I would like to call everyone's attention to a particularly interesting Kickstarter Project which I have just been made aware of. Arcana Agency: The Thief of Memories is a new 549-paragraph gamebook designed by Megara Entertainment, written by Paul Gresty.
Now what makes Arcana Agency stand out from the crowd is that it will be a 200 page book in FULL COLOR! As a gamebook collector I can vouch for the fact that there are very few full color gamebooks on my bookshelf, and none of which are 200 pages of such. I've always love the extra touch that illustrations have added to gamebooks; especially by incorporating clues that aren't in the text into the images, which helps put the "game" in "gamebook". Not only that but it is going to be printed in hardcover! There are few gamebooks out there of such fine quality.
Arcana Agency will contain a "expansive non-linear plot", an item system, character attributes, codewords, etc. In fact your choices in the first book can also affect you in future Arcana Agency books, meaning your choices have an extremely strong impact on the plot. I look forwards to reading the book, and exploring the American depression-era world the author has created inside The Thief of Memories
On Arcana Agency's Kickstarter page you can see images of the art that will be included in the book, and read more on just how wonderful it is. There you can read a sample of the rules, information about the creation of the book and more. Oh, and did I mention that the forward is written by the legendary gamebook guru Dave Morris?
I encourage everyone who has an interest in gamebooks to help pledge towards making this amazing book possible. Cheers!
Saturday, 24 November 2012
Thursday, 15 November 2012
New Gamebook: Eternal
I have recently written a brand new gamebook called "Eternal". In this gamebook you have set out on a quest to discover the secrets of eternal life. However the path to eternal life is not easy. There are many ways the story can end, but the best ending are the ones that are best hidden.
There are 9 different endings, including deaths; see if you can find them all. Also one of the endings was written for fans of Inside UFO 54-40, if you know what I mean ;)
P.S. Also I have planned to write an expansion for this gamebook; there will be 3 new locations to visit, and 3 more endings.
There are 9 different endings, including deaths; see if you can find them all. Also one of the endings was written for fans of Inside UFO 54-40, if you know what I mean ;)
P.S. Also I have planned to write an expansion for this gamebook; there will be 3 new locations to visit, and 3 more endings.
Monday, 17 September 2012
Back!
I'm terribly sorry to everyone for my sudden dissapearance for the last three weeks. Let's just say I have some very nasty things to say to my internet provider.
In any case, while I was away I wrote a humorous one page adventure. This is dedicated to a family member who is now starting his time at university.
In any case, while I was away I wrote a humorous one page adventure. This is dedicated to a family member who is now starting his time at university.
University Life
By Jake Care
While reading Jake Care’s blog you realize the article is an interactive story! Here you have the opportunity to experience university life again from the comfort of your house. Make your choices, and read the sections corresponding to the number of your choice. Also get a pencil in case you need to note some things down.
1: You’re at your rez. There are some overly loud people day-drinking in the hall, while some anti-socials are locked in their rooms. (Leave? 2) (Drink, if you have “Beer”? 3) (Stay in your room? 4)
2: You walk to the side gates, this connects the student ghetto to the campus (Go to your rez? 1) (Go to the corner store? 5) (Go the center of campus? 6) (Go down to main caf? 7) (Wander the student ghetto? 8)
3: You end up drinking too much and then… some stuff happens and you wake up in a ditch somewhere, naked, with no memory of what happened last night. You can be pretty sure you had lots of fun though! Note down “Wasted” (Go to 13)
4: The room is silent and lonely. If you have “Course Notes” then you get your overly expensive textbooks out and read the boring material before doing some work on your laptop write down “Study”. Of course either way you end up looking at facebook, then some silly games, then just weird shit on the internet. Congratulations; you have no life. (Go to 13)
