Sunday, 1 September 2019

Gamebook Review: 'The Demon Sorcerer' by D.L. Lewis

This weekend I finally decided to have a go at D.L. Lewis's gamebook 'The Demon Sorcerer,' published earlier this spring. Both the text and the art are done by Mr. Lewis himself, and per the opening pages it has been a labor of love written and illustrated over the last 20 years! So, how does twenty years worth of work stack up against its gamebook peers? Pretty damn well as it turns out!

Before we get to the story itself, just take a look at that cover art. Absolutely gorgeous and evocative! I  might be biased on this count, but it looks like a modern death metal cover, and I loves me some death metal! The typography on both the front, back, and spine are also well-done--a step ahead of most of Mr. Lewis's indie gamebook peers. The inside layout and formatting are absolutely flawless as far as I can tell, and I didn't encounter a single misspelling or mis-linked paragraph on my playthroughs! 

So how does it play? The combat is fairly simple: the player rolls one die for themselves and one die for their opponent and adds their 'striking speed.' The higher total hits and rolls one damage die, using the result to select a 'Move' from their chart to deal damage. It's not all that dissimilar to my own system in Westward Dystopia, and I like the simplicity and streamlined nature of it for the same reasons I chose it to use on my own work. 

There is also a 'Special Abilities system that reminds me a bit of classic gamebooks like Dave Morris's 'Heart of Ice' and the 'Way of the Tiger' series where the player can choose 2 skills at the beginning of the game from a list of 6. These skills unlock special options during the game, allowing access to special areas, saving you from taking damage, and learning secrets. You are also able to acquire items along your journey and spend 'Crimson Coins' to purchase services.

Structurally, playing 'The Demon Sorcerer' is a lot like playing a Fighting Fantasy book. You can take a few different paths through the world in your quest to reach the demon lord's black fortress, and if you gain entry, it's a twisting labyrinth of doors, ladders, mazes, fighting, and--yes--instant death paragraphs. It's got a distinctly old-school feel to it, and if you're a Fighting Fantasy fan you'll feel right at home here. It's hard-as-nails but oh-so-satisfying when you finally win.

The writing itself is in a similar vein to early Fighting Fantasy as well. I'd say it's geared toward a teenage reader bracket with a simple story following standard fantasy tropes. Nothing groundbreaking, but it was enough to suck me in. If you're looking for complex world building or characters, you'll be disappointed (check out the Scythe-Bearer trilogy or Quahnarren if you want insanely in-depth world building.) But as an excuse to adventure and slay some demons, it's solid enough window-dressing.

One interesting thing that noticed was that, despite the simple plot, the exploration really pulled me in. Rarely has a modern gamebook really grabbed my attention like this and not let me put it down and I'll be damned if I can figure out exactly why. I'm a slow reader in general, but I tore through this thing in 2 days which is almost unheard of for me. Hell, it took me over a month to read the fourth Destiny Quest book (which was awesome, but for completely different reasons.) So kudos to Mr. Lewis for creating something that grabs me and didn't let go despite it taking me 2 playthroughs to even get to the blasted dark fortress proper (the first time I was killed by a shape-shifter who betrayed me. Curse me for being so trusting!) Oh, and when I finally beat the boss, I did so with only three life points left. Throwing dice has never been so hair-raising!

In the end, 'The Demon Sorcerer' is an impressive first effort by D.L. Lewis. It's well-designed, gorgeously laid out, and most importantly: it's balanced and fun to play. Grab a copy on Lulu HERE!

Tuesday, 20 September 2016

Gamebook Giveaway!

Win one of the few remaining limited edition hardcovers of any book of your choice! I'm also giving away several free ebooks!

Greetings gamebook fans!

In celebration of Book 3: The Lords of Benaeron's release, I'll be running a contest starting now and running until October 8th! How do you enter? I'm so glad you asked!

Leave an honest review of Westward Dystopia and/or Spire Ablaze on Amazon or Goodreads for a chance to win! Each review will be an entry into the prize pool!

Every 25 reviews will add 1 new hardcover to the prize pool!
Every 5 reviews will add 1 ebook copy to the prize pool!


