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Showing posts with label apps. Show all posts
Showing posts with label apps. Show all posts

Friday, 3 October 2025

"A very clever bag of tricks"

Thirteen years ago I published my interactive version of Mary Shelley's novel Frankenstein. Reviews were mixed, largely because many critics simply didn't know how to respond to an interactive book, but gratifyingly the five reviewers I respected most, Laura Miller, Dale Townshend, Helen BagnallMark A. McCutcheon and John Sutherland, all liked it. (Laura Miller: "it singlehandedly renewed this critic’s hopes for interactive fiction"; Professor Townshend: "a nuanced take on monstrosity [...] done with enormous sensitivity to Shelley's narrative"; Ms Bagnall: "a bold attempt to wrestle with a classic and create a book that can work for a new audience"; Professor McCutcheon: "often yields lyrical prose interludes"; Professor Sutherland: "a very clever bag of tricks". That's good enough for me.)

The following interview by Lottie Chase comes from a magazine called InPrint, and the main interest in reading it now is to see how the future of interactive books looked in 2012. And the app is still worth reading today, incidentally. Whether or not you care for my interactive take on the work, it also includes Mary Shelley's original 1818 version.

LC: This new book app brings the reader further into the classic gothic tale of Frankenstein than ever before. How did you first become involved with the project?

DM: I've had a foot in the two camps of writing and game design for most of my career, so it was a natural fit for me to do something for the iPad that combines the two. Putting it like that, it sounds so easy, but in fact I had multiple meetings with half a dozen publishers to pitch this. After a year of that I was about ready to give up. I was lucky enough to meet Michael Bhaskar at Profile Books, and he got it right away.

LC: How did you approach writing the side-stories that accompany the main narrative?

DM: The sensible way to do it is to meticulously flowchart the entire book so that you can see all the branching narratives and how they fold back into the main storyline. That's how I'd recommend doing it – and if you're flowcharting on paper buy a big pad; Frankenstein has about twelve hundred separate 'story chunks'. But I just wrote it straight onto the page and kept all the multiple story threads in my head. This is essentially the Ray Bradbury writing method: jump off a cliff and build yourself a parachute on the way down. (The caveat is that this method may not work if you're not Ray Bradbury.)

LC: How much control does the consumer have over the direction of the story?

DM: A great deal of control, but not in the Choose-Your-Own-Adventure style of actually steering the main plot points. The key moments of the story happen regardless of your decisions. But take for example the death of Victor Frankenstein's friend Henri Clerval. In Mary Shelley's version, he is murdered by the creature, his body left on a beach in Ireland, and Victor is arrested as the murderer. In my version, that sequence of events is only one of several possibilities. The monster might be blameless, in which case Henri is murdered by someone else, either in Ireland or in Scotland; the crime is investigated differently, and Victor's degree of innocence depends entirely on how the reader has advised him up till that point. The death itself is inevitable, like all the major plot points, but the way you get there and the interpretation of events can be very different.

LC: Do you think more book apps will take on this interactive formula?

DM: I hope writers will become more willing to pioneer interactivity rather than leaving it to the app developers, because most of the interactivity we've seen in book apps up to now has been fairly pointless. You can have hidden text that only highlights when you tap on it, or words that blow away, or light that flickers out before you finish reading a note. Those seem to be trying to simulate a kind of narrative art installation in app form, but they end up being poor art and unengaging narrative. The first question writers must ask is not, 'How do I make the reader interact?' but 'How do I make the reader want to interact?' And that comes from the emotional connection to the characters, as with all stories.

LC: People seem less willing to pay for apps because there are so many free apps on the market. Do you think there is a stigma attached to apps?

DM: The difficulty with e-books and book apps is that you can't easily see what you're getting. Quite apart from the quality, I mean – the actual amount of material. My version of Frankenstein is twice as long as Mary Shelley's, and my app includes her version as well. If it were a lavishly illustrated hardback in Waterstones, people wouldn't balk at a £15 price tag. Put it in the App Store and they'll expect it to be less than a third of that, even though it looks more gorgeous on an iPad than it ever could in print. I can only conclude that all those people collecting hardcovers have been putting a distorted value on paper all these years.

I've been a regular cinema-goer tor years, probably spent more on the cinema than on books. Yet I have no physical item to show for all those movies. I valued the pure entertainment content there, not the artefact, so why should books be any different? We must try to establish that there is a genuine value to be placed on quality content or the whole business will fall apart.

If that's only whetted your appetite for things Man was not meant to know, you can also read a much longer and more in-depth discussion of the book with Professor Townshend and Dr Padmini Ray Murray here. (And while we're talking about digital gamebooks, here's the latest on the Blood Sword CRPG.)

Friday, 4 October 2024

The next wave is the big one

2010. Leo Hartas and I had tickets to the London Book Fair. We weren't expecting much to come of it. If an author steps onto a publisher's stand at the LBF, they look at you like they want to call RentoKil. But we had just published our comic Mirabilis: Year of Wonders on iPad and we were hopeful of showing it to other writers and artists at least.

