen much sooner, mainly because it’s very light on rules so most of it will be adventures and background for the world of Legend. And I have a science fiction setting called Earthwrecked that I ran as a roleplaying campaign and that I really should dust off and write up.

Thursday, 28 April 2016

Gamebooks: the value of doing it with dialogue

Eighteen months back, Leo Hartas talked me into starting work on an interactive story app. Leo is a very persuasive fellow, and it sounded such a beautiful plan the way he told it. I’d write the thing, Leo would do the artwork, and his coder friend would put it together in his spare time.

I really should have known better. Spare time is pretty much a mythical concept anyway, and so the chance of such a project ever happening decreases exponentially with the size of the team. After six weeks and two Skype calls, the coder admitted he was too busy and Leo got a contract to illustrate six kids’ books. The project went quietly back to bed and set the alarm clock for never.

Still, all experience is useful. Some of the writing made its way into a novel called The Mage of Dust and Bone that Jamie and I may yet finish. And I had enough fresh insights about gamebook app design to fill this blog post. So not a total loss.

The app, which was going to be called Winter’s Rage, was a sandbox adventure based on the Christmas scenario here a while back. The map would serve as the top level of navigation through the story, as in Fabled Lands. Nothing new about that; it’s been a staple of CRPGs from Might and Magic right through to Sorcery.

Encounters

‘When you have an encounter, you’ll drop down from the map to a location screen that will be mainly text.’

‘I could do illustrations for each location,’ said Leo.

‘No. Doesn’t work. See, we’re used to using a map in real life without thinking about it. Our brains have the subroutine that means we look at where we are on a map and that’s part of our seamless word-view. But as soon as you put a picture of a church, say, in front of somebody who up till then has been picturing the world as a map or via text, suddenly they’re thinking, hmm, that’s not a real church, that’s a drawing. So then you’ve broken suspension of disbelief.’

‘But I thought you said you'll be wanting little mugshots of the characters’ faces for when they’re saying something?’

‘That’s different. When the brain is used to interpreting images symbolically – a figure on a map, a face next to some dialogue – then artwork doesn’t pull you out of the story. Given that we have to have text, simply because it’s cheap, we need to let the text be the player’s main “world rendering medium” and any artwork has to conform to that design principle. That is unless you can find a million dollars down the back of the sofa, in which case we’ll do it all in a 3D environment with audio.’

‘Text it is.’

We came up with a screen template for locations like this:


OK, OK, gimme a break - I'm the designer, all right? Leo would've done the art. Anyway, at the top you’ve got the location name (The Bank Road in this example) and under that a brief description that sets the scene. Then you’ve got the faces of the characters who are here. In this case there’s a Blind Man who you just met at the start of the adventure and who is accompanying you along the road. Your answers to his questions are creating your character at this point – eg he begins by asking if you’re familiar with these parts, and you can answer either ‘I’m an outsider’ or ‘I grew up not far from here’.

But I digress. The point here is that you’ve just had an encounter, that’s why the view has dropped down from the map level. The encounter is with the Robber. So then we look at the pane below, which is the dialogue. This is where the action of the story gets presented. Why? Because the key to keeping the player’s attention is writing in the moment. That’s not new either; it was invented, or at least popularized as a novelistic technique, by Samuel Richardson in the mid-18th century. If you’ve read my Frankenstein app, you’ll see the same technique in action throughout. The entire text there is what Victor Frankenstein is saying to you, so his words must carry all the narrative, rather like in a radio play.

The advantage of placing the narrative emphasis on dialogue is that readers of an app will skip descriptive text. Description is less compelling to an untutored eye even in a regular novel, and when you’re leaning forward waiting for the next decision point, the temptation to scan for surface meaning may become irresistible.

Not so in the case of dialogue, because we’re attuned to care about other people and what they say. Arguably the main reason for these big, energy-hungry brains is to interpret the nuances of meaning in speech.

The way we planned to do it in the app, the dialogue would appear one speech bubble at a time, with a beat between them. You could read and re-read it at your own pace, obviously. The beats were there just to reinforce the sense of them speaking in real time, rather than everybody’s dialogue appearing at once like on the page of a book.

So the Robber says, ‘Hand it over. All your money.’ And it turns out your blind companion also has something to say: ‘Gar John’s-son, I know your voice. Have you turned to thievery now?’

(Later in the adventure, you will typically be travelling with a companion – more about them in a minute. For example, if your companion was Fosse the hunter, in this encounter he’d now chip in with: ‘Huh. Since when wasn’t he a thief? Five years old and I caught him taking rabbits from my traps.’)

