As they do with all their Gamebook Adventure authors, Tin Man Games have just published an interview with me, which you can find here:
An Interview with Andrew Wright
I start off talking about Catacombs of the Undercity, but you could also consider the interview a sort of background on just who is this Fantasy Gamebook character! In particular, with reference to the future of gamebooks, I say: "With the advent of print-on-demand sites like Lulu, we’re also going to get more gamebook content that way, and also as PDF digital releases as well."
Indeed, given more time, this is what I'd love to do, and will certainly post about here in future. Essentially I'd like to create a new series of fantasy gamebooks that I could upload to Lulu as POD products and also distribute as PDFs via RPGnow and Drive Thru RPG. I've already got the bare bones together, but it's going to take time, which is my rarest commodity right now, so progress will be slow. Still, when it happens, you'll here about it here!
Also, getting back to the interview and the future of gamebooks, in terms of digital devices, I note that
with devices like the iPad, the Kindle, and various Android tablets, we’re also going to have a bigger market for gamebook apps, and I think it’s here that we could really see some amazing things happen in the future. Most people enjoy reading and most people enjoy playing games. Gamebooks are an obvious synthesis of the two and the app marketplace has the potential to take interactive fiction in many exciting directions…
|Enter the Undercity of Orlandes!|
Dave Morris (2011) has said, in terms of gamebook apps:
my objection to dice in egamebooks is that it's simply jarring to watch two dice clattering around the screen. What are they supposed to represent? I'm there in the moment, a tense confrontation in a foggy backstreet in Orlandes. And suddenly two big red dice are bouncing around, the result is added to a confusing string of numbers, I'm told "you miss!" and I tap to make the d--ned (little nod to EB there) dice roll again. Every moment I'm doing that is taking me further out of the story. Seems like the dice are only there because the originators of gamebooks in the early '80s happened to own a game store and they liked dice. Fine in a book (well, a necessary evil, I would say!) but kind of dotty on a phone.
I can see exactly where he’s coming from – one of the things I like about Andy Spruce’s Fighting Fantasy Project website is that combat results are generated instantly which minimizes your timeout from the story. However, I'm not a fan especially of, say, the diceless Choose Your Own Adventure interactive fiction style, and I've come to realise I like dice and combat systems and inventory checks and so on. What I like about egamebooks is that your tablet or device can do all this for you, which, considering an extensive book like one of the Fabled Lands, negates a lot of book-keeping.
What do other people think? Would you prefer dice and game-systems in gamebook apps, or would you prefer the more immersive interactive fiction approach? Let me know?
Morris, D. (2011, February 19). This Tin Man's got heart. Comment posted to http://fabledlands.blogspot.com/2011/02/this-tin-mans-got-heart.html#comments