Fate smiled on us, though. A volcano erupted in Iceland, disrupting air travel, which thinned out the crowds at the LBF. Deprived of the international reps to do deals with, UK publishers had nothing better to do with their time than hold their noses and talk to the authors. (Oh, you thought they'd welcome the opportunity, seeing as we're the people whose work pays their salaries? Ha ha.)

Still, Leo and I thought we had something pretty interesting to show them. We knew they'd have zero interest in the creative content of our Mirabilis app, but there were features they should be taking note of. "Look at how you can buy each issue of the comic in the app," we said. "Those could be the latest titles in your book list. There are share buttons, and if the user signs up they'll get told about new titles in any series they're following."

The publisher's eyes scanned the crowds behind us, probably wondering where that exterminator had got to. "We are publishers, not booksellers," she told us with infinite disdain.

"But this would give you a direct relationship with your customers. You can find out what they like. Sell directly to them. Push additional content like author interviews. Let them know about upcoming releases. All within the app."

She turned away, visibly sickened by having to talk to tradesmen. Mama would never have had to stoop so low. "It is not our business to have a direct relationship with our readers. Publishers do not need 'apps'."

Fast forward only six or seven years and every publisher by then employed bright-eyed tech advisers. "What we want as publishers," they would tell you loftily, "is a direct relationship with our customers."

Too bad they didn't get on that bandwagon when it was setting off. Perhaps if Leo and I had worn suits and pretended scorn for the saps who wrote and drew the comic, the publishers at the 2010 LBF might have listened. But probably not. It's an unchanging trait of British publishers that they will completely refuse to embrace any new trend till it's already passed them by. (A few years earlier, discussing ebooks with another publisher, they'd asked us where they would sell "the discs" with the ebooks on.)

So I'm wondering what trend they're missing right now. It might well have to do with AI. Here's a podcast about that very point featuring Joanna Penn and Thad McIlroy. And if you find that interesting try the episodes on writing with generative AI and using generative AI in book cover design.

Thursday, 4 November 2021

Like the leaves, we'll ride the breeze

Exciting news from Prime Games: the early-access Fabled Lands CRPG is about to expand to include Golnir as the content from Cities of Gold & Glory gets added. You won't want to miss that, so grab it on Steam now before the Trau beat you to it.

And if you're wondering about the title of this post, here's the perfect musical accompaniment for a few hours' exploration of Golnir. And it's got Christopher Lee!

Friday, 12 June 2020

Gathering steam


The Fabled Lands CRPG that is currently in development at Prime Games is now on Steam. It's not going to be ready for a few months yet, but you can sign up so as not to miss any updates.


If these screenshots don't excite you, what can I say? You don't deserve to be an initiate of Nagil, or to have dinner with the worshippers of B-----r the Unspoken! Jamie and I have been playing it and it's everything we could have wished for in a Fabled Lands CRPG.


If the FL game sells well, hopefully Prime Games will follow up with a Blood Sword CRPG. But that could be a year or more off, so in the meantime take a look at Adam Samson's playthrough on YouTube:

Tuesday, 19 May 2020

An adventure in a box. On cards. With an app.



Looking for something to keep the kids occupied? Or the parents, come to that? How about Expedition, which is billed as a "lightweight roleplaying game". That's not strictly accurate -- it's more of an app-plus-card game for playing gamebooks with friends. Hmm, that reminds me of something...

It looks like the gamebook is at least partly procedurally generated with some authored content. Personally I'd prefer to play either a real roleplaying game with improv and left-field surprises (see below) or else a card game (try this or this), rather than a hybrid of the two. But in this lockdown or the next I've got plenty of time to change my mind about that.

Friday, 6 March 2020

Don't tear down the temple


My friend was angry. A television director, he’d been working on a documentary about an African bishop with a bit of a maverick reputation in the Catholic Church. ‘The Jesuits want to give this guy the sack for laying on hands and casting out devils,’ he grumbled. ‘It smacks of racism to me.’

Normally you don’t come to me for advice on ecumenical matters, but it happened that I knew some senior Jesuits because I’d been working on a scientific project for them. Generally they struck me as sincere people—and they accept evolution and the Big Bang, which puts them at the rational end of the religious spectrum. I tried for a conciliatory note. ‘Did they give any reasons?’

He showed me the interview he’d filmed with a top Jesuit at the Vatican. The chap was all but wringing his hands, perhaps envisaging the headlines if they went so far as to expel an African bishop. ‘The thing is, you can’t just take it on your own authority to say somebody is possessed and to cure them of that. Not even if you’re a bishop. It’s not official doctrine. If he wants to preach that line… He can’t do that and stay in the Church.’

‘OK, I’ll be devil’s advocate here,’ I told my friend. ‘They have a brand. Stuff goes with the brand. You and I think it’s all equally nonsensical, but if somebody won’t get with the official line, I don’t see how he can be one of their clergy.’

