Showing posts with label interactivity. Show all posts
Showing posts with label interactivity. 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."

Wednesday, 16 May 2012

How I made my monster - Part 3


I presented Profile Books with a shortlist of classic novels that would be suitable for an interactive makeover. Far from favouring Frankenstein, if anything it was probably the one I was most reluctant to take on because of my company Spark Furnace’s own Frankenstein’s Legions project. That's a very different take on the source material (science fictional and picaresque rather than literary and tragic) by author John Whitbourn, but even so I was a touch concerned about possible confusion.

Luckily, Profile picked Frankenstein anyway, and it is unquestionably the ideal work for this treatment. There are even moments in Shelley’s original when Victor Frankenstein speaks directly out of the page: “I cannot tell you how my process works,” or, “If I die, swear that you will kill the fiend.” He’s talking to Captain Walton, of course, but Walton is our surrogate. There couldn’t be a better fit for what I wanted to do in building a relationship between reader and character. You get to influence Victor Frankenstein, not merely in building up trust between the two of you, but in encouraging his obsession or, alternatively, in helping him to reconnect with his friends and family. You are not merely his confidant; you have the ability, if you choose, to be his mentor.

At first I thought that Spark Furnace would have to hire the coders too, but by luck Michael met up with an app development company called Inkle. They had written a markup language which means that authors can write an entire gamebook as a text file, including all the variables and conditional links, and that can just be poured into the engine and immediately you have a working app. This was particularly useful to me, as I’ve done so many gamebooks that I mostly keep the flowchart in my head and just write everything straight down on the page. (Warning: if you’re thinking of writing an interactive book, don’t try this at home.)

While I was writing, Inkle laid it all out beautifully and added dozens of 18th and 19th century images to create the kind of luxurious coffee-table look that readers expect of book apps. The only picture that is actually illustrative is the one of a solitary figure in a bare wood, used as the “book cover”, which was designed by Profile’s art director. I specifically didn’t want any pictures that depicted scenes from the story because – well, are we children? A good novel is already 100% immersive, and even if it’s Phiz or Paget or Shepard, I’d just as soon see the scene the way my imagination renders it, thanks. That’s why Inkle’s decorative images and textures are so perfect; they subtly enhance the mood without pointing an intrusive finger at specific details.

Returning to the medium in which I started out, after a long detour through videogames, television, comic books and novels, was a little daunting. Would I emerge as the triumphant master of my (much more than) 10,000 hours, like Odysseus dispatching the upstart suitors, or would I merely reveal that I couldnae hack it anymore? With some relief I can announce that Penelope’s honour is safe: Frankenstein reached the Top 10 in App Store books on both sides of the Atlantic and has garnered some glowing reviews. Et voilà:

Sunday, 13 May 2012

How I made my monster - Part 2

Thus it was all change on my next project, an animated drama called Dilemmas in which the lead character narrated her life and occasionally turned to look out of the fourth wall to ask your advice. You could earn her trust (by showing that you understood her and knew which suggestions would work for her) and her friendship (by showing you were in tune with her). The overall plotline didn’t alter drastically, but the subtle variations were what mattered. Did Cathy get a lost gold pen back by standing up for herself or by lying? She’d walk away from that with very different feelings – about herself and about you – depending on the advice you gave.

But who are “you” in an interactive story like that? I deliberately didn’t want to define it. You’re Cathy’s imaginary friend? Her conscience? It doesn’t matter. You’re you, the viewer, the same you that Michael Caine addresses in Alfie, or John Cusack in High Fidelity. The effect is to draw you right alongside the character, with the added benefit that you don’t have to know any Crimean marching songs. You are most emphatically not a “player-character”.