Already have all 3 books? If you win you can apply your free book credit to Book 4: Razing Utopia!

Reviews are one of the most important things to help get new authors' names out there and get noticed, so if you enjoyed Westward Dystopia and you'd like to see more new gamebooks, leave a review and be entered to win!


Tuesday, 23 August 2016

Design: The Lords of Benaeron

I started writing The Lords of Benaeron knowing that I wanted to do something different than my previous gamebooks: an open world game that combines a standard gamebook design with the openness of the Fabled Lands books. I also wanted to implement a new system for building your army's power by completing quests and side jobs in the gameworld. This post examines the structure of The Lords of Benaeron and how it was put together to form a cohesive whole.


The Introduction

The book begins directly after one of the endings of Westward Dystopia (there is a recap page for those of you who are picking up here). The sections leading up to the hub are normal gamebook style: a series of choices and battles leading to a conclusion (or one of many possible deaths). Once you complete the introductory sequence things begin to get more interesting.

The Hub

Your base of operations is where you go between missions. The player belongs to to a group of rebels fighting against the oppressive lords and ladies that rule the city. From your secret base you can get new quests, debrief, sleep to progress in-game time, visit a medic, and buy equipment. You can begin missions immediately by heading to the sewers that run beneath the streets of the city, or head out into the open world itself.

The hub introduces the main missions of the game. Through these missions you recruit allies, secure weapons, and fight in important battles to build up your Army Strength. Army Strength is a new stat in The Lords of Benaeron that is a rough estimate of how powerful your forces are. Throughout the game you will build up this stat in preparation for your final assault on the palace of the lords.

Main missions are separated by in-game days. After completing your main missions for the day, you debrief back at the hub and then you can sleep to pass to the next day. Each day there will be new main missions to play. In between any of these steps you can explore the open-world city.

The Open World City of Benaeron:

Benaeron is designed to be a free-roaming journey filled with optional quests and encounters. The most advanced and populous city in the post-apocalyptic wasteland of Prometheus is built up in three concentric circles. At the center is the Lords' palace where the ruling council of the city live and plot their latest schemes. The ring outside of the palace is the Old City, home to the gentry and some of the wealthiest merchants and land barons.

The outer ring is where the majority of the open-world gameplay takes place. This area is home to several free-roaming areas including a grand bazaar, a tradesmen's square, the Guild of Mercenaries, the mysterious Church of Prometheus, an entertainment district, and Lords' Boulevard--a wide street that leads from the outer city gates directly to the palace. Here you can explore the mysterious Zechner Mansion and solve the mystery behind the strange white medical tents where citizens go in and never come back out! Explore a graveyard, plan a heist, take down a gang's 'protection' racket, solve the puzzle of the apothecary's dry well, explore the sewer system beneath the entertainment district and find secret passages that lead to untold oddities and creatures!

In the open city you can find several optional quests that will help you build power for your faction by finding caches of weapons and recruiting allies. Helping the city's residents can open up medical bonuses that will aid your army when you finally march on the palace.

You can move to the open city from the hub at any time, as long as you're not currently engaged in a main mission.

The Final Battle:

It all leads up to this: the final battle against the lords and ladies of Benaeron. The army that you've amassed during the game takes to the streets and marches on the palace. Will you survive and overthrow the oppressive regime?

The Lords of Benaeron is coming out this September!

The book can be played by itself, but it is recommended that you play both Westward Dystopia and Spire Ablaze first in order to get the most out of the story.

Monday, 22 August 2016

The Lords of Benaeron: Progress Update

The release of my third gamebook, The Lords of Benaeron, is coming up fast! The editing process has been taking a little longer than expected, but then again it's a massive 185,000 words and the complexity is off the charts compared to the first two books. I'm also formatting the ebook version, including making the links to all 769 sections clickable, which takes a bit longer than some might imagine. For now though, enjoy this look at the cover design! Art by the legendary Tony Hough, typography and design by yours truly.