Options

Then at the bottom of the screen, under the dialogue for the encounter, you’ve got the DECIDE tab. When you tap on that, you’re presented with your options. Why not display them right away? Extra unnecessary taps/clicks are usually a bad idea on an interface, aren’t they? Yes, but here it’s to stop your eye just scanning straight down to the bottom of the screen for the options. It keeps you in the story.

If you tap DECIDE, in this case you’ll get two options to choose between:
  • ‘It’s not gold you’ll be getting from me, it’s cold steel.’
  • ‘I don’t need to fight you.’
As often as possible, like there, an option will be a line of dialogue. Say you choose not to fight. That dialogue gets added to the scroll underneath what’s been said already. Then, after a beat, the Robber will reply to you:
‘I don’t need to fight you.’
   {set #Spared_Robber = true}
   // #Spared_Robber is an inline conditional not visible to user
   // sets reminder that Gar Johnson may be encountered later
   {beat}
Robber: ‘I’m starving. I was sick. Couldn’t get no work.’
And your options now:
  • ‘Take this coin and buy yourself some bread.’ { if #Status_Noble == true }
  • ‘Winter’s hard on everyone. You’ll survive.’
  • ‘Come and see me at the manor house. Maybe I’ll find a job for you.’
Options can be conditional, as in the example above where the option to give the robber a coin is only available if the player is an aristocrat.

Companions

You pick up companions at the manor house, which is the player's base of operations for the game. You can only pick one companion to accompany you at any given time. You can change companion when you return to the manor house, though sometimes they may be absent on their own errands, depending on the adventure timeline.

Companions become more loyal to you over time, assuming they see you solving problems and showing good leadership. A companion who is more loyal to you will volunteer more personal information (possibly unlocking backstories) and also uses their skills more effectively. Therefore it makes sense not to switch companions too often. Balance that against the need to have the right companion with the right skills for specific tasks.

When you return to the manor house you can show any clues to the steward or the NPC companions you didn't pick up - so you can get the benefit of advice from any of those four listed with a delay, but only the one companion you pick to go with you will notice things, prompt you during investigation, help in fights, unlock subplots, etc.

A possible mechanism for giving the player hints is that when you’re at the manor house, companions will talk to each other (‘You won’t believe what I saw up on the heath, Sir Werian…’) based on their preset relationships, and if you listen in you will get the benefit of their theories.

NPC companions add an element of communitas and emotional grip to an adventure game - a discovery I made by happy accident when writing Down Among the Dead Men, though I guess the germ of it was there in the interactions with the faltyn in the Blood Sword series. As a rule, people are way more interested in character and the development of relationships than they are in facts and the development of plot. Given that Winter's Rage was to be a gamebook app constructed almost entirely through dialogue, and an investigative adventure at that, having a foil for the player to interact with was essential. Not only did the choice of companion on each mission mean a set of skills and insights that would customize the experience, the companion also gave me as writer another pair of eyes and another voice to interlocute the world for the player. And, as this is an adventure with a ticking clock, interjections from the companions can be used to ratchet up the tension.

Takeaways

Text is inexpensive, but there are some tasks it doesn't handle well. Artwork is useful for the top-level navigation of the adventure (ie the map) and to depict the faces of nonplayer characters. But don't be tempted to use more than that. Presented with a little judicious artwork, the brain interprets it symbolically; too much and your "gamebook app" becomes a broken CRPG.

Also, use dialogue as much as possible in place of descriptive text. Even in the example above, in the final version I'd probably have lost that descriptive line "a robber steps out" in favour of a companion saying, 'It's a robber!' or 'Now who's this?' or 'This guy looks a bit shifty' depending on which companion it was, the time of day, that kind of thing. After all, you know you've dropped down from the map level because an encounter was triggered, and you can see the guy's face has appeared in the mugshot pane. You don't really need a stage direction to tell you what's going on here.

In order to get maximum mileage out of dialogue, focus on writing to the moment. Listen to radio plays. Read how it's done in something like Pamela, Riddley Walker or the Frankenstein app I mentioned above. Anything you can let the dialogue carry, do so. Strip down descriptive text to the barest scene-setting. Don't tell when you can show. There's nothing new about any of this; it's just that it hasn't often been applied to interactive literature before.

*  *  *

Writing this, I’m thinking it’s a shame we never got to do the game. It was to be the first in a series of interactive adventures set in the world of Legend. If I’d only had a coder with no wife and kids and re-enactment hobby to eat into his leisure time, eh? Ah well, it’s water under the (half built) bridge.