Monday, 10 September 2018

The future back then

I had an odd introduction to Star Trek. Before I even knew the TV show existed, I came across the first ST book by James Blish in the newsagents on Wych Hill in Woking where I used to hang out in the hope of grabbing occasional US imports of Conan and Lin Carter books. The Pokemon Go of its day, that book-hunting. This must have been late '68 or early '69.

OK, so I'd heard of Blish and I figured this was in the same vein as Eric Frank Russell's Men, Martians & Machines. It was only when I got home and read the blurb that I realized the stories were adapted from TV episodes which were not, as it turned out, going to air in Britain until the summer of '69. My mental image of the characters was informed solely by that cover. So I read the stories envisaging Spock as green and Bones looking like an older Jimmy Olsen.

I gave the book to a friend of mine at school who was taken to hospital with rapid-onset diabetes. He and I used to swap Ace Doubles (back-to-back SF books) that you could buy super-cheap in Woolworths back then, so I figured he'd enjoy Star Trek. A few months later the BBC started running the show and all my friends became Trekkers. But I got there first.

With its grown-up storylines and in-built socialist humanism, Star Trek was always going to appeal more to me than the reactionary trend in SF typified by tropes like - well, royalism and mysticism and black-&-white morality and libertarianism. Naming no names. It was another era; an age of reason and hope. We were boldly going together towards a future that never contained the likes of Trump and Brexit.

Monday, 2 July 2018

Wishing makes it so


Another snippet of correspondence from the files of the Royal Mythological Society:

Dear Doctor Clattercut and Professor Bromfield

As it is the season for falling stars, and this summer we may expect a number of green meteors from the tail of Comet Meadowvane, I wonder what will result from the consequent spate of wishes all coming true?

Yours,
Frank Dyson,
Greenwich

Dr Clattercut replies: It has been my experience that, for every person harbouring a given wish, there is somebody else who wishes the exact opposite. Therefore, although hundreds of wishes will be granted during this year’s meteor showers, the overall effects can be expected to cancel out. You’re very quiet, Bromfield.

Prof Bromfield: I just realized that I’ve blown rather a lot of money at the bookies.

Friday, 4 May 2018

Stories and games


‘Awright, awright. So I killed an old couple for a can of beans. Still tucking in, though, right? Remorse didn’t spoil your appetite.’

My friend’s wife, passing the room, stepped back and looked in with an expression of maternal concern. ‘Everything okay?’

‘Sure, except that we’re now having to give away the last of our medicine to a beggar to stop these whiners from moping. Other than that, everything’s great.’

It was This War of Mine, a game in which you look after a household of refugees in the middle of a war zone. No death-or-glory shoot-‘em-up, this is a game where victory is keeping a tomato plant alive long enough to get a meal off it. Survival means hard choices. Selfishness. Robbery. Even murder.

Videogames, of course, are full of mayhem and murder. Many portray a mean world in which the enemies you blow away are so othered as to be mere objects. But tie the possibility of bloodshed to a life-or-death situation and things become interesting. It’s no longer the violence of the true sociopath or the zombie killer, so dreadfully boring, but the choice of ordinary human beings in extremis.

Injustice is a ripe subject for storytelling, and the most potent weapon to that end in traditional fiction’s arsenal is empathy. It’s hard not to feel a red fury of outrage at Lady Catherine de Bourgh’s full-sail arrogance, or choke with shame at Siegfried Sassoon’s contemptuous treatment of his aged semi-fictional aunt. On the other side of the coin, we can be made complicit in mankind’s least savoury urges and thereby feel a twinge of guilt at having rooted for a bad egg like Vic Mackey or Richard III. Yet it is only the guilt of having been their cheerleader. We don’t personally pull the trigger.

That’s one of many areas where interactivity can prove a useful storytelling tool. Interactivity opens up the possibility of taking and abusing power, the sort of thing that’s guaranteed to bring out the very worst in a person – my example at the head of this piece when playing This War of Mine, for instance. More generally, feelings are sharper at first hand. Literature uses as its paintbrush the human capacity for empathy, whereas interactive stories put your hand on the gun – or on the bandage, or the baby’s bottle. Being a player rather than a reader means no longer having to be content with the role of a Boswell.

In The Talos Principle, the player is an android who awakens to find its task in life is solving a series of logic problems. Too dry to try? You’d rather do your tax returns? Think again: we’re not talking about algebra or which shape fits in which hole. These are challenging environmental puzzles that call for ingenuity, reasoning and lateral thinking. Such things, along with a warm cave, a haunch of mammoth, and a mate, put the biggest grin on the face of our Palaeolithic forebears. And to give it all a narrative drive, we’re continually chivvied along by an entity calling himself Elohim who informs us that he has created this world for us, and these puzzles to test us, for we are his most favoured children who will inherit creation. Just so long as we don’t step outside the boundaries he has prescribed, that is.

In between Elohim’s puzzles, we come across antique computer terminals and graffiti through which we’re able to access messages left by other androids and even human antecedents. This has the nature of what is often called ergodic storytelling (and by the way it’s rare to come across a term that offends both the physicist and classicist in me) in that we are given the fragments and left to fit them together for ourselves.

That’s not what’s special. Twentieth century literature abounds in such narratives. Most game stories come in jigsaw form, too, from Dear Esther to Her Story. The Talos Principle is notable because the central story hook – that pompously nannying Elohim – informs every problem we solve. At the same time as experiencing the drive towards ‘Man’s first disobedience’ we are indulging our pride, trying to impress the creator who is already beginning to royally tick us off. Or maybe he isn’t. My own knee-jerk to moralizing deities is to plan rebellion. Others may be moved to reverence, and that’s interesting too. And so our actions even while playing the most logic- and plot-driven parts of the game are still all about the illumination of character.

You see that what we are talking about here are not those games where the story is all loaded into non-interactive cutscenes in between the running and the shooting. As Chris Crawford, the Captain Cook of the game/story littoral, says, ‘Merely to glue story onto game and then alternate between the two, that’s just a trick.’ For this fusion of media to be interesting, the story needs to arise out of and drive the gameplay. It is easy to force a reader or viewer to interact. The trick is in making them want to interact, and in letting the story unfold hand-in-hand with that. For a guideline from the non-interactive media, notice how narrative and action in Fury Road happen at the same time. The best game stories follow that principle.
“As more and more stories, IPs and universes are expressed through the means of interactivity and by playing, the new mantra for this era of storytelling could become ‘Play, don’t show’.”  -- Thomas Vigild
You may ask what has all this to do with books. The founders of Inkle, whose text engine I used to create my interactive re-envisioning of Frankenstein, have pointed out that when people are interacting they typically have little tolerance for prose. If forced to read, they skim. This is very different from the experience of reading a work of literature, where the mind is tuned to see the landscape and characters via the text as surely as Cypher in The Matrix reads a world of blondes, brunettes, and redheads in the fleeting strings of numbers on his screen. Then we don’t even see the prose. But when we’re invited to sit forward and actively engage, words become a forest through which we must machete our way impatiently to the next significant choice.

