Cold Open

My wife looked up over breakfast this morning and asked if I knew about NaNoWriMo, the annual National Novel Writing Month, a month during which—as the name suggests—you write a novel. Yes, yes, I said, I do. Then she said she’s going to take part, and would I like to as well? Which may have been phrased as a question, but wasn’t one.

For those who know my book output, speed-writing is not something I’m new to. Four of my books were each produced in under a month, five if you count the 2009 test-run of the Paige Turner project (my high-speed system that allows five writers to create a 100,000-word novel from first concept to a manuscript that’s ready for print in ten days, and if I told you which writers were involved in the test you might drown in your salivation to read it. Man, that was a fun time). But I’m out of practice with fiction right now, the only piece of conventional narrative I’ve done in the last year is a short for The New Hero anthology that Robin Laws is editing for Stone Skin Press. And it’d be good to get back into the groove.

And a challenge is a challenge. So yes, I’m doing NaNoWriMo this year. I’m going to do it cold. I’ll sit down tomorrow (it starts tomorrow) with no idea of what I’m going to write: no outline, no structure, no characters, no setting, not even a genre. I’ll have my usual pile of inspiration-generators to hand (Once Upon a Time, Rory’s Story Cubes, Oblique Strategies, a Tarot deck, BBC4, my four-year-old’s imagination) but other than that I’ll be in freefall.

Well, sort of. I have two things in place. One: my wife at my back. Two: a title. Whatever it turns out to be, it’ll be called ‘Cold Open’.

Updates to follow.

Every thing is a play thing: Toy Story and transmedia storytelling

I’ve been enjoying the summer movie blockbusters, more or less, and have been struck by a couple that veer off in a decidedly metaphysical direction. And you won’t be surprised to hear that I’ve spent a while thinking about the last few scenes of one film in particular, which may rewrite or redefine the entire narrative you’ve just seen.

I’m talking, of course, about Toy Story 3.

The Toy Story trilogy is being hailed as one of the great film series of all time, on a par with the Godfather series or the original Star Wars movies. Both of those were weakest in their third acts, while Toy Story 3 is a masterpiece. But it’s also the one that pulls together a number of strings that have run through the three films, and threatens—right at its very end—to drag the whole edifice to the ground. And it’s all done with one line of dialogue, that almost everybody else seems to have missed.

Here we go, and beware massive spoilers on the starboard bow. We’re at the end of the film, the very end of the story. Andy is introducing the toys to Bonnie.

Andy: [opens box, and takes out Jessie] This is Jessie, the roughest, toughest cowgirl in the whole west. She loves critters, but none more than her best pal, Bullseye!

[pulls out Bullseye, and makes a whinnying sound]

Andy: Yee-haw!

How does he know their names?

These are two toys that were in Andy’s room when he returned from camp at the end of Toy Story 2, unmarked and without packaging. He has no way of knowing what they’re called—the product names they were originally marketed under. But he does.

Oh, you say, he could have asked. His mom could have remembered. He could have gone on the internet—in fact Toy Story 3 includes a knowing reference to it:

Hamm the Piggy Bank: C’mon. Let’s go see how much we’re going for on eBay.

but if Andy had checked the net, he’d have discovered that Jessie, Bullseye and Woody himself are very rare, very collectible, very valuable toys. That was the central plot-driver of Toy Story 2, and the theme of sentimental value versus financial value that underpins a lot of that film. In fact it’s fair to say that if anyone in the Toy Story world had been able to identify Jessie and Bulleye, they’d have known that these were no ordinary toys.

Yet Toy Story 3 opens with the toys about to be either thrown away, donated to charity or consigned to the attic. Nobody in Andy’s family has the slightest idea that these three toys have any value at all. They have no clue what the toys are, and they don’t care. Oh, perhaps there was an old book about ‘Woody’s Round-Up’ somewhere in Andy’s house? But in Toy Story 2 Woody has no idea of his past, of the TV show about him, of the existence of a single other artefact about the Round-Up Gang. If such a thing had existed to show Andy what Jessie’s and Bullseye’s names are, Woody would have known about it too. Andy’s mum? Too young.

