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Friday, 27 September 2013

The Grand Fromage of Megara

Another guest post from David Walters today in the run-up to the Way of the Tiger Kickstarter campaign that begins on Tuesday. This time David attempts the impossible: describing the founder, leader and human dynamo of Megara Entertainment, the charming and inimitable Mikaël Louys.

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Commissioning artists in the pursuit of a common goal is a tricky job, and one that falls to the managing director of Megara Entertainment Mikaël Louys. He has a great many artists and tasks to draw together in one creative whole for the Way of the Tiger gamebook re-release and the forthcoming roleplaying game.

Mikaël is the man in charge of ensuring art and writing come together in an attractive display of ninja awesomeness. He has an established ethos that all the work should be in colour (part of the Megara philosophy), and strives to give the artists enough freedom to make their mark on the art whilst ensuring they have information to include details such as the insignia representing the gods of Orb.

Mikaël is a keen fan of the Way of the Tiger books, so he takes a personal interest in making sure that key scenes from the book are captured on the page and has a considerable knowledge of the source material upon which the artists can draw. Sometimes he commissions the artists to do a colour representation of artwork from the original books, and other times it is a dramatic reinterpretation based on the source material.

Either way his methodology is the same – give the artist guidance, check the draft, give further guidance and repeat this process until the work is finalised. Mikaël will also send drafts of the artwork around the writers to ensure that any discrepancies are caught early in the process.

His artist list includes Dominique Doms (mostly characters from the books), Lise Rafalli (places on the Island of Plenty), Tonio Di Lorenzo (monsters), Mylène Villeneuve (mostly scenes and characters), Aude Pfister (maps and characters), Eric Chaussin (pre-generated characters for the RPG), Faiz Nabheebucus (characters), Motise Musashi (Island of Plenty characters), and Mary Nikol (characters). Mikaël’s artists have a range of experience levels, and he always takes time to develop and improve less experienced artists, and counts them all very much as friends.

The artwork is not just for the books, as Mikaël is very much in charge of the business side of Megara too: T-shirts, jewellery and even a giant cloth map have been the canvas for some of the creative work sold via the Megara website. One of the crowning glories of the early artwork was a new map of Orb, a beautiful hand-painted piece of work by Aude Pfister.

As well as co-ordinating the artists, Mikaël co-ordinates the writers as well, ensuring that they have the assignments needed and that there is creative oversight of the work. On the few occasions where the artwork clashes with the writing or vice versa, Mikaël will get the work redone to ensure it is as true to the source material as possible.

Mikaël has many other parts of his role, including formatting the page layouts for maximum impact, deciding what is in (and out) of the roleplaying game both in terms of chapters and artwork, and also formulating the rules for the RPG from his extensive gaming experience.

Mikaël is known amongst the team for his encyclopaedic knowledge of tabletop RPGs, RPG computer games, boardgames, and casinos. He also runs a music fan club archiving almost all the live recordings from all the career of Eric Clapton and Mark Knopfler. He is also a japanime expert, J-RPG expert and former editor at RPG Magazine, RPG Online and Gameplay RPG. He has developed a great love and appreciation for the Japanese culture, but of course it's not mandatory to have that to appreciate the Way of the Tiger gamebooks.

- David Walters 

ADDENDUM: As of midday September 27, after just 24 hours live, the Way of the Tiger Kickstarter campaign has reached 94% of its initial target. (Even Mikaël probably wasn't expecting that!) There are a host of stretch goals, though, and plenty of time left to pledge. The campaign will run till the end of October.

Thursday, 26 September 2013

Tiger vs octopus

Just a few days now before the Way of the Tiger campaign launches on Kickstarter. I've seen a first draft of the prequel book, Ninja, by David Walters and it's everything you'd want it to be. David has also come up with the storyline for the seventh book, Redeemer, which will be written if the stretch goal is met.

More news next week and over the month ahead. First, though, you ought to meet Mikaël Louys, the driving force behind Megara Entertainment, who will be producing the hardback editions of Way of the Tiger. Pop back tomorrow to see what all the fuss is about.

The new covers (of which this is my favourite) are by Mylène Villeneuve. Awesome enough for ya?

Tuesday, 24 September 2013

That's my monster

Nice to see my digital retelling of Frankenstein getting some love at the Publish! conference today. I started designing Frankenstein over two years ago and it's still getting cited as an innovation in interactive storytelling. Jon Ingold of Inkle Studios (whose technology powered the app) pointed out that a single read-through of Frankenstein is upwards of 80,000 words and that the work "draws out the themes of Shelley’s work in new and unusual ways. Just as Doctor Frankenstein tries to understand his monster empathetically, so we as readers attempt to understand Victor for ourselves."