For that reason, and in spite of working as both a writer and a game designer with a particular interest in interactive storytelling, I tend to think that grafting game-like interactivity into novels is a dead end. I wrote Frankenstein to explore the possibility creating a fictional two-way relationship with a character (the reader acts as Victor’s confidant and advisor) but believe me I would much rather have used animation or live action video or even just audio if the publisher’s budget had stretched to it. Prose in this context simply has the virtue of being cheap enough for a publisher to afford.

That’s not to say we should be aiming for a future in which novels come with animations and sound effects. Other media already deploy those tools to much better effect, and in any case there is no storytelling medium more immersive than pure prose. Have confidence in your strengths, dear writer, or give it all up now and create apps instead.

What, then, can novelists learn from games? Perhaps more from the way games are consumed than from the content itself. Consider how the narrative structure of the popular novel was shaped by magazine publication through the 19th and early 20th century. Games often take the form of a parallel reality into which the player can drop at any time. The story, as in life, is not necessarily on hold when you’re not there. Naturally, as with any other narrative technique, there are good and bad ways to tell a persistent story. Tamagotchi is much less irritating – or at any rate, its irritant value contrasts more interestingly with its emotional engagement – than something like the hectoring Majestic, a dead-end experiment in persistent narrative from the turn of the millennium that the games industry keeps reinventing like a lab rat that’s too dumb to learn from an electric shock. Give it a year or two, you’ll see what I mean.

Think instead of reality soaps, or theatre sports like TV wrestling, or even the drama of politics. The story runs alongside your daily life. You have the option when to drop in and how committed to be. The difference in gaming is that the community can feed back directly and immediately into the narrative that everybody else experiences. Might there be a takeaway here for novelists? Perhaps. Only bear in mind, I beg you: first do no harm. But with that caveat feel free to indulge in fleeting opportunity and perilous experiment, for the long evolution of literature is surely not over yet.

Monday, 14 August 2017

Too much magic!


Dear Professor Bromfield and Dr Clattercut

It has come to a pretty pass, I have to tell you. From when I was a small boy I had my nose in old maps, tracing the routes taken by the great pioneers. Lewis and Clark traversing the Rockies. Parry mapping the Hudson Bay pack ice. Livingstone in his canoe getting his first sight (indeed, sound) of Victoria Falls. In my imagination I accompanied them all, and my dream from those early days was to become an explorer.

Not to blow my own trumpet, but I achieved the Royal Geographical Society’s Gold Medal when I was yet nineteen, for my expedition in the northern Sahara. I was getting things together to go up the Indus. But then it happened. What, you may ask? Your green comet, gentlemen!

The first inkling was during a trip to Pompeii. I was there a couple of months ago and the ground just cracked open one day—fissures down thirty feet to the houses and shops of Roman times. Being covered in pumice didn’t stop the citizens from getting up a thriving trade with the locals. Net result: archaeologists and historians might as well pack up and go home.

Next thing: scouting trip to the Hindu Kush. Safe enough, you may think, from fantastical influences if not from jezail bullets. But you can’t move now for yeti selling trinkets. And as for ancient lost kingdoms — there’s a queue to get in!

This is no good for a man like me. I need a challenge, a mystery to solve, an uncharted region to dent the bounds of. So off I set to the Antarctic, quite alone. Surely here I could escape the flood of goblins, gods and who-knows-what that has become the curse of the modern world?

On the third day out I came across a giant staircase cut into the ice. I began to descend, only for the ground to give way below my feet, plunging me — no, not into freezing snow, but a subterranean realm of dripping jungle lit by the fires of inner Earth. Long story short: I evaded the carnivorous dinosaurs infesting this land by covering myself in their ordure. But when I finally reached a savannah that was free of them and stopped to wash, no sooner was I clean again than a giant bird swooped down and carried me off to a mountaintop palace inhabited by men who I take to be descendents of the ancient Toltecs. They insisted on keeping me with them and now I learn that they intend to crown me as their god-king.

This is no good. I desire a bit of solitude and a place where man has to make an effort to uncover the unknown — not where it comes knocking at his front door and demanding entry with all the grace and mystique of a cockney shoe salesman. Too much magic, gentlemen!

Yours sincerely,
Sir Iain MacTavish,
the Earth’s Core

Prof Bromfield replies: I’m getting a bit fed up of people blaming us for all the magical to-do. Shooting the messenger, and all that. Might as well shout at your bookie if the horse you backed comes in last. Though, on reflection, they often are the culprits there… You’re a bit quiet, Clattercut.




Dr Clattercut: I’m a tad concerned that Toltec custom was to sacrifice their god-kings after a year on the throne. If this reply reaches you, Sir Iain, then I suggest you set off back to Britain as soon as possible. It may not be exciting, but it’s home.






Saturday, 8 July 2017

How to deal with trigger warnings without wrecking fiction

When I was a kid, the comic books I bought were published under the Comics Code Authority. That came about as a result of the Wertham horror comics scare of the 1950s. If you saw a book with the Code seal on it, you could be sure it wouldn't have swearing or excessive violence, or deal with sensitive issues like drug use.

Famously, Spider-Man went out for three issues without the CCA seal when Stan Lee insisted on running a story that featured drug addiction. I remember wondering what this meant. At any rate, the sky didn't fall in.

The Comics Code was designed to control the kinds of story kids were reading. Nowadays some grown-ups are concerned about encountering stories that will upset them. And so we hear about trigger warnings and content notes, the point of which are to warn the reader: "This novel may emotionally upset you with scenes of x, y or z."

The problem with a trigger warning is that pretty much all good stories are going to shake you up, the best ones quite radically and not at all gently, and being told the way they're going to do that is guaranteed to ruin the story. So how do we ensure that sensitive readers can steer clear of anything that might upset them while the rest of us dive into the unpredictable currents of hopefully disturbing literature?

How about a Novels Code Authority? In effect, in place of putting a trigger warning on any book that could upset some readers, mark the books that include no such content. Any novel published under the Novels Code would be certified free of emotional triggers, just like those Code-approved comics in the '50s and '60s. So anybody can safely read a book with the NCA seal on the cover. If it doesn't have the seal, that tells you it might contain triggers and you've got the option not to read it.

Monday, 3 July 2017

Tear jerkers


“Winning? Is that what you think it’s about? I’m not trying to win. I’m not doing this because I want to beat someone … or because I hate someone or because I want to blame someone. It’s not because it’s fun. God knows it’s not because it’s easy. It’s not even because it works because it hardly ever does. I do what I do because it’s right. Because it’s decent. And above all, it’s kind. It’s just that. Just kind. If I run away today, good people will die. If I stand and fight, some of them might live … maybe not many, maybe not for long. Hey, maybe there’s no point in any of this at all, but it’s the best I can do, and I will stand here doing it until it kills me. You’re going to die, too, someday. When will that be? Have you thought about it? What would you die for? Who I am is where I stand. Where I stand is where I fall.”