There is only one other way for Andy to have learned Jessie and Bullseye’s names: for Woody to have told him. We see Woody write a note for Andy to find towards the end of Toy Story 3. This violates all kinds of unspoken rules about what toys can and can’t do; but then so does speaking to Sid in the original Toy Story. Nevertheless, it’s an enormous taboo. Would Woody really have taken such a drastic step just to point out a couple of names? Surely not.

There are only one conclusion we can draw. Andy cannot plausibly have discovered these names, and so this scene cannot have happened. It is an imagining. A figment. A dream.

That’s a pretty big thing to have to swallow in the brightly coloured child-friendly universe of the Toy Story films, but becomes a lot easier in the light of one other crucial point. Woody is the central character in the films. He is our viewpoint, our north star. We navigate the films by him, and see the world and its moral dilemmas through his eyes. And he is badly broken. He has persistent amnesia.

Who’s Woody’s owner? Andy. The energy behind all three films is Woody’s desire to get back to Andy, to do the best for Andy, to be Andy’s toy. That’s his whole identity: he is Andy’s toy. This is what makes the opening scenes of Toy Story 3 so heart-wrenching, as he finally comes to understand that the 17-year-old Andy, about to leave for college, has outgrown him and the other toys.

But Woody is at least fifty years old. ‘Woody’s Round-Up’, the TV series that spawned him, we know from Toy Story 2 ran from 1941–42 and 1946–57. If Andy was six in 1995, the year of the first movie, and had owned Woody from birth, that’s still a minimum of 32 years unaccounted for. What was Woody doing in that time? Where was he? Who did he belong to? Why doesn’t he remember? Why isn’t he troubled that he can’t?

Other toys remember. In Toy Story 2 we get Jessie’s memories of her previous owner Emily—Jessie is the same age as Woody—and in 3 we hear Chuckles’ tragic story of being loved and lost by Daisy. Having a new owner doesn’t erase the memory of the previous one: in Toy Story 3 Jessie can still remember Emily, though she is now Andy’s. But Woody doesn’t remember more than thirty years of his past.

It’s not as if this is hidden away. Toy Story 3 has a whole subplot about how easy it is for toys to have their pasts and memories erased. Admittedly it involves Buzz Lightyear, not Woody, but it says to us: how fickle are toys’ minds, how simply they can be changed. And it asks the unspoken question: if Buzz’s mind can be reset so easily, without him remembering anything about what happened, who else is missing a chunk of their lives? Buzz forgets he was ever Spanish, but still responds to Spanish dance music. What forgotten history is Woody responding to? Even in the first film he’s not the Woody of ‘Woody’s Round-Up’, he’s harder, less naive, more prone to harsh emotions like jealousy. What—who—shaped him that way?

So Woody’s mind is damaged, his history missing. Once again Pixar throws us a hint: his TV series was missing its last episode; just as his life is missing its first. Both stories are incomplete. So can we believe this convenient happy ending that Pixar serves up, or are there indications that this may be as much of a dream as the ending of Inception—

(yes it’s a dream, of course it’s a dream, but it’s Cobb’s dream so the top will fall. The clues are there.)

I don’t know. I have no grand theory, no explanation. Given that Toy Story 3 is part of the Pixar universe, with subtle cross-over elements to their other films in the background, then there may be hints elsewhere, a treasure-hunt through Ratatouille, Up and Monsters Inc. I have an unpolished idea that everything we see after the pit sequence is not real, or that Woody is either playing or daydreaming—we know toys do both—and therefore has escaped, like Cobb and Sam Lowry before him, into an internal world where he cannot be restrained. Maybe.