That was many years ago, but I was reminded of it recently in an interview that Simon Pegg gave about his work on the script for Star Trek Beyond. (Perhaps that’s the sublime to the ridiculous but, trust me, I’m on a lot firmer ground when it comes to Star Trek.) Paramount were exercised that Disney’s Guardians of the Galaxy had raked in $1.5 billion, while the last Star Trek movie earned a paltry $0.5 billion.

‘Maybe if the next Star Trek could be more like Guardians..?’ spoke up a voice at the big walnut table. And so they turned to Mr Pegg, who plays Scotty, to do a rewrite. His brief was clear:
“Make a Western or a thriller or a heist movie, then populate that with Star Trek characters so it’s more inclusive to an audience that might be a little bit [reluctant].”
Just suppose that you could make a Star Trek movie exactly like Guardians of the Galaxy. Maybe then you’d triple the box office. The only snag: you wouldn’t have your brand anymore. In fact, by chasing somebody else’s brand, you’re pretty much guaranteed not even to equal their success.


Brand integrity matters. But that’s not a message that’s coming across loud and clear these days when the brand in question is prose fiction and the people you’re talking to are publishers. An example: an author I know has had a lot of success with middle grade novels. Usually they run to around fifty-five thousand words, but lately he’s been asked to make them shorter. ‘Twenty, twenty-five thousand max. We’ll make up the page count with layout and lots of pictures.’

‘I can’t get so much of a story into twenty thousand words, though.’

Writers, eh? We’re suckers for giving ourselves work.

‘A lot of the kids find a full-length novel a bit of a struggle,’ said his editor. ‘Just keep it short and sweet.’

We’re seeing a parallel trend in the urge to festoon digital novels with sound effects and moving pictures. And I say this, who write for television and design videogames: anything that can be said as well in prose can be said better in prose. Publishers, if you want to make a movie, do that. Don’t mess up a promising novel because you don’t trust in the brand integrity of your own medium.

Oh, wait. The Luddite card? Really? No—as Seth Godin put it several years ago, we’ve seen all this before:
“Adding video, audio and other extras to books, as in the CD-Rom era, is worse than a distraction. It's a dangerous cul-de-sac that will end in tears.”
Still and all, it’s easy to criticize. A lot of publishers are like polar bears on those shrinking icebergs. You can’t expect them to worry about climate change when they’re not even sure if they can make the jump to the next floe before this one melts. And this is me checking my privilege: I grew up in a home with books; many don’t. I understand that to a lot of people, a doorstop-sized novel doesn’t look like the portal to another world, but a threatening immensity of barbed wire keeping them out. It can be helpful to those readers to give them an easy-in, introducing them via shorter forms to all the rewards of good fiction.

That’s fine. That’s stabilizers on a bike. But what is the future of publishing if editors feel that their goal is not to annoy readers with too much text? Those shorter, simpler books have real value if they are stepping stones to richer works. If they become the end purpose of publishing then we’re in a controlled descent towards the final extinction of the book.

Imagine Yoda had said, ‘Too difficult real Jedi training is. Enough you have done getting the ship out the swamp.’ I know, wrong franchise, but you get the point.

The only way for publishing to thrive, and for more readers to appreciate better books, is if we keep our faith in the brand.

Friday, 9 June 2017

See what's on the slab

To give an idea of what makes The Frankenstein Wars such a revolutionary (no pun intended) development in gamebooks, I asked writer Paul Gresty to tell us about a scene in which Anton Clerval, one of the protagonists, and Mr Legion, the original Frankenstein creature, hunt each other in a ruined church. Take it away, Paul...


"Writing a gamebook and writing an app require two vastly different approaches. A gamebook, for all its branching interactiveness, for all that it places control of the story's direction in the hands of the reader, still has a beautiful simplicity. Limits to word count and page count impose a finite set of options on the player at each turn. The story itself tends to have just one satisfying outcome - or, on those rare occasions that there's some flexibility to the story's ending, that number of 'non-death' conclusions is still pretty small. An enemy's combat abilities, if such things are pertinent, tend to be described on a single line, or over a few lines at most. On the whole, gamebooks are fairly 'short form' writing. The focus is on concrete action, speech is reported rather than direct, characterisation is slim ('Why is Kaschuf the Deathless evil? Y'know, just because.'). And this is no bad thing - on the contrary, while the practical limitations of the format necessitate such a direct style, that stark, good-versus-evil simplicity is itself a source of considerable charm.