The Lords of Benaeron will be releasing this September in paperback, PDF, epub, and Amazon mobi formats! (as well as limited edition hardcovers available at trade shows and to my Kickstarter backers)

(click to view full size)

Here are a few shots of an early proof copy of the paperback edition:



 

Friday, 20 November 2015

Random Elements and Gameplay/Story Balance

Hello out there gamebook fans! It's been a crazy month since publishing Greek Winter Media's second gamebook, Spire Ablaze, on Amazon and shipping out numerous copies to the wonderful Kickstarter backers that believed in the project enough to buy not one, but two (or even three!) books in advance. To all who have purchased the book: A heartfelt thank you! Your support is what makes all of this possible! Now, on to the meat of the blog.

Gamebooks and combat, stats, and the will to survive

There are several distinct factions in the world of gamebooks and interactive fiction:
  • Those who prefer the old school Fighting Fantasy style books with randomized stats, die-rolling battles, and death lurking around every corner. 
  • Those who enjoy the absence of combat, stats, and random elements entirely in the vein of Choose Your Own Adventure or modern classics such as James Schannep's Click Your Poison Books
  • Those who follow stat-based gameplay with no dice. This group is exemplified by the hundreds of available Choice of Games apps as well as classics such as Dave Morris's Heart of Ice. This type of interactive fiction often uses keywords
Most gamebooks fit into one of these three factions or are a slight hybridization of them. Fans have their preferred style, although most seem quite willing to venture outside of their comfort zone on occasion for a particularly good read. So, if you're writing a gamebook, which do you choose? Today's article is about stats and dice, with posts about the other styles to follow.

Die-rollers

For that true single-player Dungeons and Dragons experience, nothing is better than rolling up your stats and diving into a dungeon to slay monsters. One of the reasons that the Fighting Fantasy series and its fandom has endured so long is, to me, that it distils down that visceral random feel of old-school D&D combat into bite-sized chunks for the reader, and that death is always a very real possibility. These books are often as much puzzles to solve as they are narratives: Find the proper sequence of rooms, map out the corridors, minimize your risk and find the key objects that will allow you to ultimately succeed.

This style of books has a special need to balance narrative with exploration and most especially combat. Often, the narrative exists mainly to push the player into a series of progressively more difficult challenges. Dave Morris and Jamie Thompson's Fabled Lands is a classic example of this. Fabled Lands is often likened to a world where you are dropped in and make your own story; a kind of open-world gamebook MMO. The books and challenges get progressively more and more difficult and grow with the player as he or she travels  from book to book through the open world.

There are, of course, exceptions to this story-light style of dice-based gamebook. The Lone Wolf and Way of the Tiger books masterfully manage a happy medium between combat and narrative, as do their more modern contemporaries such as Will Fincher's Maelorum. It was these books in particular which inspired the structure and style of Greek Winter's Westward Dystopia.

When I first started writing Westward, it was in the style of an old school Fighting Fantasy book. You were a gunslinger on the run from mercenaries in a post-apocalyptic wasteland. The story was light, the combat fast and furious. But the more time I spent in my post-apocalyptic world, the more I wanted to expand the whys, whens, and hows of the story. I wasn't content with a bare-bones framework any more so I compromised, making combat less frequent and sections longer and full of exposition.

So how should an aspiring gamebook writer choose to use the random element of dice? The two most common ways are combat and skill checks.

Skill checks

Fighting Fantasy called it 'Testing Your Luck', other books like Tin Man Games' 'Gamebook Adventures' series have you testing a skill level to overcome challenges. No matter what you call it, these checks allow a gamebook author to inject a little randomness into the narrative structure. The player rolls a die, and on a certain result achieves success or fails, turning to different sections based on the result. The most important thing about these checks is not to overuse them! While adding the random element of chance to the narrative can be fun every so often both for the player and author, it also takes away direct control from the player. Over-used, it can irritate more than excite players so use caution!