That, right there, is why I can't sit through an episode of Doctor Who anymore. Because it’s become one long self-indulgent pantomime, all speeches to the audience about how special the character's feelings are. The show is like one of those manufactured glimpses of a celebrity's life that Hello thrives on, endlessly repeated in an increasingly overwrought tone.

Think back to Jon Pertwee's Doctor. Desperate to escape from Earth, often at loggerheads with his companions, he stood for decency too. But the story wasn't slipped in as a subtext to his angst. And he never needed to get up and tell us what he was all about. His actions showed us that.

The sensibilities of YA fiction have taken over a lot of stories today. In effect the characters are adolescents, with everything that happens in the story being about them personally. There was a point to that when it just applied to Buffy and Spider-Man. They were teenagers. But now, God help us, so are James Bond and Superman and the crew of the Enterprise. So we're going to hear a lot more speeches about how hard it is to be a hero, a lot more tear-jerking farewells as the music swells. Moments in which the show can run out in front of the fans and tell them its manifesto. None of it rings true because we know, don't we, that real heroes don't talk about their heroism. But with this storytelling style, truth is the first casualty. Cordelia would get nowhere. Can't heave your heart into your mouth? There’s no place for you in Doctor Who then, love. The paradigm of the hero now is Goneril and Regan, posturing and speechifying to set the lips aquiver and bring big rolling soap-opera tears to the eyes.

It's populism. Yes, that again. Bad enough that it's wrecking politics, now it's taken root in storytelling too. Every season of Doctor Who is like a barrage of self-congratulatory Trump tweets. The show isn't SF drama anymore, it's one extended marketing campaign for itself. “Maybe there's no point in any of this at all – ” Moffat is surely talking there about having to write the same emotional beats month after month. Endless regenerations eventually hitting the Hayflick limit.

The fans just lap this stuff up, of course. The more a show refers to itself, the more they love it. But nothing can thrive on fan support alone. So I'm hoping we'll see a swing towards richer stories that build quality and a sense of character over time. The Whovian equivalent of Breaking Bad. Not flashy and full of quotable fan faves, but a story that quietly reveals itself to be a modern classic. It could still happen.

Monday, 8 May 2017

Kubo and the Two Strings


Last time I was over at Leo's he recommended some movies I needed to catch up on. One of them was Kubo and the Two Strings and -- wow. Just wow. I don't want to say anything spoilery (even that trailer gives away a little surprise that's waiting in the end credits) so I'll just urge you in the strongest possible terms to watch this asap. It packs in ten times the wit, charm, imagination and originality of the typical blockbuster SF/fantasy movie. Oh, and fans of my Blood Sword gamebooks will realize by the end why I especially cherish this story. A real delight.

Wednesday, 7 September 2016

Making characters compelling

1% inspiration, 99% perspiration. You know the deal. And it’s never truer than when you’re developing character designs. Here’s just a peek at the process we went through for Mirabilis...

In very early versions of the comic, we started off with Jack in a more modern style of army uniform. As you can see (left), that really wasn’t working. Possibly it would have been more historically accurate in a story that nominally begins in 1901 but, as Emerson said, "a foolish consistency is the hobgoblin of little minds." The flamboyant hussar’s uniform that we eventually settled on is much more in keeping with Jack's romantic streak.

The very first pages of Mirabilis were a prototype pilot episode that Leo and I did (Nikos wasn’t on board yet) for The DFC’s dummy issue. The experience was… eye-opening. It wasn’t just the clothing that was wrong. Jack and Estelle needed to be way more attractive. So we opted to give Estelle a look that modern readers would find more relatable. She cuts her own hair – that was part of the character description from day one – and she does so with garden shears, so that gave us a legitimate excuse to avoid that off-putting Princess Leia hairstyle. Tom Fickling, son of David Fickling (the “DF” in DFC) put it succinctly: “Give her fit bird hair.”

Jack also looked rather too young and unathletic (even podgy) in the dummy episode. Partly that was to get the gig, because we had to please David Fickling and his initial brief was a comic for 7-10 year olds. At 10 I was reading Daredevil and Spider-Man, but that’s not how publishers see kids today. In fact the age of the strip was something that we and the Mezolith creators had to fight for all the time the The DFC was running.

Anyway, when we knew we had a green light for the series, Martin and Leo got to work on giving the characters a more dashing look. Martin even got out a camera and started snapping some action poses to give the comic panels a bit of vim. The dashing uniform he came up with shows off Jack’s heroic figure and incidentally shows that he is in the same regiment in which Coleridge briefly enlisted: the 15th (Elliott's) Royal Dragoons.His version of Estelle (bottom of this post) is a lot more engaging than the original "dowdy granny" look.

The striking poster image that Leo drew of Jack (top of this post) makes a great piece of concept art, although I don't think it will end up being an actual scene from the story because the giant lion is a touch too Narnia. But that doesn’t mean that he won’t be astride something with wings in the Spring book.

All this development work takes time, and even though it may seem blindingly obvious that the finished version is better, it isn't always that clear when you're groping your way through the maze of creative choices. Good creative development is a matter of trying things out and learning from your mistakes.

Apart from the character’s appearance, there are several storytelling tools that the writer can apply to make readers care about a character:
  • being resourceful 
  • being brave 
  • being clever (not the same as merely resourceful) 
  • doing a good deed ("save the cat"
  •  being unfairly treated (“kill the cat”) 
  • standing up against unfairness or injustice 
  • doing something we can relate to - especially if funny, but can be as simple as cleaning teeth, having breakfast, if made into an interesting bit of business 
  • being in a relationship we can connect with - even two apparently despicable characters start to become relatable if we see a friendship forming between them
  • in a situation we recognize - stuck in the rain, needing a pee, late for a meeting, etc 
  • being interesting - this is how an audaciously badly-behaved, rude or even evil character can be made very compelling: what will they do next?
Next time you’re reading a story or watching a movie, take a look and see how often those tricks are used right from the start.

Wednesday, 24 August 2016

Indestructible!



"Hapless", "vengeful", "ruthless", "snapped"... That was the vocabulary of those British comics stories I grew up with. Kelly's Eye ran in the UK weekly comic Valiant. Tim Kelly stole the jeweled eye of the idol of the Inca god Zoltec, which turned out to be a handy accessory for an adventurer, seeing as how it made the wearer invulnerable.

Kids today might have iPhones and videogames, but they never got to thrill to the likes of Kelly's Eye and The Steel Claw and giant robot ape Mytek the Mighty. There was something in the UK drinking water back then, and those strips were masterpieces of focused fantasy storytelling that skated on the fine line between brilliant and barmy.


Many years after following the adventures of Tim Kelly, I got the job of writing stories about another indestructible man: Captain Scarlet. It wasn’t easy. Captain Scarlet got blown up, he just came back to life. The only time I managed to inject a bit of tension was when he was shot in the chest but people were in danger so he couldn't afford the luxury of dying and coming back to life again.