"A gamebook app - that is, an app written from scratch for that form, rather than a print-to-digital conversion - is a different beast. The writer has far greater scope for nuance. Freed from practical constraints of overall length, the number of variables that can influence the story is much, much larger. Similarly, rather than having a binary effect on the story ('if event X has occurred, goto...'), these variables can have a gradational impact. From memory, I think The Frankenstein Wars has around 450 different variables at work 'under the hood'. Some have a fairly minor effect, aiming for a shift in tone only. For example, one of the story's main characters is Tom Clerval. Depending on Tom's previously established position on the ethics of reanimating the dead, his conversational choices when later discussing that subject - or even his precise wording within those choices - can shift. Other variables have profound, game-changing consequences. Notably, and without getting too spoiler-y, rather than having just one single satisfactory ending, the game incorporates a spectrum of possible endings at the personal level, for the game's principal characters, and for the world as a whole, forever after.

"When I came on board to write The Frankenstein Wars, I already had a couple of original apps under my belt. And yet this was my first time writing something so technically demanding - working with interactive maps, for instance, and in-game countdowns. In that regard, Chapter 3 of the game has been by far the most challenging. My original concept of the scene was that the player, as Anton Clerval, and the mysterious Mr Legion would stalk one another around the interior of a church - hunting one another, playing hide-and-seek with guns. So I began by dividing the church into sixteen different areas. Mr Legion initially follows a track around the church until he and the player encounter one another. At which point there's combat, and if both people are alive and disengage, Legion might start out at a different point on the track. He'll be more wary the next time he comes near the player; he won't fall for the same tricks a second time. And so on.

"What took ages and ages to write was taking into consideration things like direction of movement, who's facing in which direction, how far they can see, whether anything is obstructing their view, things like that. The player and Mr Legion move at the same speed (which already is a simplification), so each time the player moves into a new area, the game code runs through a checklist of a dozen different points (has the player already visited this section? is Legion to the north, one area away? is Legion to the north, two areas away? if so, is the player moving quietly?) before actually moving onto the content of that area.

"Testing all of that out drove the guys from Cubus Games absolutely crazy! If I were writing that scene again now, I'd probably do it quite differently. In fact, in a way, I did. There's a large-scale battle later in the game. I'd originally intended to do the battle in a similar way to the church encounter, with enemy units wandering all over the battlefield. In the end I kept it comparatively simple. The enemies' area of allowable movement/effect is much smaller in each case, which allows me to devote more space to the player's actions, rather than writing thousands of lines to cover the enemy's reactions. Focusing on the player's options is never a bad thing.

"So writing The Frankenstein Wars, and writing that third chapter in particular, has been a learning experience, for sure. But I believe all goes in to improving the player's experience and creating an interactive story that is as deep and a world that is as richly textured as any novel, game or movie."

*  *  *

Dave here again: Michael Hartland brought up a good point last time about the long turnaround time for most Kickstarter projects. This has been a matter of concern for me and Jamie recently because we've been thinking about doing some crowdfunded gamebook apps, but I find myself torn. On the one hand the writers and coders and artists aren't getting paid much upfront, so unless they expect the app to sell really well on release -- and have a rich uncle to buy their groceries in the meantime -- it's impossible to knuckle down to working on it full-time. But on the other hand, any backer with enough belief in the concept to stake $20 to get it made has a right to expect they won't still be waiting for the thing three years later. What's the answer? I don't know. I'm chary of trying to use crowdfunding to produce print books, but in the case of apps at least all the money raised gets spent on the content. Even so, long development times are a big problem. You guys are smart, though, so all suggestions very welcome!

The Frankenstein Wars is available now for Android and iOS.

Thursday, 1 June 2017

The dawn of the Frankenstein Wars


It’s hard to put a precise timeline to it, but say the first real gamebooks appeared in the early 1970s. That means they’ve been around for as long as the gap between a one-minute amuse-œil like The Miller and the Sweep (1897) and Citizen Kane (1941).

Given that, it’s reasonable to ask when we’re going to see the grown-up classics of interactive literature. Early gamebooks were aimed at kids, after all, and there’s a limit to how many times you can save the world from the orc army in a sub-sub-Dungeons and Dragons setting. No, I don’t mean we need more sympathetic orcs. Just as Alan Moore utterly shook up the world of superhero comics with Watchmen, I want to see gamebooks that move beyond solve-the-plot. Gamebooks with three-dimensional characters, tangled relationships, complex motivations, difficult moral choices, and a story that really takes you on a journey.

The Frankenstein Wars is that gamebook. Written by Paul Gresty, who’s already proved his Wellesian creative chops with richly imagined gamebooks The ORPHEUS Ruse and MetaHuman Inc, this is the story of two brothers caught up in a wave of Napoleonic conquest as Victor Frankenstein’s resurrection technology ushers in an era of total war.

If that sounds familiar – yes, it’s my Frankensteinian alternate history of the early 19th century. Originally I created this as a computer game, then later tried getting it off the ground as a movie or a novel, then as a comic book, and even as a tabletop RPG which was to comprise two rulebooks, French and English, each with its own slant on events. I never expected it to be a gamebook app, but now that I’ve seen the fabulous job Paul and Cubus Games have done, I’m fired up to return to the Frankenstein Wars universe and see what else I can do with it.