5: The corner store is filled with some cheep foods, magazines, and best of all; beer. Sadly they don’t sell harder alcohol here, but the beer will do. You may spend your tiny student budget on beer or cheep food, note down either “Beer” or “Food”. In any case you end up leaving even poorer than when you got here. (go to 2)
6: You are in the grand center of the univeristy in all its splendor! A plethora of options is open to you, young student. (Go to the side gates? 2) (Go to a class? 9) (Study in a library? 4) (Leave through the main gates? 10) (Drink at the student bar? 3)
7: The main caf is nice, as far as cafeterias go, though overpriced. If you want you may enjoy a 15$ non-gourmet meal, and note down “Food”. Otherwise you’d best be on your way. (Go up to the side gates? 2) (Go into town? 10)
8: You wander through the small streets. There are appartements, rezs and also the gym is here too. (Go to your rez? 1) (To the gym? 11) (Go to the side gates? 2)
9: You sit in an overly large lecture hall. The lecture has maybe one or two interesting things, which you write down, but then becomes boring once more. You tune in and out of the lecture until it’s finally over. And you weave through other students trying to get out the doors. Note “Class Notes”. (Go outside? 6) (Go to the student bar? 3) (Study at a library? 4)
10: You walk through the city and inevitably end up on Main St. (Go back to university? 6) (Go to a club/bar? 3) (Go to a restaurant? 12)
11: The gym is alright, however there are many people there who are much more fit than you are, making you feel bad about your body. Note down “Sweaty” (Time to leave. 2)
12: Oh my gosh! The food here isn’t cafeteria food, and it’s reasonably priced! Well at least compared to the cafs. Note down “Food”. (Wipe your mouth and leave. 10)
13: And so concludes another day at University. Look at the chart to see what the words you have written, or haven’t written, mean.
Written
|
Not written
|
Meaning
|
Food
|
You starve to death.
| |
Sweaty
|
You are fat and ugly.
| |
Study
|
You have no friends.
| |
Study
|
You fail your classes.
| |
Wasted
|
You had fun!
|
Sunday, 19 August 2012
Page-Sized Gamebooks
So after Kurthl33t commented on my Format of Gamebooks post I started thinking about all the page-sized adventures out there, and decided to write one myself. I find these teeny-tiny gamebooks to be a lovely way to use a minute or so. It's interesting to see how authors use their lack of space; what they consider important to the story, and what can be omitted to make more room.
Here are a few page-sized adventure links for you to enjoy:
A Tiny Adventure by Jake
Care
Items you may collect are in italics, note them here
Items:
|
1
You are reading Jake Care’s
Gamebooks blog at your computer, when suddenly you realize that you have shrunk
to the size of a mouse. (Send an email for help? 6) (Climb down to the floor?
2)
2
Your room is kinda messy,
making it a difficult terrain to navigate. (Go under your bed 3) (Go to the
bathroom? 9) (Go to the kitchen? 14) (Out
the window, if you have a grappling hook? 5)
3
Under your bed there is a
copious amount of dust and other crap. The only thing of use you can lift is a pen cap. (Get back to your room? 2) (Go
into the air duct? 4)
4
The ducts are claustrophobic,
even for your tiny size. From here you can get to pretty much anywhere in your
house. (Go to the basement? 8) (Go to your room? 2) (Go to the bathroom? 9) (Go
to the kitchen? 14)
5
Outside you make your way
through the grass that surrounds your house. With your small stature the tall
grass seems like a forest around you.
(Run out into the street
calling for help? 6) (Go into the garden? 10) (Climb the vine into your house?
2)
6
It isn’t long before people
come over to see you in your shrunken state. You end up being in the newspaper
and having your name in all the records books and weird phenomena archives. You
live out the rest of your days with scientists doing tests on you and people
taking pictures of you. The end.
7
The kitty pounces on you. It
plays with your for a bit since you are so much fun before it claws you to
death. Good kitty. The end.
8
Your basement is cold and
dark. In one wall you see a mouse hole, other than that is empty. Better get an
exterminator if you ever return to full size. (Go into the mouse hole? 11) (Go
into the ducts? 4)
9
Your bathroom is nice and
clean, however with your stature using the facilities is out of the question.