Tim Kelly's invulnerability was something quite different. Because it depended on him having hold of the Eye of Zoltec, there was plenty of drama to be squeezed from situations where he'd lost the Eye or had to give it to somebody else.

My enjoyment of those British comics of the '60s will never approach the all-consuming and utterly obsessive ardor I have for Marvel Comics of the time. But with hindsight I can see that they were little gems of imaginative fantasy that fully deserve that cherished place in my heart. Hope you like this glimpse into the past.

Saturday, 23 April 2016

"Not by me - D."

We have a little vignette here from The Fabulist (autumn 1915 issue) that is often attributed to Lord Dunsany, though it seems it was actually penned by a fellow named William Addison Dwiggins. Rumours attributing it to Dunsany must have begun early, because in his own copy of The Fabulist he apparently wrote: "Not by me. /D." I'm posting it here just to drive the stake into that particular myth - although it is undeniably a nice piece of writing, given extra puissance by the historical circumstances.


La Dernière Mobilisation
by W.A. Dwiggins

On the left the road comes up the hill out of a pool of mist; on the right it loses itself in the shadow of a wood. On the farther side of the highway a hedgerow, dusty in the moonlight, spreads an irregular border of black from the wood to the fog. Behind the hedgerow slender poplar trees, evenly spaced, rule off the distance with inky lines.

A movement stirs the mist at the bottom of the hill. A monotonous rhythm grows in the silence. The mist darkens, and from it there emerges a strange shadowy column that reaches slowly up the hill, moving in silence to the sombre and muffled beating of a drum. As it draws nearer the shadow becomes two files of marching men bearing between them a long dim burden.

The leaders advance into the moonlight. Each two men are carrying between them a pole, and from pole to pole have been slung planks making a continuous platform. But that which is heaped upon the platform is hidden with muddy blankets.

The uniforms of the men--of various sorts, indicating that they are from many commands--are in shreds and spotted with stains of mould and earth; their heads are bound in cloths so that their faces are covered. The single drummer at the side of the column carries slung from his shoulder the shell of a drum. No flag flies from the staff at the column's head, but the staff is held erect.

Slowly the head of the line advances to the shadow of the wood, touches it and is swallowed. The leaders, the bare flag-staff, the drummer disappear; but still from the shade is heard the muffled rhythm of the drum. Still the column comes out of the mist, still it climbs the hill and passes with its endless articulated burden. At last the rearmost couple disengages itself from the mist, ascends, and is swallowed by the shadow. There remain only the moonlight and the dusty hedgerow.

* * *
From the left the road runs from Belgium; to the right it crosses into France.

* * *
The dead were leaving their resting places in that lost land.

* * *

Thursday, 22 October 2015

Reading: the first line is your gatekeeper


You know about Sturgeon’s Law. ‘Ninety percent of science fiction is crap.’ Actually that’s the first law. The second law comes in with a (possibly) Pandoran note: ‘Ninety percent of everything is crap.’ I heard it was Ted Sturgeon’s wife who came up with that one. Or maybe I made it up. I suppose if you’re crotchety enough it may sound like consolation.

These days, the universal constants have changed. It’s so easy to publish a book that they may as well have automated the writing process. Faced with the evidence of Wattpad, we might have to adjust the Sturgeon Coefficient to more like ninety-nine percent.

The new books keep coming, thicker and faster every month, every week, and most aren’t going to be worth the time it takes to pick them up, but we still don’t have a formula to know which ones to fling aside. What future masterpieces might we miss amid the clamour? How can we pan for gold in all this muck? There is need, as Descartes said, of a method. So let me offer this…

A few years ago I was laid up in bed with a pole-axing cold. Wait, did I say a cold? This wasn’t just a cold; it was a veritable Fimbulwinter, a Plutonian hibernacle, a blistering absolute zero of a virus. I found it hard to stay awake more than thirty minutes at a stretch. Reading a novel was out of the question. I had a big anthology of short stories, but with a temperature of a hundred and one it was a struggle to get through the bad ones – and there were a lot of bad ones. So I went through the whole book reading only the first sentence of each. If that impressed, the story got marked as to-read.

Who passed? When I went back and looked at who’d earned a tick, it turned out to be the likes of Lawrence, Graves, Steinbeck, Forster – all justifying their reputation on the strength of a dozen words or so. Ah, you want show, not tell. All righty:
Few things have been more beautiful than my note book on the Deist Controversy as it fell downward through the waters of the Mediterranean. It dived, like a piece of black slate, but opened soon, disclosing leaves of pale green, which quivered into blue. Now it had vanished, now it was a piece of magical india-rubber stretching out to infinity, now it was a book again, but bigger than the book of all knowledge. It grew more fantastic as it reached the bottom, where a puff of sand welcomed it and obscured it from view. But it reappeared, quite sane though a little tremulous, lying decently open on its back, while unseen fingers fidgeted among its leaves.
I couldn’t bear not to give you that whole magnificent paragraph (by E.M. Forster by the way) but you only have to look at the first sentence. It’s enough on its own to tell you you’re in safe hands. And that’s my ‘lit-must’ test, if you will. Forget about evaluating the setting, genre, difficulty or even the story itself. If a writer can craft a fine opening line, they’re worthy of your trust. If only Mr and Mrs Sturgeon had known.

Friday, 19 June 2015

Exeposed

A while back I did an interview for Exeposé, the student newspaper of Exeter University. As it deals with a couple of my main interests (comics and interactive fiction) I thought I'd reproduce it here. The picture is me dressed as Reason at my wife-to-be's "Come as a God" party a good few years ago. Why the pistol? Because you can't argue with Reason.

We notice that you studied Physics at university. How did you go from that to what you are doing now?

I’d have done an English degree too if I’d had the time. I’ve always been on that cusp between art and science, could never quite make up my mind to go for one or the other. That probably explains why I’ve ended up gravitating towards the games industry, where I can indulge my passions for storytelling, visual design, logic, physics and maths all at once.

What attracted you to graphic novels? What do they give writers and readers that traditional books don’t?

If you look at it from a practical point of view, some stories are easier to tell visually. Like if you are creating a completely new world without any real-world references – Avatar, say. If you did that as a novel you’d have to bombard the reader with great chunks of descriptive prose – ugh. At the same time, you might not want to do it as a movie because your story needs more space and depth than you can fit into two hours. Or, of course, you might not have a quarter of a billion dollars to spend.

In fact, though, I never think it through in that kind of detail. You just start working on a story and you either feel it’s right for prose or you start blocking it out in comic panels in your head. Your muse decides for you whether it’s going to be a graphic novel.

As for what graphic novels have that traditional books don’t – well, what does painting have that music doesn’t? They’re different, both equally to be cherished as modes of expression.

Do you have a favourite graphic novel? If so, why?

Wow – I wouldn’t know where to start, I read so many. I like the works of Daniel Clowes, Adrian Tomine, Alison Bechdel, Posy Simmonds, Matt Kindt, Alan Moore… A bunch of diverse comics creators who don’t have anything much in common, except that they rarely disappoint.