I applied this model of interactivity in various other projects, including the Sims-type PC game I designed for Microsoft at Elixir Studios, and in a Law and Order Xbox game for the American Film Institute’s digital content lab in 2006:
Characters learn whether to trust the player. This occurs in the context of adventure-type gameplay, either when advising the character what to do or when interrogating a character. Advice that goes against a character’s nature or that turns out to have a bad effect will cost you trust. You might get to a point where Detective Stabler has found some evidence but he won’t show it to you. So if that happened you’d have to find a way to earn back Stabler’s trust.
Around 2009, Jamie Thomson and I started thinking about what we could do with our old gamebooks as apps. Pretty quickly, we realized that apps were a game-changer because we could pack all the nerdy stuff like hit points and inventory under the hood. A few minutes later, we realized that meant that the most interesting things we could do would be all-new gamebooks, where the variables wouldn't be hit points at all, but things like trust and compassion. We could write gamebooks that weren’t games any more but could now legitimately be called interactive literature.

(As an aside: why “interactive literature” not “interactive fiction”? Because I’m talking about books, while fiction includes TV, movies, comics, plays.)

Okay, so all that remained was to get a publisher interested. Read that last sentence as dripping with irony – I had about two years’ worth of publisher meetings with Spark Furnace’s long-suffering but indefatigable agent, Piers Blofeld. We pitched the idea of ghostwriting digital books for brand name authors, of interactive nonfiction, and original interactive novels to be released in serial form. Finally, in July 2011, I met with Michael Bhaskar at Profile Books and unveiled my plan for rewriting classic novels in interactive form:
There are two options for handling the interactivity. The traditional gamebook style is second person: “Tongues of flame dart round the bed: the curtains are on fire. In the midst of blaze and vapour, Mr. Rochester lies stretched motionless, in deep sleep. Do you try to wake him ●, call for help ●, or attempt to extinguish the flames ●?” Alternatively there’s a first person approach, which I favour, in which the narrator asks the reader for advice. This lends itself especially to epistolary novels: “‘Can it be that the count sleeps when others wake, that he may be awake while they sleep? If I could only get into his room! But there is no possible way. The door is always locked. Unless – Mina, dare I attempt to climb the castle wall, as I have seen him do, and enter by his window?’ Yes ● or no ● ?”
The concluding part of the making of the Frankenstein book app is on Wednesday.

Friday, 11 May 2012

How I made my monster - Part 1

Writers just can’t help making stuff up. Terry Nation claimed he got the word Dalek from the spine of an encyclopaedia, a story he stuck to for years, because the only other response to “where do you get your ideas?” is to punch the questioner in the face. Mary Shelley said that her monster bounded ready-made into a dream:
My imagination, unbidden, possessed and guided me, gifting the successive images that arose in my mind with a vividness far beyond the usual bounds of reverie. I saw—with shut eyes, but acute mental vision —I saw the pale student of unhallowed arts kneeling beside the thing he had put together. I saw the hideous phantasm of a man stretched out, and then, on the working of some powerful engine, show signs of life, and stir with an uneasy, half vital motion. Frightful must it be; for supremely frightful would be the effect of any human endeavour to mock the stupendous mechanism of the Creator of the world. His success would terrify the artist; he would rush away from his odious handywork, horror-stricken. He would hope that, left to itself, the slight spark of life which he had communicated would fade; that this thing, which had received such imperfect animation, would subside into dead matter; and he might sleep in the belief that the silence of the grave would quench for ever the transient existence of the hideous corpse which he had looked upon as the cradle of life. He sleeps; but he is awakened; he opens his eyes; behold the horrid thing stands at his bedside, opening his curtains, and looking on him with yellow, watery, but speculative eyes.
I’m not saying it’s impossible, but she did write that fifteen years after the event, and when she adds her realization that “I have found it! What terrified me will terrify others; and I need only describe the spectre which had haunted my midnight pillow,” I think we can all detect some artful revision going on. People want a simple story. The truth is that invention is rarely so clear-cut.

My own Frankenstein creation, appropriately enough for a branching narrative, came about via an untidier route with many side paths. I wrote a lot of choose-your-own-adventure type books through the ‘80s and early ‘90s, and towards the end I was chafing at the restriction that the second-person narrative imposed on my storytelling skills. As a game designer, I am willing to switch off my authorial side – in fact, I insist on it – so I was happy in the Fabled Lands books to just create a sandbox world and let players loose in it. But in more story-driven gamebooks like Heart of Ice and Down Among the Dead Men, you will be able to see me trying to enrich the narrative beyond the “which door do you pick?” level by creating a bevy of fully developed secondary characters with whom the reader (the player-character, so to speak) develops a relationship.