You climb up your laundry hamper to the sink. There you find some dental floss
and a safety which you make into a grappling
hook. (Go to your room? 2) (Go into the ducts? 4) (Go to the kitchen? 14)
10
The garden is wondrous to
explore at your stature; it’s like some kind of jungle. Suddenly through the
brush a giant cat bursts towards you. (Throw it a piece of chicken, if you have
one? 12) (Run? 7)
11
The mouse hole leads you
through a labyrinth of passages until you come a strange dead end. All the
passages seem to meet up and continue in circle except this one dead end. You
tap on it and find a hollow sound. (Knock it down with a blunt instrument, if
you have a pen cap? 13) (Get out? 8)
12
The cat runs after the chicken, leaving you to run off. As you are running through the garden you
see a key lying beside one of the flowers. This key is small enough to fit into
your shrunken hand, oddly enough. You may take the tiny key if you wish. (Run out into the street calling for help? 6)
(Climb the vine into your house? 2)
13
The wall gives way and leads
you into a strange alcove with a glowing box. There is a keyhole in the box and
no other clues as to what to do with it. (Put the key in the keyhole, if you
have a tiny key? 15) (Find your way out? 8)
14
Your kitchen hasn’t been
cleaned. As soon as you return to normal size you’d better do that. In fact you
find a small piece of chicken you must have dropped last night. You may take
this chicken if you want. (Go to your
room? 2) (Go to the bathroom? 9) (Go into the air duct? 4)
15
You put the key in the lock
and turn it. Suddenly you feel yourself growing larger. You expand until you
can't fit in the room! You feel the wall break behind you as you spill out onto
your basement floor returning to normal size. Looking back at the remains of
the wall you just broke out of you can’t find the strange box. How on earth are
you going to explain this to the home repair contractors? Your house insurance
sure as hell won’t cover this. The end.
Tuesday, 14 August 2012
The 2-Player Gamebook
Though the majority of gamebooks are designed to be solo,
there are a few gamebooks that support multiple players. Before writing this
article I did a little bit of research into the background of 2-player gamebooks.
Here is what I gathered of the history of the multiplayer gamebook:
History
Of course after gamebooks became popular as solo adventures,
people started wondering how they could share their gamebook adventures with a
friend. There were plenty of RPGs that were almost always designed for a group
of friends to play, but what about a gamebook that allowed just two players to
play together without a GM? In response to this a few different game companies
came out with “pre-programmed adventures” for their board games, which were
similar to gamebooks, as in there were little booklets that told you which room
what monster in then, albeit there wasn’t much plot nor was there much in the
way of text and decisions. In 1983 the first series of published 2-player
gamebooks came out; this was the Lost Worlds combat series. The books were
plotless and essentially allowed the players to fight against eachother using
different kinds of fantasy characters. In 1985 the first 2-player gamebook
series with a hint of a plot came out; this was the 1-on-1 adventure gamebooks.
The characters actually had some back ground and you were given a reason why
they were fighting. More 2-player series bloomed shortly after that, including
Duel Master, Combat Heroes, Double Game, Clash of the Princes, and others.
Types
There are two main types of multiplaye gamebooks; there were
the multiplayer-single-book type, such as Bloodsword or Quasar-Saga series, in
which there was only one book per adventure, and was designed to be read out
loud by one person, which all the other players make decisions for their
individual characters, who travelled together as a group. These types gave more
of the “RPG board game” feel.
The other type was the strictly 2-player gamebooks. These
gamebooks came in sets of 2 and were designed so that one player would read the
first gamebook, while the other player would read the second gamebook. Often
these 2-player only gamebooks could be played solo as well, with a slight
variation to the rules. In order to keep the player’s adventures in sync the
players would call out, or write down codewords and special number, and by
cross referencing these in each of the players books, they could see if they
met up somewhere or if their actions affected eachother. There are 2 subcategories
of 2-player only gamebooks; those in which players can play cooperatively, and
those in which players can only fight eachother.
In this article I will be focusing more on the “2-player
only” type gamebooks, rather than the “multiplayer-single-book” types.
Mechanics
The authors of these gamebooks had to create special
mechanics and rules to allow for multiple players to play and keep their
adventures coordinated. Here I’m going to be talking about the “2-player only”
type gamebooks. There are three major things authors of 2-palyer gamebooks need
to coordinate: Location, Speed, Events, and Combat. Different authors use different
techniques to achieve this.