And there’s something going on with Woody’s repeated exclamation that “There’s a snake in my boot!” There can’t be; Woody’s boots don’t come off. But there is a recurring motif on Woody’s boot—Andy’s handwritten name. Come on. You’re telling me that’s not deliberate, that Andy’s not the snake?

So here’s the real theme of the Toy Story trilogy: who was Woody’s true owner?

…okay, enough. That was fun but let’s step away from the continuity. I’ve got two serious points.

Firstly, the Toy Story films are three fantastic movies. However they are not a great trilogy. With the exception of a glorious deus-ex-machina at the end of TS3 that’s prefigured in the first movie, there’s very little that links the three together in terms of plot or development or themes. The Godfather this ain’t.

The Toy Story trilogy has plot holes thirty years wide, which nobody notices—partly because Pixar has done an excellent job of drawing attention away from them, and partly because it’s a cartoon for kids and we have been taught not to look for narrative sophistication or consistency in things that we are told are for children. What else is traditionally seen as a children’s medium? Games. Exactly. Does story in game suck? Yes, it still does. Gosh, I wonder why.

The second point: Inception is designed as a movie that is left for the audience to untangle on its own, over a nice glass of wine after it’s left the cinema. Christopher Nolan deliberately cheats us of an easy conclusion by cutting the final shot instead of letting the camera run: he makes us do the work. (Compare and contrast to the final shot of Tarkovsky’s Stalker, which doesn’t cut away but has similar whoah-shit implications.) The film demands that we discuss and play with its elements to understand what we’ve just seen. And with the growth of trans-media narrative forms, where it’s up to the viewer to track down the different pieces of the story across different mediums and knit them together for themselves—and if you thought that trying to watch something like Heroes or Defying Gravity with the BBC’s bizarre PVR-defeating scheduling was hard then oh man—this is going to become a lot more common.

The thing is, when you lay out a story like a jigsaw and expect someone else to put it together, you’re making it easy for them to spot the holes in it. Even without that, audiences are becoming more media-literate and more playful, more willing to explore and interact with narratives. Ten years ago they’d have accepted a film as a flat piece of passive storytelling: now they want to play with it. You can blame merchandising, blame tie-in video games, blame fanfic, blame cosplay—and then you’re an idiot, because you shouldn’t be blaming these things, you should be embracing them. These people love what you’ve created so much that they want to be involved with it.

For ages (since 1994, actually) I’ve been trying to explain to people the difference between passive and interactive narrative. And if you encourage people to interact with narratives, they’re not going to stop with the bits of your story you’re happy for them to tweak. Fans have been doing it since the 60s. But today geek culture is mainstream. Comicon gets reported on the evening news. We’re all fans now.

If you’re in the business of telling stories, you have to accept that what you do, no matter how hard you try to lock it down and control it, what you produce is now an interactive medium.

And if that scares you, I’ve got an answer. You may not like it.

It’s the name of this blog.

Munchausen by proxy server

The Extraordinary Adventures of Baron Munchausen (the Difference Engine no.3 edition) is now available for download exclusively from e23, the digital warehouse of Steve Jackson Games. This is the revised and expanded facsimile version of the game that I’ve been blathering about for the last two years, and which is finally seeing the light of day two hundred years after its original printing was entirely destroyed before a single copy could be sold.

For those who don’t know or who haven’t been paying attention, The Extraordinary Adventures of Baron Munchausen is a role-playing game. In it you play the roles of a group of drunken eighteenth-century nobles after a very good dinner, trying to out-boast each other with stories of their astounding adventures. Steve Jackson says, “The original edition of The Extraordinary Adventures of Baron Munchausen was unique and marvellous. This new edition is even better. If you are a clever person with clever friends, you will enjoy reading and playing it. Let’s not consider the alternative.” John Kovalic calls it “utter brilliance in RPG form” and even though I failed to convince Gary Gygax that it really was an RPG and not some newfangled story-whatnot, he did say that “the premise of the Munchausen game is very clever, and the system is likewise”.