Combat, Bloody Combat

There are almost infinite ways to accomplish combat in a gamebook. One could emulate the classic FF style or even eschew 6-sided dice altogether for the larger grab bag die pouches of D&D fame. Westward Dystopia and Spire Ablaze utilize a system similar to a standard gamebook model with a slight twist. Both you and your opponent each roll 1 six-sided die , add combat modifiers, subtract defense, and deal that damage simultaneously. I chose this mechanic rather than the more standard turn-based system primarily due to how I imagined the combat in my head as I was writing it. Combat is fast and furious, and unless you get the drop on your enemy, it's unlikely you're going to get out unscathed unless you are a far superior fighter.

The combat style you choose for your book will need to be closely linked to your protagonist's stats. If you want to try a style like mine where damage is dealt simultaneously, you'll need to adjust the character's base HP upwards to compensate for all those battles where he or she might have gotten a flawless victory under other systems. Healing items become more important as well.

Another popular decision is to add gear that the player can collect that will slowly better their stats over time. Armor can increase defense and mitigate damage. New weapons and weapon mods can be added to the game and found by players to provide a sense of progression.

One thing that I did in my second book, Spire Ablaze, was to offer up an early decision between three weapons. Depending on which one you choose, your game play will be slightly different and require the player to think differently about how they approach or attempt to avoid combat. Spire is not a combat heavy book, which makes the occasional combats even more important. You can choose a more bulky weapon with great damage output but not be able to use medical kits during battle. You could choose a small compact weapon that you'll be able to hide on your person. It deals less damage but could possibly be concealed. This option comes with additional medical supplies to compensate the player.

Balance: Gameplay VS Story

I was reminded recently in a discussion with an early reader of Spire Ablaze that gameplay/story balance is very important to a player. You can have the best story ever written, but if it's a gamebook you'll need to remember to engage the player every few pages with a meaningful choice and the occasional combat. Spire, being a prequel to Westward Dystopia, has quite a lot of story I wanted to tell, and thus even though it has the same number of pages as Westward, Spire has 305 sections as opposed to Westward's 475. Both books abound with meaningful choices that change the story around you, but Spire's sections trend longer, including an important scene several pages long right before the climax of the story begins.What works best in the end will vary from reader to reader and I will continue to experiment with gameplay/story balance in Book 3: The Lords of Benaeron, a hub-based gamebook where you'll find an open city to explore, recruit fighters and factions for your cause, and eventually overthrow the corrupt leaders of the largest city in the post-apocalyptic wasteland. I'm expecting 'Lords' to come in at over 600 sections by the end, so it's going to be a wild ride!

Never stop experimenting!

So, what are your opinions on die-chucking and gameplay/story balance? Let me know in the comments below and I'll see you next time!

Westward Dystopia can be purchased on Amazon.com or greekwinter.com for softcover copies!


Saturday, 24 October 2015

Spire Ablaze: The Shamans

Greetings out there gamebook fans! My post on gamebook mechanics is coming along soon, but tonight I wanted to share an awesome new piece of art for Spire Ablaze from series artist David White.

The mutant shamans inhabiting the post-apocalyptic fortress of Spire worship and carry out the bidding of a mechanical being that calls itself 'The Oracle'. Clashes between these religious zealots and the Shaper monarch have become increasingly common and could herald the beginning of a civil war pitting mutant against mutant! 

Spire's shamans adorn themselves with frayed bits of electrical wire and cords, believing them to be a spiritual conduit to their mechanical god. Find out more when Spire Ablaze releases this week on Amazon and www.greekwinter.com!



For more of David's work, check out the Facebook page for his upcoming graphic novel this Way to Hell here: https://www.facebook.com/This.Way.To.Hell.Comic

Saturday, 17 October 2015

Anatomy of Gamebook Flow

Greetings yet again, and welcome to the Greek Winter blog! Today I'll be talking a bit about gamebook anatomy and design. The archetypal design of a basic dungeon crawl adventure is fairly straightforward: Opening text -> First room -> Choice of directions -> Next room. But when you start adding elements such as companion characters who can die or turn on you depending on your actions, large branching pathways that eventually merge, and conflicts that can be taken on in multiple ways, you need a way to keep what the player has been up to straight in the game. Referencing an event that the player never experienced is, in my opinion, one of a gamebook's greatest possible sins. How do you keep everything straight when you're weaving a web as complicated as this (click to see full-size):

Complete working map of Book 1: Westward Dystopia


Remembering what has happened:

There are several ways to avoid bad references, the first and most common of which is keeping the text intentionally vague. This works well in dungeon crawlers such as Fighting Fantasy which are often more of a puzzle and fighting game. If you want the reader to engage in the world and its occupants on a meaningful level, however, vague description can only get you so far.