It's quite a happy accident that Frankenstein fits so well with the philiosophy behind Inkle's own projects, as they had no input into the design or writing. But it is the interesting way forward for interactive stories right now, as games like The Walking Dead are proving. As Jon Ingold explains in a thought-provoking piece on The Literary Platform this week:
"Our stories tend not be about choosing what happens. Instead, the idea is to place readers in a conversation with the narrative."
Not literally as a conversation, of course. Though in the case of Frankenstein that is exactly what I did (most of the book consists of Victor Frankenstein's conversation with you, the reader) Jon is referring to the more general concept of interacting with the narrative to create a kind of back-and-forth. Doing something that causes other characters to distrust you, for example, alters the story in a profound, reactive way that picking the left-hand door doesn't.

This "conversation with the narrative" is a design ethic we may see creeping into Steve Jackson's Sorcery series, the second of which is due for release shortly. Meanwhile, Frankenstein is still available for iOS and Android. Here's a little bit from Victor's pursuit of his creature into the frozen north:
The stuffy, noxious air of the cabin affects me badly after the dry chill outside. My head sinks onto my arms and waves of feverish weakness shake my body. I have pushed myself beyond endurance these last weeks – but I cannot falter now, not when I am so close to my quarry.

The old woman shakes me and leads the way to a box room with a cot where I can lie down. Young goats peer in through beams that separate this from the next room. A thin icy draft makes its way in under the rafters, reviving me slightly. Thanking the old woman, I pull the furs around me and wait for sleep to come.

How hateful life has become to me. To endure each day I have to force the bitter memories away, and build a wall that stops me thinking of those I have lost. It’s only in sleep that I can recall what it is to be happy. Oh, why can’t I banish this turmoil of thoughts? Let me sink into sleep. Where are the dreams I need that will give me a respite from the darkness?

I can hear my father’s voice. William is with him, and – yes – there are Elizabeth’s silver tones. Henri too. All of my friends, gather me to your arms, give me strength for what is to come.

They emerge out of a fog. The fog of reality is lifting as dreams come roiling up, and the light that hangs around them is dazzling. I am familiar with that light. It is the celestial exhalation of the spirits that guide me.

But why is Elizabeth’s face so contorted with anguish? Come closer, dear cousin. Speak to me.

‘Destroy the monster, Victor. You must sunder him in pieces. Burn him. Cut out his eyes, torture him, make him pay for the suffering he inflicted on us.’

‘Pour acid in his veins,’ says my father.

‘Let his screams echo across the plain,’ says Henri. ‘Smash in his skull. Let him feel what it is to have life brutally taken away.’

‘Give him a slow death,’ says little William. ‘Let him crawl in agony all the way to the gates of hell.’

And all of them, as they urge me thus, are smiling like cherubs before the throne of God.

Sunday, 22 September 2013

Gazed often at the stars


The autumnal equinox now, and to mark the long deep darkness ahead, a poem of the wild faerie winds by W.B. Yeats:

The host is riding from Knocknarea
And over the grave of Clooth-na-Bare;
Caoilte tossing his burning hair,
And Niamh calling 'Away, come away:

'Empty your heart of its mortal dream.
The winds awaken, the leaves whirl round,
Our cheeks are pale, our hair is unbound,
Our breasts are heaving, our eyes are agleam,

'Our arms are waving, our lips are apart;
And if any gaze on our rushing band,
We come between him and the deed of his hand,
We come between him and the hope of his heart.'

The host is rushing 'twixt night and day,
And where is there hope or deed as fair?
Caoilte tossing his burning hair,
And Niamh calling 'Away, come away.'

Saturday, 21 September 2013

Cover story

I don't know if this is actually where I'm going to go with the Bloodsword covers. Kellie Strøm has already pointed out that outlining and stretching what was already a thin font and then putting it on a busy background is pretty hard on the eyes. Maybe shading down to a darker background at the bottom would help.

Or maybe I'll try something entirely different. I'm just playing around at the moment, and most cover design goes through several extinction events before you settle on the phenotype you're looking for. As Tim Harford says, success always starts with failure. Well, strictly speaking, not always - but often. It's in that spirit that I've been fiddling with these images. (And yes, I've read my Aristotle. I do know that failure often starts with failure too.)

But one moment. Is it not quite likely that we will make Bloodsword a Kickstarter extravaganza with Megara Entertainment? If the Way of the Tiger campaign succeeds, Bloodsword is quite possibly next on the list, in which case we should end up with some beautiful colour artwork by Megara's art team.