As well as a sophisticated storyline that would do justice to any blockbuster novel, the app boasts tactical maps, weather effects, astounding artwork, all wrapped up in a cutting-edge design ethic that shows Cubus Games are now one of the leading developers of interactive literature.

It’s impossible here to give a summary that would do justice to Paul’s writing. As I said earlier, this is a story that will really take you on a journey. For my money it’s destined to be a genre-defining classic, and next week Paul will be here with a guest post to give you just a taste of all the marvellous work that has gone into creating this truly unique interactive adventure.

The Frankenstein Wars is out now for iOS and Android.


Wednesday, 6 July 2016

Deadman Diaries

I'm a big fan of film noir. An ordinary Joe in a fix that tips him over the edge of the safe little bubble we normally live in and into a crazy whirlpool of existential nightmare: from Sunset Boulevard to Max Payne, all it takes is the slick of rain, ominous bars of shadow, a heavy-lidded femme fatale and a patina of luminous monochrome, and I'm hooked.

So it's a particular delight to discover the latest gamebook adventure from Cubus Games (developers of The Frankenstein Wars and Necklace of Skulls) is a noir thriller called Deadman Diaries. It takes the form of a diary written by a guy who's deep in gambling debts and now needs to do whatever he has to, legal or otherwise, to stay alive. So you can help him find a way to pay off the mob, or you can lead him further astray with a view to getting him killed in a variety of different ways.

The text is by Ricard Fuster and the artwork is by Gerard Freixes. As it says in the logline, life's a bitch and then you die. Grab your ticket to the long goodbye for iOS here and for Android here.

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.

Tuesday, 2 February 2016

Eternal Escape

If gamebooks have a future, works like Metahuman Inc and 80 Days point to that future being in digital format. With all the advantages you can see why. It's easier to give readers a free sample. The device keeps track of any stats and variables so you can stay immersed in the story. The text can adapt to the choices you make in a way that a print gamebook, contrained by the physical limit on the number of paragraphs, cannot do.

This week we got wind of a new digital gamebook called Eternal Escape that's being funded on Indiegogo. You can read more about it here and play the demo here.

Evgeny Nesterov and his development team promise a 2000+ section adventure with a strong story hook. You wake up in a dank cell. Your memory has gone; you don't know who you are or how you got here. There's a 400-year-old statue with your face. And among the characters wh might help, hinder or eat you is a seven-foot ant called Tal. Who are you going to trust? It sounds like "Alice Cooper in Wonderland"! The campaign runs just one month, so jump over there and see for yourself.


Tuesday, 2 June 2015

The start of the Frankenstein wars



In 1827, a terrible secret that has long stayed hidden is finally unearthed. The life-generating techniques discovered by Victor Frankenstein are seized by the radical Zeroiste faction, who raise an army of lazarans - resurrected men assembled from the bodies of the dead. As the tide of this unstoppable force sweeps across Europe, lives will be changed forever.

This is the gamebook I've wanted to do for over a decade. It's a true blockbuster that weaves the lives of ordinary individuals against a backdrop of hellish war with the soul of humanity at stake. And now, with the help of writer Paul Gresty, artist Rafa Teruel, and the unholy design and code talents simmering in the vats at Cubus Games, The Frankenstein Wars is about to burst into the light of day on Kickstarter.

I call it a gamebook, but this is no ordinary choose-your-own text. Cubus and the team are promising a raw, bloody, uncompromising epic of gritty 19th century sci-fi and face-clawing body horror in which you get to explore interactive maps, direct rival brothers through branching non-linear storylines, pit yourself against ever-shifting goals, attempt time-sensitive missions (the longer you take, the better prepared your opponents will be), direct whole battalions in strategic battles - all of it made nail-bitingly immersive by full-colour artwork and a movie-quality soundtrack.

Even if you're a gamebook fan, you've never seen an interactive blockbuster like this. It's a story with the sweep and scale of a whole alternate-history universe. It seems like the guys at Kickstarter must agree, because as I write this the project has only been live for a few hours and already it's been awarded a Staff Pick. And with your help this is only the beginning.

Friday, 22 May 2015

A brandy with the monster


I've talked about Frankenstein's Legions on this blog before. Here, for instance. And here. I'll be talking about it more over the month ahead because I'm involved in a Kickstarter with Cubus Games, who will be creating an interactive story set in that world, under its new title The Frankenstein Wars.

The concept is simple. In the 1820s, Victor Frankenstein's secrets are recovered. Some of them, anyway - specifically, the ability to sew a body together from scavenged parts and bring it back to life. In France, a new revolution brings the Zeroistes to power. Named for the their "Year Zero" mentality, they are willing to do whatever it takes to usher in a new society. And that includes recycling the bodies of those killed in battle to create an endlessly-respawning army.