If you are not yet convinced, a PDF of the first eight pages of the game is downloadable from the Magnum Opus Press website. If you are, then the Baron Munchausen download page of e23 is here.

I am very interested to learn what you think of it.

Release the Baron!

Update on the new edition of The Extraordinary Adventures of Baron Munchausen, which is to be released in September:

The first thousand copies of the book will be of the deluxe-format Gentleman’s Edition (black leather-effect cover with gold embossing), suitable for reading, prominent display in your library, and hurling at inattentive pot-boys. The remainder of the print run will be of the Wives’ and Servants’ Edition, having a plain white cover with simple black lettering designed to not over-stimulate the excitable temperaments of domestics and the lower social orders.

There will also be a PDF edition, available exclusively from e23 (a division of Steve Jackson Games) from August 1st. Though ideas for the title of this edition have been plentiful, none has yet hit the mark. Suggestions are welcomed, good ones doubly so, and the best shall receive a copy of the PDF in gratitude.

Hearthstoning the discussion

If you’ve been commenting to my last few blog posts on the World of Warcraft, or you have a scientific hypothesis of your own about the nature of Azeroth and how it came to be that way, or you have too much time on your hands and enjoy thinking about stuff that doesn’t make sense, then I have created a Google Group to act as a venue for the continuation of the valuable discussions begun here. It’s called Azeroth Science and I urge you to sign up to it.

Second Life for Second Person

A couple of years back I wrote an essay on games that create a story as part of the gameplay, which was published as part of the excellent collection Second Person: Role-Playing and Story in Games and Playable Media (ed. Pat Harrigan and Noah Wardrip-Fruin, MIT Press, 2007) which I have huckstered here before. The contents of the book are slowly migrating online (didn’t like the weather in the real world is my guess) and my piece has just gone live. You can read it here.

I’ll warn you now that much of it was written in a small hotel on Skye that turned out to be run by a man who had taught me history some twenty years earlier, sitting in the lounge after a tour of the Tallisker whisky distillery earlier in the day, in a tearing hurry to (a) meet the deadline and (b) to find somewhere with internet access that would let me plug a USB stick into their machine. It turns out the Scots aren’t big on giving foreigners access to their ports, not since they learned their lesson in 1072.

Nevertheless I think the piece holds up, and raises some interesting points about a neglected area of game design. I believe there’s a way to make comments on the MIT site though I couldn’t find it; have a poke around and if you can’t locate it then do come back here and we’ll chat in the comments.

The shape of things to come…

…may very well be hexagonal.

The cat is not fully out of the bag yet, but I think we are finally at a stage where we can admit there is a cat and a bag, and the two are in proximity, and the cat is very much alive. Not so much Schrodinger’s cat as Humdinger’s.

Also, look out for a very interesting ARG-related announcement on 1st October, which will explain why this post has the ‘charity’ tag.

Bioshocking

So I played the demo of Bioshock a few days ago and I was all like, “huh,” enough to put my money down on a pre-order but not, you know, entirely convinced. Game play, atmosphere, setting and backstory, fantastic, but there was one thing that really jarred. And then I read an internest discussion that said yeah, okay, but that’s just the demo because the demo needs to get you to the meat of the game really fast and the actual retail product will be, you know, less frenetic and bumpy.

Chase-cutting: bollocks. The demo is, okay, not identical to the comparable sequence in the full game. There are some differences. They do not matter.

Here’s what has my hackles up like a hyena’s (and here be spoilers but only for the first ten minutes of the game): the intro to Bioshock is like the entire first season of Lost condensed to fifty seconds, only what’s down the hatch is much, much better: it’s a whole city. You arrive, you beat up the first couple of baddies with a wrench, and then you find a vending machine. Press (A) and a fat glowing syringe about the size of a tube of toothpaste drops out. This is kind of unexpected.

Before you can press another button, your character grabs it and injects the whole thing into his arm.

For fuck’s sake.