If there was a eureka moment, it came when I was developing a few interactive drama ideas for Flextech and Endemol in 2001. No, there wasn’t a monolith, but the Damascene flash came as one of Flextech’s producers started talking about his idea for some kind of steampunk adventure thing. “We want to encourage the viewer to play a role,” he said, going on to list choices such as Crimean war veteran and Ottoman trader. But all I was thinking at the time was, “We’ve got to get our heads out of this box. I’ve been thinking like a role-player, and most people do not want to role-play.”

Part 2 of the making of the Frankenstein app on Monday.

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/fiancée 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.”

“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.”
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.

Frankenstein is published by Profile Books. Now on sale in the App Store.

Thursday, 26 April 2012

When is it right to reboot a classic?

Like most writers, I could probably use more exercise. And I wouldn’t get even as much as I do if not for Luke Navarro and Kevin McGill, who host a books podcast called Guys Can Read. It’s easy to spend an hour listening to Luke and Kevin, and then you look up and realize you’ve run ten miles without going anywhere. With them, workouts are (almost) fun.

The idea behind Guys Can Read is to look at books from a guy/geek perspective. If you’re worried that means they only review genre stuff, not a bit of it. They might discuss an SF novel, but they’re just as likely to be talking about Steinbeck or Dickens. What they care about is great storytelling, and I haven’t yet heard any of their shows where there wasn’t at least one really profound insight that made me pause my MP3 player, slow down the treadmill, and have a good long ponder.

This morning, with glorious sunshine beating down on southern England, I couldn’t face a couple of hours in an air-conditioned gym, so instead took Luke and Kevin for a walk around the verdant lanes of Great Bookham. They were talking about Sherlock Holmes, and how the BBC television version in particular may have seemed like a terrible idea to purists, but has actually turned out to be a very good way of making the characters relatable for a modern audience. (And, sure, I apologize for using the word relatable, but this stuff does matter.) Asked which was best for a modern audience, the Conan Doyle originals or the Moffat/Gatiss revamp, Kevin didn’t miss a beat before replying, “
Sherlock, hands down.”

It’s not just a question of putting the characters in a present-day setting. The recent movies also managed to make people care again about Holmes and Watson, and they did it (like the TV show) by letting character drive the storyline. As Luke and Kevin point out in their show, the breadth of knowledge with which Holmes astounded Victorian readers doesn’t look quite so impressive now we have Google, so it’s important to find new ways to make us gasp at his genius – and to see how being that kind of remarkable genius affects him as a person.

But, more than that, nowadays we want stories that take us on a journey of discovery through characters and relationships. J J Abrams did more to develop the core Star Trek characters in one movie than had been attempted in the seventy-nine episodes of the original series. Abrams's story wasn’t just an intriguing science fictional problem, or even a challenge of morality and courage. It got personal. And suddenly these characters mattered again.

Not every old story needs a new telling. Nobody need rewrite Pride & Prejudice or Great Expectations; they’re just fine as they are, and still selling strong. The rip-roaring adventure rides of yesteryear, though, do tend to date (look at John Carter) . More generally, the problem comes when an old, much-loved story was built around the motor of plot or high concept. Then, over time, the grand idea becomes familiar – too familiar. As Erica Wagner said recently in The Times of Sherlock Holmes and Frankenstein, those works “escape the bonds of literature and take on a life of their own”. When the surprise value of the core idea is already disseminated into public consciousness, and if the work has no real development of character to give the story structure compensatory support – that’s when you need a reboot.

And that’s where I came in with Frankenstein. What a powerful idea it is. An ingenious, obsessively driven man creates artificial life. It has become almost the defining archetype of runaway science – never mind that it’s not actually a novel about runaway science, at least not in the original 1818 version.