And what about Frankenstein's monster? He represents something more than a patchwork revivified man. In Mary Shelley's novel he was a new lifeform, a homo superior, with greater strength, endurance and intellect than any normal man. If you want to read his origin story, it's a lot more interesting than the Universal sparks-n-stitches version, and my interactive novel is as good a place as any to start.

But here in The Frankenstein Wars, the monster is thirty years older. He's learned to be warier and more ruthless - and this is a guy who was willing to strangle kids and murder innocent people even in his formative years. He calls himself Mr Legion now. Here's a scene between him and Lord Blakeney:
That night. Blakeney warms himself in front of a crackling log fire, a glass of brandy cupped in his hand. In the leather armchair opposite him sits Mr Legion, also slowly swirling a brandy. His cigar glows in the gloom of the dining room, where they have just finished a meal.
“I think Miss Byron’s vacation might need to come to an end quite soon,” remarks Blakeney.
“You know, Blakeney, when I was thirty years younger I would have thrown you in the fireplace, burned down the house, and killed every man between here and Hastings. I also would have settled for the cheap brandy.”
“Why is that? The burning and the killing, I mean.”
“You were expecting them to kidnap Ada Byron.”
“Not exactly. I merely made sure we had a contingency in case you failed. As sometimes you do.”
“And now you’d like her back.”
“Her improved revitalizing serum, at any rate. I’m sure Napoleon doesn’t care for the cheap stuff either.”
Mr Legion blows a smoke ring and watches it drift in the firelight, like a god contemplating the constellations he has made. “You’re not counting on Clerval for that?”
Blakeney smiles. “Doctor Clerval is one of those men you can count on utterly. Their moral code is so predictable.” Blakeney gets up and walks to the window, pulling aside the curtain to gaze into the night. “And he’s a man who doesn’t shirk from a challenge. So also there’s that. But what’s really at the bottom of it all, I suppose, is love.”
Legion drains his brandy in one gulp and tosses the cigar stub into the fire. “All right,” he says, rising. “I have my own reasons, of course.”
Blakeney watches the door close behind him. “Of course you do," he says to the empty room. "But in your case it's a long way from love.”
Lord Blakeney, as you will have guessed, is the former Scarlet Pimpernel. Now in his mid-60s he commands the British secret service (officially known as the Alien Affairs Committee). In a very real sense he is the “M” of his day.

The Frankenstein Wars app is based on my world and story, but that's not all. It's being written by Paul Gresty, who is also the talent behind the new Fabled Lands book, The Serpent King's Domain. At Cubus's request, Paul is adding some steampunk tech to the mix. There was a little bit there already in my story outline, in the devices Ada Byron had constructed. Personally I'd have have left it at that, not feeling the need to add a gilding of steampunk to the lily of Frankensteinian body horror. But I'm not writing it so I've given Cubus and Mr Gresty carte blanche to take whatever liberties they need to. Without a doubt Paul will be adding his own unique style of interactive storytelling to the bare bones of the plot and characters that I provided.

You'll be hearing more of The Frankenstein Wars over the next few weeks - not just here but on the project's Kickstarter page as well.

Thursday, 23 April 2015

Talking heads


There's been a slew of interviews on the Lloyd of Gamebooks site this month, and with so much going on you might have blinked and missed them. There's one with the redoubtable Paul Gresty, whom most FL blog regulars will know for Arcana Agency: The Thief of Memories, and another with the very talented Michael J Ward, author of the Destiny Quest gamebook series. Oh, and not forgetting the master of death-rock space opera, Kyle B Stiff, creator of Sol Invictus.

And there's even an interview with yours truly, in which I spill the beans (well, one or two beans, not the whole can) about a couple of new gamebook projects I'm working on with the aforementioned Mr Gresty. One of those is the ever-so-long-awaited new Fabled Lands book, The Serpent King's Domain, for which we are hoping to team up with Megara Entertainment. (Incidentally, search around on Megara's site and you might even see The Thief of Memories on sale. Be prepared to do some Howard Carter level digging around to find it, though.)

And then there's the first mention of a gamebook app that I'm helping Cubus Games to launch on Kickstarter sometime soon. This is being written by Paul Gresty based on my setting, story and characters. The picture above is your teaser.

Best of all, though, there's an interview with Emily Short, co-creator (with Richard Evans) of Versu. She talks about someof her favourite examples of Interactive Fiction (capitalized here because it refers to the specific parser-type definition, rather than just "fiction that you can interact with" which is what I usually mean by the term) and anything in the IF field recommended by Ms Short has to be worth a look.

Wednesday, 18 March 2015

That old serpent


We were just talking last month about how the fantasy adventure gamebook has evolved into (among other things) CRPGs, so no need to go into all that again. This is Inkle's latest gamebook app in the Sorcery series, and it's interesting that 80 Days seems to have steered them more towards the go-anywhere open world gameplay of Fabled Lands.