If I’m going to pick my desert island read it’d be Neil Gaiman’s tour-de-force run on The Sandman. That’s an opus of around 1500 pages, so if you want to dip in, start with the collections Dream Country and Fables and Reflections.

Do you think graphic novels are taken seriously enough as a form of literature?

Not in the UK, that’s for sure. Here, a graphic novel has to be freighted with literary significance for critics to get past their aversion to the medium. Like, I was looking at the Guardian yesterday and they had a full-page review of Chris Ware’s latest graphic novel. Now, I’m not disrespecting Ware’s work – he’s very talented, and I like that comics are a rich, broad tapestry with room for all kinds of story. But as Wiki says, “His works explore themes of social isolation, emotional torment and depression.” And that’s why the Guardian will review him and wouldn’t touch 300, say. UK critics don’t know how to read comics; they don’t have a cultural lineage to fit them into. So they view them with the classic cocktail of fear, loathing and fascination. And so the only graphic novels they review seriously are the ones that fit really in an illustrated literary tradition rather than being unashamedly comics.

I don’t want to get too parochial about this because all writers work internationally these days, but Britain punches way above its weight in comics. You’ve got Gaiman, Moore, Ellis, Millar, Ennis, Quitely – too many to list, and many of them among the most successful in the profession. But they’re all working mostly outside the UK because comics here are barely a cottage industry. And the problem with that is it makes it difficult to get a British voice and sensibility across in comics. Those writers and artists have all had to adapt their style to the American market to some extent.

It’s very different in France, where four out of every ten books sold are graphic novels. You can go to a bande dessinée convention and you’ve got whole families there – kids, teens, parents, all reading graphic novels. And because of that there’s a nicely diverse range of genres: thrillers, rom-com, whodunits, science fiction. It’s not all superheroes and zombies.

You often work in collaboration with other writers and artists, what do you enjoy about these collaborations and what do you find more challenging? Has there been a collaboration that has been particularly interesting for you?

Actually, the truth is that my name may be alongside somebody else’s on the cover, but I rarely collaborate that closely. I’ve worked on a lot of series where I’ve split the writing chores with partners, but we usually have a quick consultation and then get stuck into our own individual books.

Comics like Mirabilis are the exception. Those are interesting precisely because the creative collaboration is so challenging. For example, I grew up on movies and Marvel comics, so all my layouts for Mirabilis are informed by that. But the penciller, Leo Hartas, is more influenced by illustrated books and European stuff like Tintin and The Beano. So sometimes it feels like we’re coming from opposite ends of the spectrum. I go for sexy, dark, dramatic with close ups, upshots and wide angles; he goes for funny, sweet, diagrammatic with medium shots, flat/diorama staging, and so on. But that cycle of thesis, antithesis, synthesis can throw up some nice creative surprises, I think.

A lot of your work makes literature an active experience, and puts the reader in charge. What do you hope to achieve by giving the reader a central part?

Only what any writer wants – a connection. An emotional reaction. That’s why the interactivity in Frankenstein isn’t about solving the plot, it’s about the relationship you develop with Victor and his creature. The choices you make affect their degree of empathy, alienation and – most importantly – the extent to which they trust you. That affects how much of himself Victor will reveal to you, for instance. Whether it works or not is up to readers to judge, but I think there’s never been a book anything like it before – and it’s nice when an author gets to say that.

It’s true that I’m interested in ways to make story worlds that people can interact with to discover or create their own narratives. But I think videogames are a better place to do that than interactive literature. I’m just using books (book apps, that is) as a test-bed to try out some ideas first.

Do you think it is difficult to adapt such a well-established story? Has it been well received?

Very well received, especially among younger readers (I mean teen and up) who probably wouldn’t crack open a 200-year-old novel if they’re not doing an Eng Lit course. Frankenstein is one of the modern world’s defining myths, a story that everyone thinks they know but one that is rarely read in the original. I hope my version will encourage more people to take a look at it.

Now the but: it was well received for a book that was only released on iPad and iPhone. I’m working on epub3 and Kindle versions but it was a big mistake not to bring those out at the same time. Lots of people were seeing the reviews (Salon.com had a nice one, incidentally, saying “it may be the best interactive fiction yet” – though admittedly the competition is not fierce) but couldn’t read it because they had Android tablets. But, you know, I don’t get to direct the publishing strategy. Unfortunately.

The adaptation wasn’t hard because, seminal work though Frankenstein is, it’s pretty much the worst classic novel ever written. I should qualify that. Mary Shelley was eighteen years old when she wrote it, and I certainly don’t want anyone seeing my teenage scribblings. On the other hand, she revised it in her thirties and only made it stodgier – and didn’t fix some glaring plot holes. So I felt completely free to take liberties with the text in a way I wouldn’t have done with Austen or the Brontës, say.

The end result is that my version is much more modern. There’s a lot of Mary Shelley’s prose still in there, but I fleshed out the characterization and the relationships as we’d expect in a novel these days, and I went for a pastiche style which feels 19th century in spirit but might flow a little easier to today’s readers. A large part of that is because I cut all Shelley’s travelogue stuff. Boy, she really padded that thing with chunks of a Grand Tour guide book.

Oh, and I set the action in Paris during the Revolution. That’s because Mary Shelley had Victor creating the monster in 1792, but for some reason had him at university in Ingolstadt – which seemed a bit of a waste of a rather wonderfully serendipitous dramatic setting.

Do you see interactive creations such as Frankenstein as the future of the publishing industry?

Not in the slightest! Take Amis writing Time’s Arrow. He didn’t think, “Now all novels will be written backwards.” My version of Frankenstein is an experiment, that’s all. Literature has always been experimenting and always will. But God help us if publishers suddenly start churning out “classics interactive”.

With the growth of the digital publishing industry, how do you think the issue of piracy will be handled?

Publishing is going to have to learn to get along with digital piracy, unless they have a trick up their sleeve that the music industry didn’t. But it’s not all bad news. We need to look at ways to extend the usual revenue model – slipcase editions with extras, for example, and pre-subscribed serials. Digital can be seen as part of the wide mouth of the funnel that draws paying customers in, whether or not they pay for the digital experience itself.

Do you have any exciting plans for the future?

Fabled Lands LLP, my company with Jamie Thomson, Frank Johnson and Tim Gummer, owns the Dark Lord series, co-created by the two of us and written by Jamie, which won the Roald Dahl Prize and has appeared as a comic strip by Dan Boultwood in The Phoenix. And we have a couple of new series that are about ready to go in book form. We tend to use print as a springboard for properties that we want to go on to develop in other media, which is either cynically manipulative or far-sighted depending on how much of a fiction purist you are.

Add to that my ongoing work on Mirabilis – which was conceived as a 260-page graphic novel saga but is growing to more like a target of 800 pages. And I have a long-cherished videogame project for kids that would be built around forging a real relationship with the characters. So I have more exciting projects than I have time to work on them, that’s for sure.

What would be your dream mash-up novel?