But that was then. Take a look at it with the core idea extracted. There’s very little expatiation of character, still less actual character development. Victor Frankenstein is highly strung and brilliant, but those are just ticks in boxes. Despite spending the whole novel inside his head, we barely know Victor well enough to recognize him at a party, as we would Lizzy Bennet or Long John Silver, unless he came over and started telling us about his plans for creating life.

The Mary Shelley novel hardly concerns itself at all with personality. We are introduced to Victor’s friends and family as types. He has “a great friend”, Henry Clerval, who is “of singular talent and fancy” and who invariably “exerts himself to amuse” while expressing “the sensations that fill his soul”. (Whatever those sensations may be, we are left to guess.) We are shown very few concrete scenes between Henry and Victor. There is no banter. The relationship never changes. Henry exists – as most of the characters do – merely to tell Victor not to mope quite so much.

This is why you’ll find a lot of people who have read Mansfield Park or The Pickwick Papers, near-contemporary works, but not so many who’ve done more than dip into Frankenstein. I hadn’t read it myself before I began working on the interactive version. And I didn’t want to stick it in a modern setting and get sidetracked by stuff about cloning, but I did feel that it needed a complete overhaul on the level of the characters. How they feel about things, and how the events of the story change them, is given much more emphasis in my version. For instance, when the monster finds a hat and a bag full of clothes, he ventures out at sunset and waves to a farmer on the far side of a field. And the farmer waves back - which, as you can imagine, is a pretty big deal if you’ve only ever been chased, persecuted and pelted with stones.

At 155,000 words, my Frankenstein is more than twice as long as Mary Shelley’s. Partly that’s because, in an interactive book, the reader weaves through different story threads and necessarily doesn’t get to read everything. But even a single read-through of the interactive Frankenstein should produce a longer novel than the 1818 version. In much of the new material you’ll get to know Victor, and observe (and influence) his relationships with his father, his fiancée, and the monster. You’ll understand his friendship with Henry, and you can see how that develops as Victor changes under the pressure of old unburied demons closing in.

It is the old story remade - as stories have been throughout history, in fact. It’s only in the era of publishing that we started to think of them as something to lock down. My intention in remaking Frankenstein like this is that you’ll be able to come to it with the fresh interest and wild surmise of those readers of 1818 who opened the pages to find something both modern and timeless. Now you tap your fingers on the glass instead, but otherwise little has changed.

Frankenstein was conceived, designed and written by Dave Morris and is published by Profile Books. Buy it here in the App Store, and listen to Luke and Kevin review it here.

Friday, 20 April 2012

When a character asks you for advice

About ten years ago, Leo and I developed a show called Dilemmas for Flextech. It was an interactive cartoon for 9-12 year-olds featuring a teenager called Cathy who would often break the fourth wall by turning to ask the viewer for advice.

Dilemmas arose out of adventure games, but it always bothered me the way those games would focus on things like how to stack up the crates in the right order to reach the rope that you could tie to the hook... You know, puzzle stuff. It treats a story as a problem to be solved. The really interesting choices in a story are the personal ones: white lies, temptations, keeping your promises, letting down a friend, etc.

Not that Dilemmas was about picking the right moral path. That's just another kind of puzzle: "Well done, you score 20 Niceness Points". Instead, in Dilemmas, you had to build a relationship with Cathy. She would almost always take your advice (unless it was really dumb) but the outcome often depended on how well you knew her. Things could go badly wrong if you hadn't judged the course of action that suited her best. She was actually quite an effective liar, for example - so suggesting the fast-talk option often worked. But she didn't always feel good about lying, and that would have an effect too.

Some of the outcomes might appear better or worse, but the important thing was that whatever you suggested for Cathy to do, you'd get a story. There was no fail-and-start-again stuff like in a game. And she remembered the advice you gave her, and whether it got her into trouble, so there was that sense of advising a friend rather than steering a puppet-like character through the hoops of a plot. Over time, you could earn Cathy's trust and then she'd open up to you more.