Good thing too, though I'll admit to a heartsink when I saw a piece of simulated text-on-paper flip up onto the screen - only because the rest of it looks so good, particularly Mike Schley's maps, that those old connections to gamebooks' past seem as out of place as wisdom teeth or a burst appendix. (I know, I know - text is inexpensive; I'm not faulting Inkle for using it, just saying that the rest of their banquet looks so appetizing that the paper napkins are bound to come as a slight disappointment.)

What particularly impresses me is that all this is built on the foundations of Inklewriter, a markup language, rather than the object-oriented database structure you'd use in a CRPG. But that's the bit of the iceberg you don't see. The important thing is that Sorcery 3 is here, it looks great, and if Games Workshop style goblin-bashing is what floats your boat, you're going to be spending the next few months in Analand. (Don't look at me; it's what Steve Jackson called it.)

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.


Thursday, 13 November 2014

Hero twins of the One World

Mayan history – the part of it we still have that wasn’t burnt by Christian missionaries – is not like modern history. Since Herodotus, the First World has had the tradition of objectively establishing facts from multiple sources, reporting events in a dispassionate register that opens a window upon the past. But reading the history of the Maya is like reading one of those Ancient Egyptian historical accounts in which untrustworthy foreign diplomats become snakes and a severed tongue can still tell a tale. It’s as much a magic realist novel as an account of what really (Calvino or Borges would insist on inverted commas there) happened.

Take the story of the hero twins from the Popol Vuh. Is this a holy book, a work of fiction, an allegory, or a chronicle? All of the above. The Mayan scholar-priesthood drew no distinction. They’d had no Plato to say that poetry tells lies. They used drugs and blood-letting to reach a point where hallucinations revealed the deeper truth beneath the veneer of ordinary events.

The hero twins’ father has annoyed the lords of the underworld by making too much noise while playing in his ball court. They invite him to play a match against them, misleading him into taking the black road into Xibalba, the Place of Fear. That’s where it all goes south, or rather west, as the twins’ father is subjected to various ordeals and finally sacrificed and his head hung in a calabash tree.

At this point in the story, the twins’ father is dead but (bit of a snag) they haven’t been born yet. A maiden goes to pick calabash gourds. She might in fact be the moon, but that’s a detail. The father's skull spits into her hand, or maybe she eats it thinking it’s a fruit, and she's sent away to live in the upper world when her mother notices she’s pregnant.

The twins, Hunahpu and Xbalanque, grow up to be star ballgame players like their dad, annoy the lords of the underworld in just the same way, and get invited to Xibalba. But these hero twins, they’re clever. They send a mosquito to bite the underworld gods, who call out each others’ names, allowing the twins to greet them correctly. They foil the ordeals, using red macaw feathers to make it seem that their cigars have stayed lit all night. When one of the twins is decapitated (even the Popol Vuh must have an “all is lost” moment), the other temporarily reanimates his body with a squash for a head and, forced to play a match using the brother’s head, substitutes it and brings him back to life. The twins then trick one of the lords of the underworld into allowing himself to be killed. They subjugate the Place of Fear, at which point we discover it isn’t just the mythical land of the dead, it’s also a hostile nation whose power over the Mayan city-states has now been broken.

So that’s the flavour I wanted to capture when I started writing Necklace of Skulls. I’d just got back from honeymoon in Central America, and having gone to the top of every Mayan pyramid I could find, and into the tunnels inside them too, I felt exactly ready to do it. What I wanted to avoid was that kind of wasted cultural appropriation you get in so many roleplaying games, where a minor deity like Xiuhcoatl would get a Monster Manual write-up as “a” xuih dragon, with 8 dice hit points and a fiery breath attack, located in a Pre-Columbian themed corner of the game world like one of the zones in Disneyland. You know what I mean. When I roleplay, I want to go the fount of ideas, not have it brought to me in a plastic bottle.

In Necklace of Skulls you play a Maya called Evening Star whose twin has gone missing in the far western desert. As in all the Critical IF books, you get to customize your character by picking your skills, and you can choose to be either sex, as it is never stated whether you’re Morning Star’s twin brother or twin sister. Sneaky, huh? (There’s actually a precedent for that in the Popol Vuh, Xbalque’s name translating as either “Little Sun Jaguar” or “Lady Sun Jaguar”.)

While you’re trying to find out what happened to your brother, the big event happening in the background is the collapse of the Great City, which is sending out ripples of chaos and fear even as far as your own Yucatan home. History buffs may think that this ties the book to 540 AD and the fall of Teotihuacan, but I couldn’t possibly comment. My version of the One World of the Maya is not an archaeologist’s version, in any case. This is a setting the ancient Maya themselves would hopefully recognize, in which heads grow on trees, a sinkhole can be a shortcut into the land of death, and playing a game in the ball court is a ritual as potent as any spell.

