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Showing posts with label Profile Books. Show all posts
Showing posts with label Profile Books. Show all posts
Friday, 8 June 2012
"So you mean to create a man?"
After all the recent posts about the writing of my interactive Frankenstein book app, you may like to try it out. And now you don't even need an iPad or iPhone, as development wizards Inkle have put a Frankenstein web demo up on their site. Pop over and have a conversation with Victor about what he's got in that tank - just click where you see the words "Give it a try."
Monday, 30 April 2012
A thing of bolts and stitches?
How do you create a monster? Victor Frankenstein isn’t telling. His excuse, eminently reasonable in light of how things turned out, is that he wants to prevent others from rediscovering the process. We're not sure if he's giving life or restoring it; we're left in the dark as to whether it involves sparks or smells or both. A possible clue: recounting his early influences, Victor mentions Paracelsus and other practitioners of alchemy and occultism. Benjamin Franklin and Luigi Galvani don’t get a look in.“I pursued nature to her hiding-places. Who shall conceive the horrors of my secret toil, as I dabbled among the unhallowed damps of the grave, or tortured the living animal to animate the lifeless clay? […] I collected bones from charnel houses and disturbed, with profane fingers, the tremendous secrets of the human frame. […] The dissecting room and the slaughter-house furnished many of my materials; and often did my human nature turn with loathing from my occupation.”As John Sutherland wrote in his essay “How does Victor make his monsters?” there is nothing in the original novel that says the monster is a patchwork of body parts from rifled graves:
“It remains unclear whether [Victor’s] motive has been research into primal tissue, or the kleptomaniac filching of limbs and organs with which Fritz’s midnight forays in the films have made us familiar.”Fritz (the inimitable Dwight Frye) is of course a creation of the movies; in the novel, Victor has no assistant, hunchbacked or otherwise. The location he chooses for his second laboratory is a tiny island in Orkney, and he goes there alone. Unless he brings with him a stack of coffins, we can safely assume that no corpses are harmed in the making of the second (female) monster. Certainly the island’s population cannot provide Victor with raw materials – there are only three cottages, one of which he rents. No cemetery or morgue is mentioned, supporting the theory that he constructs or even grows the bodies before animating them.
Mary Shelley may have drawn her inspiration for Victor from her husband’s enthusiasm for amateur science. Three or four years before Percy Shelley met Mary Godwin, his friend Hogg described his room at Univ:
“Books, boots, papers, shoes, philosophical instruments, clothes, pistols, linen, crockery, ammunition and phials innumerable, with money, stockings, prints, crucibles, bags and boxes were scattered on the floor and in every place, as if the young chemist, in order to analyse the mystery of creation, had endeavoured first to re-construct the primeval chaos. The tables, and especially the carpet, were already stained with large spots of various hues, which frequently proclaimed the agency of fire. An electrical machine, an air-pump, the galvanic trough, a solar microscope and large glass jars and receivers, were conspicuous amidst the mass of matter.”It seems that Victor is a (bio)chemist, not an engineer or physicist. The only reference in the original text that justifies the leaping, coiling, thrilling bolts of electricity that arced above Colin Clive and Boris Karloff is where Victor says, “I collected the instruments of life around me, so that I might infuse a spark of being into the lifeless thing that lay at my feet.” The rest of the passage describing the monster’s birth is tragic rather than climactic. He seems to slip reluctantly into the land of the living, and Victor has no exultant shout of “It’s alive!” His mood is one of anxiety, hopelessness and disgust.
Disgust is a big part of Victor’s relationship with the monster, a disgust evidently born of self-loathing. Novels are not literal, of course, so we need to remember that on another level the monster is Victor – the side of him that leers with “a ghastly grin” when he shapes the female creature’s flesh under his hands. Victor even describes him as “my own vampire, my own spirit let loose… forced to destroy all that was dear to me.” He is a proud, lustful, physical creature who makes a stab at pretending to be civilized. As do we all.
And what about that grin? How exactly is it “ghastly”? There’s no spare part surgery in Mary Shelley’s book; if Victor isn’t a physicist, still less is he a surgeon. And, however Shelley envisaged the monster, she surely meant him to be stranger and more disturbing than Robert De Niro criss-crossed with catgut sutures:
“His yellow skin scarcely covered the work of muscles and arteries beneath; his hair was of a lustrous black, and flowing; his teeth of a pearly whiteness; but these luxuriances only formed a more horrid contrast with his watery eyes, that seemed almost of the same colour as the dun white sockets in which they were set, his shrivelled complexion, and straight black lips.”I don’t think an actor in make-up is going to cut it. People who encounter the monster react with fear and loathing – not, “Look at that poor chap,” but “Kill it! Kill it!” He must be terrifyingly deformed. In my version of the book, his skin is grown on frames similar to the ones that Victor’s cousin/fiancĂ©e uses for needlework, and it is literally transparent - a bug that Victor decides is a feature, as it will make it easier for anatomists to study the internal organs of his creation.