I love mash-ups in music. Have you heard the Arcade Fire v Blondie one? Or that sublime moment in The Sopranos where you realize that, yes, they really are crashing the Peter Gunn theme into “Every Breath You Take”. Oh, and as a role-player I have to give an honourable mention to “Roll a D6” even though strictly speaking it’s a cover spoof, not a mash-up.

So I love that stuff, and I think mash-ups like that are a great modern art form. But (sorry) I have to say that mash-up novels aren’t books, they’re just marketing gimmicks. That “this meets that” thing was always just a formula to get the attention of the dumbest guy in the room. Why, if mash-ups work so well in music and art, do they come across so lame in storytelling? (And, yes, I do mean you, Cowboys and Aliens. Or anything "vs" anything, come to that.) You’d think it would be the easiest medium to do a mash-up in. Maybe that’s the problem. It always feels like creativity by numbers.

But I don’t want to end on a negative note, so let’s take a look at some great mash-up movie trailers. Must Love Jaws and 10 Things I Hate About Commandments are over eight years old but they still haven’t been bettered. Sheer genius.

Wednesday, 3 June 2015

Old soldiers never die



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 - in fact, since the days that Martin and I first talked about the idea during our time freelancing at Eidos Interactive around the turn of the millennium. The Frankenstein Wars is a true blockbuster that weaves the lives of ordinary people 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. And with your help this is only the beginning.

Monday, 1 June 2015

Original Hartas artwork to own!

Recognize this? Maybe you don't know the wight in question personally, but the artist will be familiar if you've read Mirabilis. It's actually one of the very first illustrations that Leo drew for a gamebook called The Crypt of the Vampire, which was the first book that either of us worked on. It was a long time ago and the clocks were striking thirteen, and that's all I'm going to say, but here's the full story if you're interested..

Now Megara Entertainment are running a Kickstarter campaign to finance a hardcover edition of Le Tombeau du Vampire, which is a new French translation of Crypt of the Vampire, and the campaign also gives you the opportunity to buy Leo Hartas's original artwork for the book.

Yep. Leo Hartas. Original. Artwork.

The Kickstarter page is in French, but there's an English translation in the sidebar for UK or US gamebook collectors and art fans who might want to own one of these unique drawings. Not prints, you note. Not copies. The actual honest-to-goodness pen-and-ink drawings that Leo did all those years ago for the Golden Dragon Gamebooks series.

How it works: pledge €600 and for that you get any one original drawing from Crypt of the Vampire. (You choose which one, it says, but presumably it'll be on a first-come-first-served basis.) You also get any one English hardback collector's gamebook from Megara Entertainment's webstore. Shipping to anywhere in the world is included in the price, with tracking. The drawings are 90mm x 145mm on 160mm x 225mm card. (Oddly, it looks as if this reward doesn't include the hardback of Le Tombeau du Vampire, but I guess they assume that if you're picking the English language option then you won't want the French edition.)

So, if you were one of the female students at Brighton University faculty of arts in those far-off days, and you turned down a late-night offer from Leo to show you his etchings, here's the chance to finally buy one! But the campaign has just three weeks left to run, so don't delay. Check it out here.

*  *  *

STOP PRESS: Alternatively, for €29 you can get a full-colour hardcover edition of the book in either English or French (your choice). Leo is colourizing his original pictures for this (and see above how awesome they look, too) and he's also going to be painting an all-new cover.

Leo Hartas. All-New. Cover. The goodies just keep on coming.

STOP STOP PRESS: ...Or maybe not. It now seems to be up in the air as to whether the cover of the English edition will be a new Leo painting, one of the colourized interior pictures, or just blank. The moral of the story is: don't launch into a Kickstater campaign without any planning and then change the goalposts every few days. Sigh. But you definitely can buy Leo's original art, and the English edition ought to have colour versions of his original drawings inside. For anything else, I can only advise that you check the fine print on the Kickstarter page on a twice-daily basis.

STOP STOP STOP. JUST STOP: Okay, so Megara Entertainment have now (June 2) announced they are cancelling the Kickstarter campaign for Crypt of the Vampire. Don't let it put you off crowdfunding new gamebooks, though, because the campaign for my story The Frankenstein Wars has just started. It's a Kickstarter Staff Pick and it's going great guns: in the space of half a day it's already 12.5% funded. And I can guarantee that Cubus Games, who are running it, will not cancel this campaign. More details of The Frankenstein Wars in the post above this one. In the meantime, if you want to buy Leo's original artwork, there's an easier solution than doing it by means of a Kickstarter - why not just contact him directly?

Thursday, 28 May 2015

MailOnline fails the Turing Test


The best of humanity are characterized by an open mind, insatiable curiosity, and a youthful - indeed, childlike - sense of wonder and delight. For these qualities, few surpass Lord Rees, the Astronomer Royal. If you get a chance to hear him talk, don't miss it. I was lucky enough to attend his lecture on "Real and Counterfactual Universes" a few years ago and the experience was like having a new section of my brain switched on.

Here he is writing in the Telegraph about artificial intelligence:
"By any definition of 'thinking', the amount and intensity that’s done by organic human-type brains will, in the far future, be utterly swamped by the cerebrations of AI. Moreover, the Earth’s biosphere in which organic life has symbiotically evolved is not a constraint for advanced AI. Indeed, it is far from optimal – interplanetary and interstellar space will be the preferred arena where robotic fabricators will have the grandest scope for construction, and where non-biological “brains” may develop insights as far beyond our imaginings as string theory is for a mouse."
And he concludes:
"Abstract thinking by biological brains has underpinned the emergence of all culture and science. But this activity – spanning tens of millennia at most – will be a brief precursor to the more powerful intellects of the inorganic post-human era. So, in the far future, it won’t be the minds of humans, but those of machines, that will most fully understand the cosmos."
Anyway, it's a thoughtful and thought-provoking piece and you should read it in full. But why I mention it here is that, a few days after the Telegraph article was published, I saw this headline:


Good grief. How did we get from Lord Rees's article to that? It's like reporting on the crucifixion with the headline: "Jesus says human beings are all idiots who deserve hellfire". The clue is that this piece appeared in the Daily Mail. A friend once told me that the MailOnline website is the most popular news site in the world. If true, that explains a lot about the mess we're in today.

First, this isn't an original interview with Lord Rees. The Mail's "reporter" Ellie Zolfagharifard has simply quoted extensively from the Telegraph article and interposed her own interpretations. For example, look at Lord Rees's point above about advanced AI not being constrained to the tiny film of air and water around our own round piece of rock. "Interstellar space will be [their] preferred arena." Then look at the Mail's reading of that statement:
"The fact that AI isn't constrained by Earth's biosphere, makes it an even deadlier threat."
The extra comma is theirs, by the way. Continuing this epic fail in the art of précis:
"Sir Rees suggests that super-intelligent robots could be the last invention that humans ever make."
Quite apart from not being what he said at all, that should of course be "Sir Martin" if for some reason you don't want to give him his correct title as Baron Rees of Ludlow.