As I said, Dilemmas was targeted at 9-12 year old girls - not, in 2001, considered a very big potential games market. And it suited a style of play where a bunch of viewers would sit watching on the sofa, calling out suggestions or letting Cathy get increasingly impatient till she did something off her own bat. Back then, not a chance. Flextech asked us to work on a steampunk thing called Dr Mysterio instead. But I always liked the idea of interacting as confidant to the lead character, and in the end I got to use it in a very different kind of story: Frankenstein.

The images above are not from Dilemmas, however, but from the game I designed at Elixir Studios, Dreams. That too was about making relationships with the characters. Our design motto was: "This is my town. These are my friends. Here are our stories." And the scene here (a snippet from a longer story arc involving a love triangle that you could nudge, chivvy along and generally meddle in) is not a faked-up sequence; it was a genuine, working part of the game. More about Dreams next time.

Thursday, 19 April 2012

Stepping into the story

With my book app of Frankenstein out next week, I’ve had several reviewers asking about the first-person interactivity. Unlike a traditional choose-your-own gamebook, where “YOU are the hero”, in Frankenstein the main character narrates the story and turns to you for advice. You’re his Tyler Durden – or maybe I mean his “Jack”.

This form of interactivity is new to gamebooks, as far as I know, but certainly didn’t leap into being just for
Frankenstein. It’s an idea prototyped in various interactive drama projects that I’ve developed over the last ten years. I’ll talk some more about some of those projects next time, but first, by way of introduction, here’s a piece I wrote in Game Architecture & Design (1999) that started me thinking along these lines:
Most of the time when you’re playing a game, what you’re doing is just that – play. You’re exploring, running, jumping, or thumb-twitching furiously to unleash a barrage of bullets. Which can be lots of fun, but a game that only had that going for it wouldn’t be fun for long. Gameplay enriches the experience. It’s the difference between idly kicking a football about in the back yard, or setting up a pitch with goals and having a match.

But gameplay is only one way of interacting. Consider a sandbox-style driving game like GTA or The Getaway. If it consisted of only city streets for you to drive around in, that kind of game would soon pall. The first thing you want to do is be able to interact with your environment. Bump another vehicle off the road, smash the doors off a police car, run somebody down. It’s violent fun – but it’s still fun. Kids play the same way, building bricks and knocking them down. So you need to have enough opportunities to interact that the setting becomes more than a backdrop; it becomes an environment.

A game like that will be better still if you can, for instance, knock over a fire hydrant and leave it spouting water. Then that pool of water makes the road slippery so that a passing car skids onto the sidewalk. A pedestrian has to dive out of the way. He hauls the driver out of the car and punches him. Now, what if the driver identifies you, the player, as the source of the trouble? He points, the pedestrian looks your way, and then both characters start yelling at you. That way, the interaction has created a story with tension, the promise of action, and emotions running high.
As an aside, this cascade-of-events kind of story emergence may seem an ambitious goal, but it was part of the Dreams game I worked on at Elixir Studios. More on that later.
When you are playing a game like Black & White or The Sims, most of what you are doing hardly involves gameplay, by which I mean strategic choices. You might just be routinely uprooting trees or steering characters out of the door in time to catch their bus. You don't mind (you probably don't even notice the lack of gameplay in those activities) because you are having fun. But if these products weren't interactive, you would certainly notice that. Then you might start wondering if your time wouldn't be better spent reading a book, watching TV, or throwing a frisbee around in the park.

Consider the ways that a player could potentially interact with a game:
  • Affecting the game world, either by changing the difficulty settings or (in simulations and god games, for example) as part of the game itself
  • Directly controlling the actions of a character or group of characters
  • Influencing a character's actions at one remove (for example, by giving the character advice, clues or items, like Zeus aiding a favoured hero)
  • Influencing a character at two removes (for example, by leading him somewhere or pointing something out for him to look at, like a Muse providing inspiration)
  • Deciding who to follow, rather than what happens – an invisible observer flitting between narrative strands
  • Selecting what is interesting to you personally and making the game give more time to those elements - as any child will, when told a story at bedtime
How many of those kinds of interactivity do you commonly see implemented? The first, certainly, but only insofar as I can make the game easier or harder, or change the speed. Why shouldn't I also be able to say to a computer opponent, as I can to a human player, "Hey, let's build up a big army before we start fighting," or, "Don't attack me because I just want to have fun building a city"?