To Coordinate
Location: The players of a 2-player gamebook are usually in different
locations most of the time, only staying together to fight, or to cooperate.
Authors of 2-player gamebooks have to make a system so that players know when
they meet eachother. This is usually done one of two ways; either by telling
the other player where they are, or by writing down a codeword or number that
corresponds to a location, and if the players match, they must turn to a
special reference giving them options on how to behave towards the other player’s
arrival. I find that both these systems are flawed because a player’s location
is always revealed, whether by directly calling out their location, or by
giving a number that references what location they are at.
To Coordinate Speed:
Some readers may be faster than others, so in order to prevent the faster
reader from getting ahead of the other authors often break their 2-player
gamebooks into sections; after completing a small section of the book a player
will read text telling them to wait for the other player to finish reading
their small section of the book as well (by small section I mean like exploring
a location, or dealing with a situation). When both players reach the end of
their individual sections they may be asked to reference eachother to see if
they are at the same location, and if so what actions they’d like to take.
Afterward players move on to the next section of the gamebook independently to
continue their quest.
To Coordinate Events:
Sometimes players may leave traps for their opponents, or take items ahead of
the other player. There are two ways authors deal with this; either via
codeword, which will tell one of the players to turn to a section letting them
know that they have fallen into a trap, or that the item they came for is no
longer there. Or, if the players are simply telling eachother what location
they are at, one player may simply tell the other that they have fallen into
one of their traps.
To Coodinate Combat:
in cooperative adventures players may sometimes fight against an enemy
together. The author will have to choose how to do this; whether to split the
enemy into to combats; one for each player, or to have them both attack the enemy
at the same time, or to have the players decide how to go about fighting their
enemies. Sometimes authors will even present cooperative players even more
interesting choices; for example in Clash of the Princes when you are going to
raid a cottage full of goblins, you may make tactical decisions, such as letting
the warrior burst through the door, while the wizards casts spells through the
window.
Conclusion
I myself enjoy playing 2-player gamebooks with my friends, though
I think the mechanics could use some improvement. I’d like to see more tactical
choices given when entering 2-player cooperative combat, as well as a more
effective system for coordinating location, without giving away one’s location
to the other player.
Now I want to hear from YOU! What are YOUR favorite multiplayer
gamebooks? What is YOUR opinion on them? Would YOU like to see more multiplayer
gamebooks published? What do YOU think the ideal design for a multiplayer gamebook
is?
Wednesday, 8 August 2012
The Format of Gamebooks
These days gamebooks are available in many different
formats: we have our classic prints, with softcover and hardcover, and our
newer electronic format, with text file and game. Some gamebooks are very
short, like the ones I have posted so far, while others are large mammoth books.
Some had a plethora of illustrations, while others are text only. Some come
with extra materials required for game play, such as special cards, dice, etc.
While others can be played without needing any other materials at all. In this
post I’m going to discuss different aspects of gamebook formats.
Print or PDF?
I’m going to start off with the big question that’s being
asked in today’s digital era. Print or PDF? Gamebooks were originally published
in print, with a few select titles being turned into electronic format; for
example the first few Fighting Fantasy gamebooks were made available for ZX
spectrum. There were also text adventures, which were very similar to
gamebooks, such as Zork, which actually had a gamebook spinoff series. Today
many of our old favorite 80s series are now out-of-print, but there now seems
to be a rise in electronic formatted publications. So what are the advantages
of each?
Print: There’s nothing quite like the feel of a good book in
your hands; being able to flip through pages allows us certain things a digital
copy might not afford us, like being able to appreciate all the artwork as you
skim through, hidden ending like those of UFO 54-40, and a more general idea of
how the book is laid out. Although a book can get scuffed up, dirty and
damaged, it is a medium that will never go obsolete; in the future programs
required to read today’s digital gamebooks will be extinct and it will be
impossible to play those old favorites, however we’ll still be able to read our
old print gamebooks no matter how much technology changes.