My Victor is a chemist and physicist - not terms that were actually used in English until the mid-1800s, but it’s all a translation, after all. He studies a little anatomy, and later has the chance to practice surgical techniques under the tutelage of Dr Robert Campbell. (If you convince Victor to do that, it means he is able to make the second creature far comelier than the first.) When we meet him, he’s collecting guillotined heads – but not to bolt onto his monster. He just wants to study the structure of a larynx so that he can replicate it:
“I need the small cartilages of a human voice box – a very intricate structure, much too time-consuming for me to build by hand. If I can find one fresh enough, chemicals can be used to stimulate its growth to suit the creature’s scale. Or perhaps I’ll use it to make moulds in which I can nurture bone cultures. There are a thousand excruciating details like this.”Soon after, Victor talks about the monster’s brain:
“The structure of the brain is far beyond my power to replicate, so I implanted tissue from the brains of several unborn children, bathed in certain internally secreted chemicals that appear to stimulate growth, and grafted this to a fully developed brain stem. Thus the creature will be born with an infant mind, but the mind should mature at a greatly accelerated rate. As to the nature of its thoughts and feelings – they may be like yours or mine, or they may be something entirely new.”I have provided more details of the monster’s creation than Mary Shelley did. Readers today will expect some flesh on the bones. The story has become very familiar, from books and movies and plays, and so it’s necessary to push a little if it is still to have power to surprise and shock, but hopefully I’ve kept some of the ambiguity and mystery. I want you to read into the creation process your own private horrors. James Whale made the moment cinematically exciting, but in doing so he lost the most important aspect of Victor’s solitary act: the fact that it is unbearably sad and rather squalid. The desperate loneliness of the staring animal eye, the sudden intake of breath, the reflexive shudder – all for something that can be achieved more wholesomely outside the workshop of filthy creation.
“So it will learn?” you (it's an interactive novel) may ask Victor.
“It is learning already. The brain is active, though sleeping as in the womb. Perhaps it can even hear what we're saying.”
Frankenstein is published by Profile Books. Now on sale in the App Store.
Friday, 30 March 2012
Those academics and their literature
My upcoming Frankenstein interactive book now has its own Facebook page. In case you've missed the posts on this, or have been frozen in the Arctic for the last two centuries, Frankenstein is a digital book that allows you to befriend Victor Frankenstein and offer him advice. If you've given him reason to trust you, he might even take it. Actually, that's not the whole story - you also get to play the part of... but no, that'd be a spoiler too far. Frankenstein isn't much like the gamebooks of old, but there's no denying that the structure is basically the same, and coincidentally the BBC this week had a very brief item about gamebooks (the 1980s UK variety, anyway) on their World at One programme. "Will there ever be a literary gamebook?" wondered the BBC reporter, deciding in the end that, no, "gamebooks aren't seen as academic enough".
If you too feel that literature is something that academics read, then you will surely want to know that Fifty Shades of Grey has just sold to Universal Pictures. Otherwise, pop over to Inkle Studios (who built the app) and read all about this "impossible" book, due out on April 26. And, of course, be sure to follow us on Facebook.
Tuesday, 27 March 2012
Frankenstein book trailer
It's gone live! The Frankenstein trailer, beautifully put together by awesome design/code maestros Inkle Studios, is now on YouTube. And in less than a month you can buy the book itself - for iPad, iPhone or iPod Touch. If you think you know "gamebooks", think again, 'cause this is a whole new species.
Friday, 23 March 2012
Have a little (poetic) faith
Nobody any longer reads poetry, apparently, so it is now relegated to the role of design feature to make a book look swish. Actually I quite like poetry myself, but that hasn’t stopped me doing my own little act of Philistine vandalism (if that’s not mixing cultures) by plundering some fragments to serve as chapter headings in my interactive retelling of Frankenstein.If I write out the list of poems I drew on, you can tell the criminal brain of the bunch right away:
- Ovid's Metamorphoses, translated by Dryden et al (1717)
- Auguries of Innocence by William Blake (1803, published 1863)
- Despair by Shelley (early 1800s?)
- Mont Blanc by Shelley (1817)
- Fear in Solitude by Coleridge (1798)
- Childe Harold's Pilgrimage by Byron (1812-1818)
Some are born to sweet delight,It’s the one that begins, “To see a world in a grain of sand, and a heaven in a wild flower.” You see, you did know it already. Quite a modern poem, when you put it alongside the Byron and Shelley, and I think it unlikely that Mary Shelley ever read it, even though Blake knew her mother, having illustrated her book Original Stories from Real Life. It’s a small world, especially if you’re an 18th century London intellectual.