The two most popular ways to govern these references are functionally identical: Keywords and asking the player a question before the choice. Did you kill the evil vizier? If Yes, turn to page 65, if not, turn to 102. Do you have Keyword Slain? If yes, turn to page 65... Keywords are used in several popular gamebook series such as Dave Morris and Jamie Thompson's Fabled Lands as well as the Critical If series, including the venerable classic Heart of Ice from which I drew a great deal of inspiration when designing my own gamebooks.

Westward Dystopia was written using the question and answer branching style rather than the keyword method. Due to this, I often found it difficult to expect the player to keep track of numerous actions they may have taken over several sessions of reading. I kept interactions fairly simple as well as their consequences. Did you kill this character? Did you side with the mutants? Simple things that are easy for the player to remember even if they put the book down for a few weeks between sessions. This kept things flowing nicely, and worked in a book featuring a lone wanderer. But how could I get that to work in a book with more complex human interactions?

In my second gamebook, Spire Ablaze, I decided to implement a keyword system. This allowed the addition of companion characters whose opinions of you can change depending on your actions. One companion character had as many as five keywords governing his reactions to the player and the player's reactions to him. This allows an attempt at realistic character interactions in a gamebook without delving into the realms of infinitely splitting paths and redundant text. In the main entries, you can keep it vague, and then continue with a branching path depending on the relevant keywords. It's not all that dissimilar to the question method I used in Westward, but it allows the player to write down a key word and not necessarily need to remember every bit of minutia that they may have experienced in the game before this point. Not all of Spire's companion characters change their opinions of you all that much over time, but for the ones that do, two in particular, this method is a godsend to the design and writing process.

Designing the Flow:

When I sit down and design a gamebook, one of the most important elements is the flow of the narrative. Is it completely open-ended like a Choose Your Own Adventure book where each play through may be completely different where characters and even the location change completely from play to play? Or is the story more carefully defined and regulated? You don't want to box the player in too much, destroying the illusion of freedom, but you also can only give so much free reign. Personally, I like to find a happy medium between the two extremes. As you can see in the above chart, players in Westward Dystopia start at the top and travel generally downward as they go. Near the beginning the player is presented with three major areas to visit. They can be taken in any order. The choices to the left and right return to the hub when they are finished, ultimately allowing the player to take the inevitable route down the middle when they choose to. Even this middle route features several of its own branches before reaching the choke point.

Choke points are inevitable in any gamebook with a singular narrative structure. Sooner or later the player will NEED to be presented with a certain bit of text, and all points must converge in order to deliver it. These choke points are crucial. They need to deliver important information or bring the player to a certain place, all while being vague enough to encompass the player's experiences, no matter which paths have been previously chosen. You need to leave the specifics for later when things start branching out again.

The bottom half of Westward encompasses a somewhat free-form jaunt through an area occupied by enemies. When mapping this section out in my graphing software I differentiated the nodes using color to keep track of which paragraphs go with which at a glance. This was very useful when designing the flow of what would otherwise be a very chaotic area. Inevitably, the player is drawn to the upper right of the second half and travels down the right edge to the final areas in green. At the end, the choices that you have made should have some weight. Branching paths are often locked to you depending on what you did earlier in the game. Who did you help? Who did you kill or ally with? Your choices will bring you to one of six major endings.

Next entry I'll be discussing design choices related to combat systems, character stats, as well as the dice or no dice controversy. Fans of my material know that I'm fond of the dice as a combat mechanism, but there are convincing cases for not using them such as the aforementioned Critical If books as well as newer series such as Marc Wilson's Dangerous Worlds. See you then!