PDF (or other electronic format): This adds a lot to the
simplicity of play; hyperlinks and automatic die rolls make things much easier
for the player. Also certain mechanics can be hidden from the player when
needed (for example in citadel of chaos when you are asked for the password you
are given a list of options to guess the password, when realistically a guard
wouldn’t give you a list to guess from). Also this format makes gamebooks more
portable; you can carry a library full of gamebooks in your pocket in ebook
format. Also all the automatic die rolling make it so you can play on the go
easily; you can be sure to lose a die when playing a gamebook on the subway.
I can see the appeal for both, however I myself however
prefer print; it’s easier to add to my collection, if ever my phone or computer
stops working I won’t lose my precious gamebooks. I also like to be able to
fudge some of the die rolls if they are too unfair (e.g. roll a two on 2d6 or
you die). And I like to browse through them and see what paths I missed after
reading them.
Large or Small?
Does size matter? When gamebooks first came out there were
usually quite short and without many options. Some series have continued this
way, such as choose your own adventure, which can be less than 100 pages long
with a significant about of linear sections of pages. Since then it seems
authors have been determined to expand in size, today we have our recent Legion
of Shadow at almost 700 pages. There exists a wide variety in the lengths of
gamebooks; there are some gamebooks that are around 1000 sections long, and
over 500 pages, while others (usually fan written) can be around 10 sections
and only a single page. So let’s take a look at the different advantages and disadvantages
of large and small gamebooks:
Large: while large gamebooks do have more room for
interesting narrative, sections and choices, it doesn’t necessarily mean that
the authors will fill it up with that. There are some full length novels that
will simply give the reader a choice of two ending at the very end, just barely
qualifying to be called a “gamebook”. I also find that the largest gamebooks usually
contain a variety of different plots within them (example: Life’s Lottery,
Pretty Little Mistakes, and all the subquests of Legion of Shadow and Fabled
Lands). For those who want one strict story line to follow and finish your
gamebook with no stone overturned, this is not the type for you. However, that
being said, for those who like to explore and love long text with detail, then
reading a short gamebook just doesn’t cut it when compared to some of the
larger gamebooks out there. Having a larger gamebook with more sections allows
the player much more freedom and a lot more options, plus a good deal of replay
value.
Short: It can be fun to pick up a small gamebook in your
spare time and finish it all in one go, exploring everything it has to offer.
And being short doesn’t necessarily mean the player doesn’t have many options: some
of said page-long adventures will include many sections on that single page
leading the player all around to different locations with a myriad of choices
on each section, though there probably won’t be many locations to visit aside
from the ones listed on each section. However these are only really good as quick
stories or games; you aren’t going to get a big role-playing adventure across
the land with complex in-depth plots in a short gamebook.
In my opinion, while I do enjoy the occasional short
gamebook, because they can be fun and quick adventures. This is the style I
have gone for in all the adventures I have written thus far. However most often
I like a nice big gamebook because I enjoy having a wider variety of options,
more complex plots, and a larger area to explore.
Illustrations
I’m just going to mention this one quickly because I believe
that we can universally agree that the more illustrations the better; they say
a picture is worth a thousand words, and they might just be right. Illustrations
can help the player really see what the author was trying to create with their writing,
while still using their imagination to elaborate on the illustrator’s drawing. I
find this helps in bringing the gamebook to life. Illustrations can also act as
puzzle for the player, such as in The Forgotten Spell, and give clues to the
player as well (like in Siege of Sardath section 332 where the text describes Sorrel
as having a scar over his right eye, but in the picture it is over his left,
meaning it is a trick!). Vivez l’Aventure had lovely two page illustrations,
for each section, proving that it’s impossible to have too many illustrations.
Extra Materials
For extra materials I am including play aids, tables,
adventure sheets, cards, dice, etc. Everything other than the text itself you
need in order to play. There are a variety of different types; there are common
household game items, like dice and pencils, there are tables to refer to in
the book or print out, also some old gamebooks even had plastic “filters” to
reveal certain hidden sections of text. The question is do they have a positive
or negative effect?