Some are born to endless night.
So what if the Muse inconsiderately didn’t introduce those two lines into the domain of artistic culture till a half-century after Frankenstein was published? They seem so perfect as a description as the monster’s fate, and at the same time expressive of the whole idea of fateful choices in an interactive novel, that nothing else would do to open the second part of the book (my version, that is) which tells the monster’s story. Even the original novel is sprinkled with quotations from recent poems by Percy Shelley – contemporary works when Mary wrote the book, no more egregious than lines from Pete Doherty appearing in a videogame. Yet, of course, they could not be there, because the ostensible author is Victor Frankenstein, who died in 1798 or ’99. Since he probably didn’t find a bookshop selling Coleridge’s works near the North Pole, the only one of my choices he could conceivably have been able to quote is the Ovid. And Victor would probably have known it better in the original Latin, the language he falls back on (again, in my version of the novel) when he needs to have a conversation with a doctor in Athens.
Emerson warns us about foolish consistencies. I haven’t had Victor and his friends speak like characters in a Regency novel – mainly because people in the early 1800s didn’t talk that way either, but also with the excuse that it’s mostly a translation from French anyway. You won’t see any wristwatches. The current affairs that occupy their interest are those of the 1790s. The poems, though - those we must see as outside the framework of Victor’s narrative, just like the illustrations and the iOS code in which the app is compiled.
Now, if you really want to take me to task for wilful anachronism, how about Victor’s conversation with an Oxford chemistry professor about the effect of ethyl methanesulphonate on human tissue cultures? Over to you, Dr Tyrell.
Friday, 9 March 2012
Interacting with stories
Outside the games industry, interactivity is often met with fascination and fear, and it’s never long before somebody asks, “Will the reader be able to choose the ending?”Would you want to? A good story is meant to surprise and delight. If you could bring yourself to pause the action just before Holmes grapples Moriarty, and decide who will go off the ledge, you can’t have been that enthralled. And how would that kind of interactivity enhance your enjoyment anyway? If complete control of the plot is what you’re looking for, the solution is simple: become a writer.
Instead of choosing the ending, then, maybe good interactivity should allow you to influence the ending. There’s something to be said for that. Literary academics are fond of psychoanalysing characters, and it’s a small step from there to giving them advice. “Hamlet, get off your arse, mate.” Of course, characters in a story – just like your friends – don’t have to take your advice. Or how about this: they could misapply your advice and then blame you. Now it’s getting interesting.
The kids’ gamebooks of thirty-odd years ago all followed the obvious model of an omniscient narrator presenting you, in the role of protagonist, with limited information: “Here are three caskets, of lead, silver and gold.” Characterization of the main character is difficult because hearing your avatar talk about things that you as reader know nothing about can really mess with suspension of disbelief. The interactivity inevitably reduces to problem-solving. And I like problem-solving, but it’s not really what’s interesting about fiction.
A more fruitful kind of interactivity is to have a first person narrator with whom the reader can have a dialogue. You’re his Hopkirk, his Harvey, his Tyler Durden. That’s the approach I’ve taken with Frankenstein. In five of the book’s six parts, you are the voice of Victor Frankenstein’s conscience – or ambition, or reason, as you prefer. The effect is very different from a game. It’s like reading the novel. But where, in the original, Victor’s self-pitying introspection can become wearying, here you have the opportunity to challenge him. In striking up a dialogue – a relationship, in fact – you become more invested in his fate. You’re not solving the problems of the plot so much as exploring the crannies of character.
For that reason, perhaps, Michael Bhaskar, my editor at Profile Books, said he found that reconfiguring the text to make it explorable like this makes for a more engaging read than the original. Modern readers, some of whom even struggle with the genius of Dickens, can certainly be forgiven for not wanting to wade through the teenaged Mrs Shelley's stodgy prose. I certainly feel making Frankenstein interactive is a worthwhile experiment, and it opens up other rewarding forms of interactive fiction that are a far cry from, “You see a bloodthirsty ogre at the end of the passage.”
I don’t think this is the future of books, though. The novel as a form does not require fixing. Never, when reading War and Peace, did I wish I could break out of the story to call up a map of a battlefield or research 19th century Russian etiquette. Sometimes I might grudgingly refer to the notes at the back, resenting the interruption of the narrative flow even as I did. If it’s a good novel, I don’t want it to have pictures or sound effects or 3D. It doesn’t need them. A great story holds you spellbound in the world of your imagination. Or rather, and better, in the fusion of your imagination with the author’s.
Which is, when you think about it, a truly rewarding form of interactivity. And it’s been there all along.
Frankenstein is coded for iPad and iPhone by Inkle and published by Profile Books.
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