You
could make a solid argument that it's more challenging to write good interactive fiction than good literary fiction. In a gamebook, say,
all of the requirements of high-quality literature must be present -
such as plot, pacing, character; those old chestnuts. And yet you
have to work within a very specific form, one that emphasises the
meaningful choices within the text. This creates a great big
decision tree, and for practical reasons of space, you can't spend a
lot of time exploring the nuances of every specific route within that
tree. Sadly, that means you can't devote a lot of words to dialogue,
say, or inner monologue, or exploring complex socio-political
situations. Out they go.
Oh,
the consequences of complex socio-political situations can
stay. The great big, bloody battles, and soldiers getting smashed to
smithereens - all of that stuff can make the final edit.
Fantasy
settings work great in gamebooks. In
a really strong fantasy setting, everything can be expressed in such
a beautifully shorthand way that you have a ton of room left over for
the really important stuff, such as telling a great story. Don't
misunderstand me - I'm not saying that the worlds themselves are
simple; far from it. A handful of gamebooks have been set in
Tolkien's Middle-Earth, and that's mind-blowingly rich. In more
purist gamebook terms, Joe Dever's Magnamund isn't so far behind when
it comes to sheer detail. But these worlds are inspired by legends
that tap into the familiar, satisfying tropes of absolute light and
dark. When it comes down to it, there are guys who worship good gods,
and guys who worship evil gods. A sword is a sword, a big metal
helmet will stop you getting bonked on the head, and wizards are
mysterious and difficult to trust.
You
know which setting is even more realistic than Magnamund, or
Middle-Earth?
That's
right. Reality.
The Frankenstein Wars gamebook app is an ambitious project in several
ways. Dave Morris's concept of the reanimated lazarans as
intelligent, feeling beings is a dramatic step beyond the majority of
interactive fiction that currently exists. And the guys at Cubus
Games are performing technical miracles with the game - I think, in
terms of visuals and gameplay, we'll be able to create something
that's right up there with the Sorcery! apps,
or the best of the Tin Man adaptations.
But,
perhaps most challenging of all, the game will be rooted in real-life
history. We hope to successfully capture the discontentment of France
during the reign of Charles X, the incompetent king. This is a game
that will feature a host of characters who really, truly existed -
such as Marshall Ney, Ada Lovelace, Lord Blakeney, and a certain
deceased (and somewhat petit)
former emperor of France.
And
yet this is no documentary. Make no mistake - the star of the show
here is Victor Frankenstein's resurrection technology, and the
world-shattering power it grants to those who possess it. The game
focuses on the schism between brothers Tom and Anton Clerval, yes -
but it focuses too on the schism between Britain and France, and
between the living and the once-dead.
Let
the big, bloody battles commence. Let the soldiers get smashed to
smithereens - and let Frankenstein's technology stick them back
together again afterwards.
Sound
interesting? At the time of writing, The Frankenstein Wars Kickstarter is hovering at around 54%, with just a few days to go.
Why not click on over that way and back the project right now?
(Post by Paul Gresty)
Are you trying to spark domestic warfare in the Morris household with the links in that opening sentence, Paul? :) I think I'll accept that literary fiction, if done well, is a lot harder, but that's not to say that gamebooks can't be a thoroughly captivating read too.
ReplyDeleteYou spotted that, huh? Heh, heh...
DeleteThis part: "This creates a great big decision tree, and for practical reasons of space, you can't spend a lot of time exploring the nuances of every specific route within that tree. Sadly, that means you can't devote a lot of words to dialogue, say, or inner monologue, or exploring complex socio-political situations. Out they go." Is what I'm having a very difficult time with while writing my latest gamebook Spire Ablaze.
ReplyDeleteI want to have characters that the player will get to know and care about, hate, or at least remember. In a gamebook it's difficult to do with multiple companion characters, especially if it's possible for any of them to die or be left behind. Every time you want a certain character to talk, you basically have to do a tree divergence to check if the character is there which doesn't flow well in a paper formatted gamebook (an app will make that smoother though) Ultimately I had to scrap many interactions simply due to bloat and an overly complex section tree. Did you hear this thing from character X 100 sections ago? If so, did you do thing Y or thing Z after hearing it? Character A might have something to say about it, but she died 45 sections ago. Or did she? Turn to section 4576.
Yeah, companions are difficult to do in gamebooks. If you don't give a lot of choice in who the player travels with, it's doable - the World of Lone Wolf (Grey Star) books are a good example of that. But if you actually have some degree of flexibility... yeah, it's tough. Even in apps, it's difficult - again, it's doable, but if you really want to give an option of companions, that takes serious word count.
DeleteI like Life of a Wizard (Choice of Games); that one gives you a choice of companions - though, even here, they're really just copy-and-paste add-ons that each have different names. Still a great game, though.