Extra Materials: On one hand, play aids can be used to add a
lot of depth and interesting mechanics to gameplay; in fact most of these play
aids provide most of the “game” in today’s gamebooks. In order to add elements
of chance to the story and game authors most often use dice to give the player
random outcomes, which helps keep things interesting and unpredictable. Authors
also use the adventure sheet keep record of what a player has done so as to
cause a player’s past action to affect them later in the story i.e. to add
consequence.
No Extra Materials: On the other hand, sometimes game items
can be difficult to use when on the go. As I said above; it’s kinda difficult
to roll your dice and write on your adventure sheet when you’re on a crowded
bus. Also there’s nothing wrong with reading a plain old CYOA without the fancy
dice and character creation. Many of the best gamebooks are written like that;
Life’s Lottery, a Million Little Mistakes, and Endless Quest are all playable
with nothing else but the book in your hands.
So now in my opinion, while it is nice to have easily usable
gamebooks out there that can be read and enjoyed in almost any situation, I
enjoy taking advantage of all the interesting mechanics play aids have to
offer. I encourage gamebook authors to take advantage of all the different
extra materials they can incorporate into their works, but to also write a
simple CYOA-type every now and then.
Conclusion
While I like gamebooks in just about every format they come
in, whether print or PDF, large or small, illustrated or not, requiring extra
materials or being stand-alone, there are certain formats that do seem to be
preferable to others. I would say the ideal gamebook format would be a print
hardcover, that was extremely long, filled with illustrations and using a
variety of extra materials to add spice to its mechanics. That isn’t to say
authors shouldn't experiment with the format of gamebooks and try a bit of
everything.
Now I want to hear what YOU think! What is YOUR favorite format
for a gamebook? Which series do YOU think presented the best format of
gamebook? What do YOU think of my opinions?
Saturday, 4 August 2012
Windhammer Entry: Emancipation
I have just released a new short gamebook by the name of Emancipation. It is also my entry to this year's Windhammer Competition. The Windhammer guidelines don't say anything about posting your entry in other domains, so I have put it here to show you. Emancipation was written in late April early May, and hasn't been released until now due to the number of errors and details I needed to add.
Emancipation is much more "Story" and less "Game". To give you a one sentence summary: You wake up in what you perceive as hell, and must figure out why you are there and how to escape. Those who manage to find their way to the last section won't be disappointed.
Looking at the mechanics based on my posts about Linearity and Combat Mechanics.
I would classify this gamebook as Convergent under my linearity rating system, however it has a GCI of infinity. This is because is uses a mechanic similar to La Cité aux 100 Mystères of having the reader explore in a divergent way before having them return to where they started, albeit more knowledgeable from their explorations. La Cité aux 100 Mystères used this mechanic to give the player the sense of exploring a full city, while I used this mechanic to create the feeling of being trapped and helpless.
There is no combat system and therefore no character attributes; the story didn't call for character attributes and playing out combat, so I didn't add any of that. There are codewords and items to collects, though it can be quite difficult to figure out when and where to use them.
Please read it, review it, comment on it, vote for it in the Windhammer competition and enjoy it!
Emancipation is much more "Story" and less "Game". To give you a one sentence summary: You wake up in what you perceive as hell, and must figure out why you are there and how to escape. Those who manage to find their way to the last section won't be disappointed.
Looking at the mechanics based on my posts about Linearity and Combat Mechanics.
I would classify this gamebook as Convergent under my linearity rating system, however it has a GCI of infinity. This is because is uses a mechanic similar to La Cité aux 100 Mystères of having the reader explore in a divergent way before having them return to where they started, albeit more knowledgeable from their explorations. La Cité aux 100 Mystères used this mechanic to give the player the sense of exploring a full city, while I used this mechanic to create the feeling of being trapped and helpless.
There is no combat system and therefore no character attributes; the story didn't call for character attributes and playing out combat, so I didn't add any of that. There are codewords and items to collects, though it can be quite difficult to figure out when and where to use them.
Please read it, review it, comment on it, vote for it in the Windhammer competition and enjoy it!
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