That use of "Sir Rees", though, at least accurately reflects the journalistic standards of the MailOnline. It's bad enough to cobble together your content by swiping from another newspaper, without then applying a scaremongering interpretation that is the direct opposite of what the original author was saying. MailOnline is the most popular news website in the world? Then hire some subs and some proper journalists, you cheapskates.

Tuesday, 26 May 2015

Loud & clear - but case not proven


I see a lot about “show don’t tell” on the Internet. Suddenly everybody has writing advice to offer, and the trouble is that most of it is wrong. Here’s an example of would-be show-not-tell from Age of Ultron - a movie that I’ve already been thoroughly unkind about but its carcass is still twitching and my blood is up, so here goes.

Spoilers ahead, by the way.

You know the scene I really liked? Thor puts Mjölnir on the coffee table and everybody has a go at lifting it. In the comics (I’m sure you know this; I’ll say it anyway) there’s an inscription on the side of the hammer: "Whosoever holds this hammer, if he be worthy, shall possess the power of Thor.”


Even before making the attempt, Tony Stark proves himself unworthy with his crack about reinstating jus primae noctis. And there’s a lovely character bit a little further on. You know the moment I mean. Anyway, nobody gets to wield the hammer and that’s that. Nice moment in between all the surround-sound action. Except, this isn’t just a character scene, it’s the set-up for something that comes later:


Now then. The Vision gives Thor his hammer back. (Yeah, I did mention spoilers, didn’t I.) You know why that's there. Because Joss Whedon has a dump truck full of characters to cram into this movie. Even worse, the Vision has been created in almost the exact same circumstances as Ultron, and he’s the reason everyone is running about and shouting jokes at each other. So how do we show that the Vision is worthy? Why, by having him pick up Thor’s hammer.

Except – that doesn’t show us, it tells us. When Cap budges the hammer slightly, that draws on many scenes from earlier movies where we’ve seen that he’s just about as decent a human being as you're ever going to meet. (Steve Rogers don't break no bad guys' necks.) There's another one of those scenes later in the movie, when Cap refuses to evacuate Laputa or whatever it's called and leave thousands to die. But the Vision – well sure, I know he’s worthy ‘cause I’ve read the comics. But in the context of this movie, all we see is that he is able to pick up an item that we’ve been told detects a character’s moral goodness. It’s second hand. We don’t see him do anything to earn it. We shouldn’t feel something just because Mjölnir tells us it’s so. Show us the thing itself, Joss, not the label.

There was no other way to do it, of course. The finale was roaring in like a juggernaut (but not the Juggernaut, which would have been fun) and we already know the whole team will have a big CGI fight with lots of jokes and then kill Ultron. So we just need to get rid of the annoying inner voice that’s saying, “What, you’re going to trust this red robot? Sorry, synthezoid. You just met him!” So it’s: look, he can pick up Thor’s hammer. So shut up and eat your popcorn.

As we left he cinema, my friend Rob Rackstraw said, “A movie like that is a hell of a thing to land safely.” And indeed it is. But a dog walking on its hind legs is also doing something pretty tricky, and there I’m with Dr Johnson.

Wednesday, 13 May 2015

A.I. candy


Age of Ultron, then. I know you don’t want spoilers. How would I spoil it, anyway? You already know the arc of the movie long before you see it, because it’s the arc demanded by the sheer weight of franchises and star contracts, by the simple need to toss bread to the international circus-goers, never mind selling an SUV-load of toys to their kids.

Scientists create an artificial intelligence and it’s benevolent and means only good for mankind. No? How about: scientists create an artificial intelligence, spurn it, and in doing so teach it only to respond with loveless rage and destruction? Uh-uh, for something as sophisticated as that you need an 18-year-old girl. The AI tries to take over the (yawn) world, then. Hilarity ensues. (No, really.)

Taking over the world starts by Ultron getting into the Internet. Possibly that explains why he also becomes artificially dumb, as whatever the software you’re equipped with, the entire Internet doesn’t have the processing power or complexity required to simulate one human brain. That could explain why he wastes time looking for the Pentagon’s nuclear missile launch codes, which even with staff cuts are hopefully not actually connected to the freakin' Internet. And don’t get me started on how a super-genius AI copes with global bandwidth.

OK, so lots of dumb decisions later, the inevitable big-as-Dumbo climactic battle. My main takeaways from this are, first, that robots are pretty fragile, especially the armour-plated variety. You hit them with anything hard, even the butt of a gun, and it’s likely a limb will fall off. Also, they become weaker in proportion to the number of robots in the army. Oh, and they are really, really stupid.

Maybe the problem is villains, period. We know that the world’s problems go so much deeper than one bad apple, so the villain just seems like a trivial and ineffectual pantomime bully. And villains’ dialogue always sucks. It’s like everyone involved knows that the villain is a lame carry-over from moustache-twirling landlords in old silent movies, doomed to talk a good fight till the final prole-pleasing punch. Next up in this never-ending Marvel merry-go-round: acromegalic alien beetroot Thanos. Oh god, kill me now, just don’t monologue like a silkily smooth thesp for five minutes before you do it.

Second takeway: if you’re putting a new superhero into a movie, you really need to give them powers that the viewer can easily grasp. You need it to be show not tell. Spider-Man shoots webs, climbs walls, and is strong and agile. Reed Richards can stretch. We don’t have to know exactly how strong the Hulk is, but we know he can bust stuff up and lift a really big weight. Being flesh rather than metal, no limb will ever fall off him. Well, maybe one tooth, if a building is dropped on his head.

But when we’re told that a character has powers of “telekinesis, telepathy, other psionic effects” then we are never going to have a clue what they can do. Whatever the plot requires, probably, just as long as they prance like a tit while doing it and a CGI geezer is on hand with his particle effects package in Autodesk Maya.

I said hilarity ensues, and I wasn’t kidding - unlike Joss, who never stops. Each character has a stock of quips. It soon feels relentless, as though Buffy Summers has taken over everyone’s heads and given them a snappy teen one-liner to see them through the gruelling times when the sticky tape holding the story together looks like giving way. The cinema audience laughed and laughed, but that doesn’t mean much. The same kind of people also gave a snigger when Nero set Christians on fire. I just thought: Joss, baby, don’t you want me to care? I think he was desperate. In between all the shouting and ‘splosions and the damned soulless CGI, he just clung to what he does well.

What he does well, he does very well. The scene when Cap tries to lift Thor’s hammer, the look on Thor’s face. That’s gold, a lovely character moment. A shame, actually, that it turned out to just be set-up for a payoff scene that came later. The payoff wasn’t nearly as good and in retrospect it cheapened the earlier scene. Oh well, it came towards the end – and then again, the same payoff with added joke, in case we missed it the first time.

And a nice scene between Clint Barton and his wife, gently ribbing him for failing to notice an Avengers office romance. (And by the way I’ve never seen any evidence in real life that women are so much better tuned to that stuff than men. Possibly they’re more interested in feelings, on average, unless that’s a myth too, but they’re certainly no better at intuiting them.) And here I was thinking Joss was really down on gender clichés after his remarks about that Jurassic Park teaser. Anyway, quibbles aside, he does that stuff well and the “Hawkeye” line was perfect.