The second kind of interactivity in that list – direct control of the characters – accounts for pretty much everything else. But interactivity doesn't have to be about what happens. It is often more interesting to think about why something happens, or how it caused other things to happen.

"If you are a process-intensive designer [...] then the characters in your universe can have free will within the confines of your laws of physics. To accomplish this, however, you must abandon the self-indulgence of direct control and instead rely on indirect control. That is, instead of specifying the data of the plotline, you must specify the processes of the dramatic conflict. Instead of defining who does what to whom, you must define how people can do various things to each other."
Chris Crawford, writing in Interactive Entertainment Design, April 1995

Games guru Chris Crawford talks about process (the laws of the game world) as opposed to data (the details of what happens in the game world). To illustrate this, think back to some of the early discussions of interactivity using broadband TV. Systems were proposed in which the viewer could decide what the characters did. Essentially, they were talking about that unlamented genre the interactive movie.

Would that work? Imagine an interactive version of the television series ER. You get to choose. Does George Clooney obey the hospital rules, does he give the experimental drugs to the sick kid, or does he just go outside and play basketball? Is that a rewarding way to experience interactive drama?

No. It assumes that the point of all drama is simply to find out what happens next. If it's good drama there ought to be a whole lot more to it than that. In the hypothetical example, is the point of the player's choice to guess what George Clooney’s character would really do? Then the interactivity reduces merely to an empathy test. Is it to make him do things he wouldn't normally? Then the interactivity is just a nerdy way to test the storyline to destruction. In neither case is characterization explored in any detail, and the only theme we are apt to uncover in this story is that it's kind of weird when people behave inconsistently.

Now consider a different way we could have played our interactive ER. This time we don't get to choose what the characters do or say. Now all we can do is choose which character to follow around the hospital. Dr Carter quarrels with Dr Pratt over a diagnosis - both storm off. We follow Carter, who gives his version of events to a third character. Later we switch back to Pratt, who by now has spoken to various other characters and is pursuing another agenda. It is only later, if ever, that we may stumble upon the resolution or aftermath of the quarrel that we witnessed at the start.

This example in itself isn’t a sufficient condition for interesting interactive drama. But it illustrates an important point. All drama, whether interactive or not, derives momentum from the viewer’s relationship with the characters. A rule often quoted in writing classes is that a character has to change and develop – hence the ubiquity in screenwriting of the redemptive story arc. In fact, characters don’t necessarily have to change to be interesting, but our understanding of the character has to change. We need to see things that will build on our first impressions and, ideally, that will surprise us and force us to reassess those impressions. That’s because the viewer is part of the system – and if that’s true of non-interactive media, you can bet it’s even more so in the case of games.
The aim of all storytelling is to make the audience care. Interactivity is a new(ish) and powerful technique in the writer’s repertoire for achieving that goal. The ER example is only arms-length involvement, in that you are still interacting as an external observer. It’s better than pressing a button every time you see a white rabbit, or brushing virtual dust off text so you can read the story – but it’s only just better. However, it is also possible to offer interactivity that draws the reader or viewer into the story, by developing a direct relationship with the protagonist. That’s what I used in Frankenstein and, ten years earlier, in a teen drama for Flextech called Dilemmas, which I’ll talk about next time.

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.

Wednesday, 28 March 2012

Can we really call Frankenstein science fiction?

In his Guardian column recently, Damien Walter lamented the scarcity of interesting new weird fiction. Buy me a coffee and you’ll hear me saying the same thing, but Mr Walter went further. He invited readers of the column to send in their own self- or independently-published novels.

While people like me cower at the thought of a million genre novels being published every year, there’s Damien Walter throwing open the floodgates and standing smack in the way of the oncoming torrent. I can only salute such bravery (a tricky manoeuvre to carry off, incidentally, while simultaneously scurrying for the safety of high ground). He will be remembered.