That’s why I’m so delighted with the app version of Necklace of Skulls, published today by Cubus Games to (belatedly) mark the Mexican Day of the Dead. This is much more than just a gamebook ported over to mobile devices. The Cubus team, headed up by Jaume Carballo, have taken the original book as a foundation and built a fabulous, beautiful interactive story game on top of that. Combat, for example, uses a mini-game of brinkmanship and tactics instead of digital dice. You select one of several Mayan icons to create a persona for your hero-twin. And the text itself has been rewritten and sharpened to make it more immediate, better suited to reading on a phone or tablet rather than a printed page.

And the art… Everything I said above about wanting to evoke a setting that has the feel of both reality and dream, history and myth – you only have to look at any one of the images to see how brilliantly Xavier Mula has achieved that. I want to see gamebooks pull up their old gnarly roots, shed the ‘90s scales, and become something fresh and exciting. This app shows that Cubus are right at the forefront of that revolutionary movement, and I’m proud to have the book that was born out of my honeymoon emerging in a new glittering incarnation, its old bones suddenly sprouting new foliage and bright flowers – just like, in fact, one of the Mayan hero-twins.

You can get the Necklace of Skulls app on iTunes USA or iTunes UK. Or anywhere else in the world come to that. And for Android users, the Google Play link is here. Or there are the print books, of course:


[Photo of Xiuhcoatl by Tony Roberts; Creative Commons Attribution-NonCommercial-ShareAlike 2.0 Generic license.]

Tuesday, 28 October 2014

Mean streets of Manhattan


At the end of last week I heard that Paul Gresty's gamebook The Thief of Memories was being converted into an app, and today we have a guest post by Mr Gresty himself. If this was ink it'd still be wet...

*  *  *

It's interesting to see how things come around full circle. Arcana Agency: The Thief of Memories was originally planned as a smartphone/tablet application, a reboot of the first Arcana Agency app that Megara Entertainment released some five years ago, now. Scrutinising Act I and Act II of the story, I can still spot a few holdovers from my initial draft of that app. Most visibly, for instance, each game paragraph is around sixty words long, so that it can neatly fit onto a smartphone screen.

Then, as I was midway through writing that app, Zach Weiner came up with the gamebook Trial of the Clone, and ran a Kickstarter that raised $130,000. Suddenly it seemed a really, really good idea for Megara to run a gamebook Kickstarter of its own.

So, Arcana Agency became a print gamebook, in glorious full colour. The setting is New York, 1932, at the height of the Great Depression. The story follows a trio of private detectives - Humphrey Brown, Joe Strelli and Tom Shanigan; respectively studious, streetwise and superstitious - as they investigate the mystery of a man who apparently cannot die, and a wicked cultist long thought dead. The atmosphere is on the dark side, as gamebooks go. The detectives are never quite sure if their murderous antagonist truly possesses supernatural powers, or is merely a gifted charlatan. (And which is it, in the end? No spoilers here, I'm afraid.)

The book was, in some ways, a tricky one to write. Not least because of the level of research involved in order to be historically accurate (what type of car would somebody on Humphrey Brown's pay scale be likely to drive in 1932? Hmm...). And yet I'm really happy with how it turned out. I've read a few reviews that mention a Cthulhu-esque tone to the story. In truth, I've only ever read a handful of Lovecraft's stories in my life and, while I've glanced through the Call of Cthulhu RPG, I've never played it.

No, I feel detective literature was a far greater influence than the horror genre. Certainly, I tried to imbue the setting with a touch of Raymond Chandler's Philip Marlowe stories. Of course, The Big Sleep, the first full Marlowe novel, was published in 1939, so that added to the time spent checking historical accuracy. Sherlock Holmes is my own personal detective of predilection, and there's an air of Holmes about Humphrey Brown. Well, an awkward, unsure version of Holmes, maybe.

The gamebook roots of the book - once we'd decided it would be a gamebook - are likely quite visible. The codeword system and mechanics owe more than a nod to Fabled Lands. Some of the numerical manipulation ('deduct 40 from the current paragraph number if you think you've found the clue...') is reminiscent of a couple of Steve Jackson's books. And the app adaptation will remain faithful to much of this, dice-rolling and all.

But I think there are a lot of fresh elements in there too. The narrative is in the third person, and the past tense. Perspective switches between various characters throughout. There's more interplay, more of a relationship, between the three detectives than you might often see in gamebooks. Occasional interludes take the narrative focus away from the three principal protagonists entirely. A big point: I think the book's villain is credible, and human. Nobody wants a nice villain. But it's important to sympathise with the villain's motives. Gamebooks have a nasty tendency of featuring evil sorcerers who want to destroy the world because... well, you know, because being evil is really cool. Here - yes, the villain is a nasty, murdering scumbag. But, should you manage to reach the end of the story, you kind of get why.

So, here we are two years later. The app that became a book has become an app once more, and I'm lucky enough to get to talk about it on the Fabled Lands blog. Have I mentioned that I originally started working with Megara because they wanted to translate and publish a scenario that I wrote for the Fabled Lands Role-Playing Game? As I said, it's interesting to see how things come around full circle.