However, I'm still thinking about doing two versions of the series (as discussed here) so that purists can have all the tactical maps and thumping great rule sets of the '80s originals, while gamebook readers with more streamlined tastes can play something more like the Critical IF series, where the emphasis is decidely more on "book" than on "game". Two editions will need to be differentiated by two styles of cover design.

Comments are very welcome - and no need to spare my feelings, either. It's just a work in progress. And, as such, it's meant to change.

Monday, 16 September 2013

Guest post: Richard S Hetley on The Way of the Tiger

The second guest post in the run-up to the Way of the Tiger Kickstarter campaign is from Richard S Hetley, editor of the series and CEO of Megara Entertainment's US division:

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Sometimes storytelling uses the word "you." At least that's what I learned as a small child being introduced to roleplaying games and solo gamebooks. Then, years later, my school teachers tried to educate me on "first person" and "third person" perspective, leaving out this mysterious numerical inevitability in the middle. "Second person" would be stories that use the word "you," wouldn't they? There are lots of those, right? So why do you not teach them?

Apparently the children knew about the Choose Your Own Adventure books in the school library but the grown-ups assumed we did not. Granted, the library didn't have any other gamebooks, nor roleplaying games like Dungeons and Dragons, so it may have been an oversight by the adults. Not so in my household.

Here was a home where our parents bought us The Way of the Tiger and Lone Wolf before we'd ever heard of them. Then, exhilarated by the worlds found therein, us kids hunted down Fighting Fantasy, Grailquest, and anything else we could find. Why? Because sometimes storytelling uses the word "you," and then "you" get to tell the most exciting story of all: your own.

So there was The Way of the Tiger. Reading it over and over again was as satisfying as the first time because I was "choosing" my "adventure." As a small child, I became confused at some point and thought you could earn a + 1 to your Fate Modifier within the walls of Doomover. I would struggle to find the route that permitted this, saying "I want to get the Fate Modifier! I want it!" Think of this: it was a matter of "wanting to do something." With a book in first or third person, how much is there to "do"? One can say "I want to read The Hobbit" and then stand back as Bilbo slays a dragon. But with The Way of the Tiger, one can say "I want to deflect crossbow bolts with my bare hands" and then deflect crossbow bolts with one's bare hands.

This personal experience made the story more memorable. To this day, I the American (or "United Statesian" to be more accurate) still prefer the British spelling of "Armour" and "Axe" because that was how I spelled them in my adventures. In fact, such gets at a deeper matter: good books generally leave the reader wiser for the experience, and gamebooks are no exception, but what one learns may be a little different. The Way of the Tiger was extra special for what I learned.

Some context: by the time I started reading gamebooks, I had already killed my first kobold and carrion crawler. Dungeons and Dragons was common at playtime and I had finally figured out how to read a d4. Percentile dice still stymied. The D-and-D rules encouraged the reader to think of combat as more than "I hit, I miss, I hit again" (direct quote), but there was no point to anything past mastering the dice mechanics. So I learned dice.

The Way of the Tiger went beyond my meager ("meagre"?) understanding of gaming. It had neither four-sided dice nor percentile dice, so I was safe there; instead it had a system of interwoven attack rolls, damage rolls, blocking, and "special powers" (Inner Force). A child might ask "So I want to run up to the enemy and hit it. What do I roll?" but this was not how the game worked. "You" had to choose what to do in each fight, and if "you" thought it would be clever to try throwing an Elder God to the ground, then "you" got to enjoy the consequences.

Which isn't to say that all consequences were deadly: sometimes a special scene or route out of danger could arise from your choice. Not only did I come to look forward to the Cobra Man, the Elder God, the Ninja of the Way of the Scorpion as I played, but I came to understand the intricate details of this thing called "strategy." Entire plotlines could appear through "strategic failing," and great swaths of peril could be bypassed by "strategic planning." I not only learned that this game was fun, but I learned how one weaves the stories and games that allowed me to have fun in the first place.

I was simultaneously a reader, a storyteller, a strategist, and just some kid who wanted to punch Goblins in the face, while flipping pages and scrawling Endurance on a piece of paper. All was possible with the magical word "you." Thus it is to read The Way of the Tiger.

Friday, 13 September 2013

Listen up

AudioGo have just released two BBC audiobooks in the Dark Lord series. These aren't just written by Jamie, they're narrated by him too. Normally you'd have to be 9 years old and go to a posh school to get the chance of having Jamie come in and do all the voices for you (which are brilliantly funny btw - well worth the school fees) but now the books are available to hoi polloi to download for the cost of a double whopper, cheese and a Coke. Which is where Jamie is heading on the bus there. Ding ding.