Personally I’d push the Dalai Lama under a bus rather than read a single trilogy of the G’nar’gh empire or the steampunk adventures of Algernon Blackwood, wendigo hunter. So it is my awe of Mr Walter’s fortitude that leaves me shamed and chastised by his comment in today’s
Guardian that “those writers who make a critical understanding of fantasy part of their work create better stories than those who remain […] ignorant of it.”

The irony is that I do read a fair bit of lit crit, just not in the field of fantasy. In fact, I barely even read fantasy fiction. Given that fantasy is my bread and butter, and stung by Mr Walter’s parting words as he sank beneath the deluge, I scooted over to Amazon and bought Farah Mendlesohn’s book
Rhetorics of Fantasy. At 336 pages it may take me a while, but already I’m intrigued by the core concepts. In essence, Ms Mendlesohn defines four categories of the fantastic. There are portal fantasies (Narnia, The Lost World), immersive fantasies (Game of Thrones), intrusive fantasies (War of the Worlds), and then there are liminal fantasies.

That last one is a little trickier than the rest. It’s also the most interesting. Liminal fantasies are those where the fantastic element is part of the normal universe and, though they may not like its effects, everybody seems to just accept it: Kafka’s story “Metamorphosis”, for example. It’s the kind of fantasy you find in dreams and fairytales. A movie example would be Guy Maddin’s
Careful; in novels, Steven Sherill’s The Minotaur Takes a Cigarette Break; in short stories, W F Harvey’s “The Beast With Five Fingers”.

All of magic realism could arguably fit into the liminal category. There, of course, we are supposed to recognize the fabulosity and artifice of what we’re being told. I don’t think it’s intrinsic to liminal fantasies that they need to recognize their own fictionality in that way, simply that when literary fiction does include fantasy, it is most likely to be liminal fantasy.

Most fantasy stories belong to more than one category. Harry Potter begins as a portal fantasy but later becomes intrusive fantasy. The Lost World (what is the plateau if not a portal?) has its little bit of intrusive fantasy in the form of the pterodactyl egg that Challenger brings back to London. Raymond E Feist even wrote an immersive fantasy with a portal fantasy element, in the form of a rift leading through to Tsolyanu. I mean Tsuranu.

In Mirabilis, the fantasy at first is intrusive; but, as the green comet draws nearer to Earth, people first begin to accept the reality of previously imaginary things and later, by midsummer, to treat them as though they have always been there. (I even wrote exactly that, in my first draft of the Mirabilis storyline ten years ago. For the month of June: “Liminality; it is as if magic has always been part of everyday life.”)

Frankenstein could have been an intrusive fantasy. If Mary Shelley had treated the story in that way, it would have read more like something written by H G Wells. Instead, in the original Frankenstein novel, almost nothing is made of the science fictional element. The monster’s existence doesn’t impact the world at large, only Victor Frankenstein’s own life. If not for Captain Walton’s encounter with the monster right at the end, the whole book could be read as the imaginings of a highly unreliable narrator. And even Walton’s tacked-on testimony doesn’t quite banish the suspicion that what we have been reading is not an SF tale about creating life, but that immemorially potent fable, the Return of the Repressed. Like the best kind of fantasy, Frankenstein finally reveals itself as a disturbing conjuring trick in which the question, “Is it supposed to have really happened?” is the least interesting of all.
Dave Morris's interactive retelling of Frankenstein is published by Profile Books. Buy it here in the App Store.

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)
Five of those could have been read by Mary Shelley during her stay at the Villa Diodati, where the original Frankenstein novella was written. It’s highly likely she did read three of them there, at least, seeing as both Percy Shelley and Lord Byron were present too. Coleridge and Dryden she would have read as a child. And then… there’s that Blake snippet:
Some are born to sweet delight,
Some are born to endless night.
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.

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.

Monday, 19 March 2012

Only connect!