I admit I’m only an hour or so into the game and as yet I know nothing about the silent narrator whose actions I’m controlling, except that he has some funky tattoos and probably some backstory to go with them. There may well be an explanation coming at some point in the future. And of course the contents of the syringe and getting them into your avatar’s bloodstream are crucial to what follows. But still, what a great huge fucking narrative discongruity. I spent the next ten minutes—first in the demo and then again in the full game—thrown out of the fantastic sense of immersion that the game had created, and with a feeling of distinct antipathy towards my avatar. I’m not sure I want to play the kind of guy who injects himself with mystery chemicals just because they’re there, know what I mean?

Apart from that the game is fantastic and I want to get a 5:1 audio system just to properly experience the sound-design. But Bioshock is the best-reviewed game of the last five years (on Metacritic it ties at 97% with Halo, Metroid Prime, Perfect Dark, GTA III, NFL 2K1 and, uh, Tony Hawks Pro Skater 2 and 3, and is beaten only by Soul Calibur and Legend of Zelda: Ocarina of Time—an impressive list.) Are our expectations of game-narrative really so jaded that we can accept glaring pieces of story-telling and character-building idiocy like this in the first ten minutes and still say that it’s one of the best games ever written?

I will report back when I’ve finished the game, for the sake of clarity and completeness. And I don’t want this to stop you from buying and playing what is one of the finest FPS games in years. But at the same time I wasn’t going to let it pass without comment because let’s be honest, if the same thing happened in the first ten minutes of a new TV show you’d groan and change the channel.

Folklore & Order

Do you ever have that thing where you can remember a snippet of a lyric but you have no idea what the rest of the words are, or what the song was? I do too, but with me it’s folktales.

If you can identify the folktales these two incidents come from, I would be profoundly grateful if you could let me know. I’m guessing it’s 25 years since I read either of them, my google-fu is weak, I have frankly too many books of this stuff to go looking, and AskMetafilter is too cool to be asked this kind of nonsense.

1. Female devil or imp is sent to tempt man (or possibly gets stranded in the world and meets a man). They fall in love and she agrees to marry him. On entering the church for the first time her tail falls off and she has to kick it out of sight. Northern European, I think. It may not be an actual folktale but a piece of fiction written in a folkloric style. Can’t remember any more than that, though I continue to reference it whenever I mention non-religious people going into a church, to the general confusion of anyone who hears me.

2. Man and woman stuff. One of them (I think it’s him, and he may be a king) has had a candle made with a wedding-ring hidden in the wax. As the candle burns, the ring falls out at an important moment. Again, I can’t remember any more than that, but I think this tale is better known than the one before.

Any common theme you detect between these two stories is entirely coincidental.

Cahiers du Cutscene?

Wired has suddenly got a bee under its bonnet about the idea that video games need a critical vocabulary before they can begin to be any good, or at least taken seriously. Annalee Newitz argues that film didn’t flower till the 1940s and it was the publication of French film-crit magazine Cahiers du Cinema in 1951 that allowed audiences to truly understand and discuss how films work.

She’s wrong, for three reasons. First of all an artform that had produced Greed, M, Sunrise, Gone with the Wind, The 39 Steps, Duck Soup, The Wizard of Oz and Snow White is an artform that had clearly already flowered, and certainly didn’t need another ten years and a bunch of French critics to tell it how to do things right. Secondly Cahiers du Cinema has never had any real influence on mainstream American cinema because mainstream American directors have never paid it any attention—not because it’s French but because it’s in French, something that most American film directors believe is a type of mustard or a way of kissing.

And thirdly, narrative games already have a perfectly serviceable critical vocabulary, if they choose to use it. It’s been developed over the last fifteen years or so and is used to describe and discuss those other narrative games, the tabletop roleplay types, notably at places like The Forge. It evolved naturally, is quite developed and I rather like it.

You want Cahiers du Cutscene, go ahead, publish it. Don’t expect to make any money, don’t expect anyone to be grateful, and don’t be surprised when people tell you half the work’s been done before.