And then – like hope flitting up from the bottom of the jar – there’s Mark Ruffalo. Oh, such brilliance in every expression, every line reading. He’s worth the price of admission just on his own. If only Joss could give us a Hulk movie. A Banner movie, I mean. Fewer characters, more time to develop a story, more character moments so that when the stomping and growling kicks off we might actually care. That would be worth your 15 bucks for sure.

Look, I honestly don’t have the time or the will to review the movie, but Sady Doyle did and I agree with much of what she said. Here it is if you’re interested, but I know it won't change anything.

Friday, 8 May 2015

Fantasy has to mean something


I was quite mean about Kazuo Ishiguro's The Buried Giant in my review a while back. Not that I suppose he cares a jot, but I've had a few qualms. No review can express the totality of what you feel about a book, and once I'd started criticizing Mr Ishiguro's storytelling craftsmanship the whole thing flew off in one direction and, while I did make mention of the elements I liked, maybe the overall tone doesn't give an accurate impression.

You can see the other side of the coin in my remarks on the Fabled Lands blog here. I like fantasy, but it has to serve a purpose; it can't just be escapism. Mr Ishiguro feels the same way, it seems, as he told The Guardian's books editor Claire Armitstead in this podcast interview. His example of the pixies and what they stand for is indeed a reminder of the powerful impact the book has in places. It still isn't a patch on Never Let Me Go, but a work of quality nonetheless. I won't even mention curates' eggs.

That interview is partly a riposte to Ursula K Le Guin's defence of fantasy in reply to an earlier interview with Kazuo Ishiguro in which she felt he was denigrating the genre. Gosh, what a set-to when authors start sniping over the barbed wire of genre boundaries. The debate about The Buried Giant obviously inflames fiercer passions than would ever be stirred up by reading it. Oh, there I go again. Don't take any notice of me. As I said before, you should judge for yourself.



As it happens, I sympathize with the point that Mr Ishiguro apparently wasn't making. Coming to a novel with a set of genre expectations means that you are locking out the overdetermination that (whether intended by the author or not) is open to you when reading a non-genre work. See for example "Can we really call Frankenstein science fiction?" on this blog a while back. Genre invites a literal interpretation - that dragon is unequivocally a dragon - whereas if you find the same book in the LitFic section of the bookstore then you'll likely approach it with an open mind.

I have nearly first-hand experience of this because of my wife Roz Morris's novel Lifeform Three, which tells the story of a robot who was built to serve mankind but finds himself wanting something more. The word robot is never used in the novel and, while I'm sure Roz wouldn't be ashamed of parallels with Ray Bradbury or even Isaac Asimov, that's not really where her book belongs. If you think I'm slighting genre by saying that, let me just direct your attention to the masthead of this blog.

Wednesday, 29 April 2015

Shoulda left it to the robots


You might find this review of Interstellar a bit spoilery. But at least it's over faster than the movie...

So, the Earth is dying because they can't figure out to use hydroponics. And Cowboy Farmer finds mysterious symbols in his ramshackle old house (= Signs, Close Encounters). And he says, "It's not a ghost. It's gravity." Though why shouldn't that mean a ghost? And he looks at a bunch of numbers in binary and he doesn't say, "WTF are these numbers?" he goes, "They're coordinates." And they are the coordinates for a secret base within driving distance of his house. And he gets there and they say, "Oh yes, those are mysterious gravity things sent by these aliens who put this wormhole near Saturn" (2001). And nobody says, "Hang on, you're our best pilot and the gravity fairies told you the coordinates of NASA? So let's think about that for five seconds."

But you soon realize why nobody tries to have conversations like that, because one guy would say, "Could the arrival of the wormhole have anything to do with Earth's climate getting messed up?" but then another guy would say, "Faith is about reaching your hand up and knowing there will be something there to hold onto." And then they'll all nod and the first guy will be secretly thinking, "I'm locked in here with the crazy people." So they get into the ship and even though the robots seem to be the only intelligent ones, nobody pays any attention to them, probably because whenever you go, "I have a cold, maybe homeopathy and love and peace will cure it," they would say, "Are you absolutely sure you're the species that created us?"

OK, so off into space and more running about like a bunch of teenagers forced to go on a survival weekend (this crew could get a job on Prometheus, no trouble) and when they come back after 23 years in a gravity well, and Lady Scientist says, "Let's go to planet A" and Cowboy Pilot says, "Hang on, planet B is better but your boyfriend is on planet A, right?" she doesn't say, "Ya got me," she starts coming out with asinine twaddle about maybe that's the best criterion for judging stuff, and love is energy, like, innit, and it's the only thing that transcends time. (And also hate, lust, fart jokes, etc, in that case.) And the others don't say, "Oh, stop wriggling. We caught you out and you know it." No, they listen to her whole critically-failed Fast Talk roll as if it was a valid point. And then Dr Man (geddit?) turns out to be yet another famous actor, and he is mad and evil and tries to kill them, saying that nobody would go on risking their necks to save the whole human species, they'd only do it to specifically save their own family - even though history is full of examples of people putting the group first, and that is kind of the whole USP of homo sapiens. Obviously not a regular churchgoer, Man tries to kill everybody and take over the mission for HAL-like reasons, but everyone is saved thanks to the robots (what did I say about them?). This doesn't stop Cowboy Pilot from telling the robots they have to be sacrificed in a black hole. Lady Scientist doesn't come out with one of her love-is-energy speeches there, but she does at least query whether you should tell an intelligent, loyal being to sacrifice itself for your sake. Luckily Cowboy Pilot has an answer: "They have to do anything we tell them." (Hah, you fool, Aristotle, why did you waste all that time on that Ethics book, ya booby?) Anyway, Cowpoke sacrifices himself too, and he falls through the event horizon into Inception, where he gets a view of his daughter's bedroom as she's growing up and he can send her messages by pushing books and making the dust spell out binary messages. This would all be very confusing, but luckily one of the robots is on hand to explain absolutely everything to us (ya see? ya see?) and it turns out not to be God doing all this, but the gravity fairies are are, like, 5-dimensional people from the future. And they have just enough vestigial interest in the fate of the entire species (from which they evolved, let's not forget that) to give Cowboy Pilot limited access to one room on his farm over a 30-year peiod. Contacting humanity and giving us the answer to climate control, terraforming, wheat blight and wormhole tech would have been just too easy. And you can see the discussion (imagine this in 5 dimensions): "Shall we explain what they need to do to survive?" "Explanations are a bit too sciencey. Love is energy, dude." "Oh yeah. Just give this one guy a mystic experience, then. After all, we already know he must succeed or we wouldn't be here." "Point. Also, without the woo there's no movie. And we're shooting for M Night Shyamalan to direct."

No good points? Oh sure. I liked the explanation of why wormholes are spherical, the black hole FX, and the robots.