Having written a couple of dozen choose-your-own type books in my career, but only one of those in the last year (and that one, Frankenstein, very different from all the ones that came before) I’ve been musing on the dos and don’ts of interactive storytelling. My tolerance for rules, theories, and patterns doesn’t go very far – not when it comes to creativity, anyway; science is another matter. But here are three rules that are kind of pinned up above my computer screen, metaphorically speaking:

1. First do no harm.

It’s easy to make people interact. You could lock each chapter so that the reader has to solve a sudoku before they can read on. But you haven’t made them
want to interact, and they’re not interacting with the story, just with the medium that allows them to read it.

Consider what fiction is trying to achieve: to tempt us into clothing ourselves in another life, a different reality. That’s if it works. If you want to make your story interactive, your first hurdle is not to break that.

2. Just because you can do it doesn’t mean you should.
Even if an option to interact doesn’t harm the work, if it isn’t going to enhance what you’re doing, why put it in? Decide who this is for. Have a clear vision of what the work is. That way you’ll roll out a clean design, uncluttered by bells and whistles that add nothing to the experience.

3. Think about who the reader is in all this.
All right, so you can interact with this story – but as whom? This is the big interactivity question. (Well, one of them.) I don’t mean that you have to make the reader one of the principal characters. You certainly can do it that way, but it’s just one solution that suits one type of story. More generally, consider the role that you are giving the reader, whether overtly or tacitly, because that role will inform all their interaction.

One kind of interactivity we’ve been seeing in (digital) books is the playroom model. Your sweep your hand to blow characters’ hats off. You shake the iPad to get the characters to open up about themselves, or just to fall about. The reader’s role here is god – or author – and it works okay for kids, who are perfectly able to look down on and toy with characters in a story at the same time as putting themselves in their shoes. Adults don’t have the same mental flexibility, so for them this kind of interactivity is likely to have a distancing effect. It’s hard to empathize with characters when I’m treating them like bugs in a jar.

More alienating still are those book apps where you click on text to rearrange words. You might represent a character’s amnesia by having letters drop virus-like off the screen, or unconsciousness by having a rising black blot that obscures the text. Now it’s just a puzzle, a trick, an executive toy. The reader’s role is reduced to that of a person looking at words arranged on a page. And if you think that’s what a novel is, you’re in the wrong class.

Forget those tricks. Remember rule #1: a good story already goes way beyond that kind of hotch-potch interactivity. If you want to create interesting ways to interact, look at how a regular, non-interactive story engages the reader and play to that.

If I were writing an interactive spy thriller, I could give you the role of the hero’s controller. You’re advising him on his mission. Maybe he’s reluctant, so you have to coax him. And now, see, there’s conflict – which is good, because if you’re in conflict with the hero then you’re
definitely engaged.

I could develop that in another way in an Arabian Nights fantasy, where your role is as the genie that the hero calls upon to get him out of scrapes. His wish is your command – but there’s obeying and then there’s service, two different things. So you’ll develop a relationship, either Chewie and Han or Captain Jack and Will Turner, up to you.

Those examples are quite overt and gamey, placing the reader distinctly in the story, even though in a supporting role. In
Frankenstein, the reader’s role is only implied. You’re Victor’s confidant, the alter ego from whom he has only those secrets he also keeps from himself. That allows you to step back into the shadows, which is where the reader of a novel normally watches from. But it’s never that simple, is it? Am I only observing Bond when I read Casino Royale, say? Not at all. Another part of me is Bond, raking in the chips, sipping the martini, chatting up the girl.

That’s books, but the same applies to videogames. You have a role (in fact more than one) implied in the way you interact with a game character like Lara Croft or Max Payne. That sets up expectations – a contract between creator and reader/viewer/player. Break that contract, violate the rules of the role(s) you’ve put the user in, and you’ve got the fatal flaw of something like
Heavy Rain, a flaw explained very insightfully here by Emily Short.

Rules are only useful as reminders of what you know already. To create good interactive entertainment, first understand non-interactive entertainment. You want to write an interactive novel? Look at literature, see what it is that makes that so powerful. Want to make a kids’ book app? Study the best picture- and popup-books. A narrative game? Soak up what’s effective in cinematic storytelling. That way, when you add interactivity, you won’t be fixing what ain’t broke.

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.