List of all my Interactive Fiction

I make most of my writing income from interactive fiction. (As soon as I say “writing income” out loud, my fellow authors want to know more.)

Most people who find me via my blog know me as a novelist, so I’ll pitch this entry as if you’re hearing about modern IF (interactive fiction) for the first time.

It’s a lot like those ‘Choose Your Own Adventure’ books from the 80s, which would give readers a choice every few pages. Some ‘Goosebumps’ stories also let readers steer the story. The main difference is that almost all modern IF is released as a digital app. Not only is it outrageously popular (everyone loves an app), but the digital format gives it an amazing potential for more subtle, personal choices such as gender, sexuality, and even the main character’s name.

Almost all of my interactive fiction is listed under my name on the Interactive Fiction Database. That’s a great place to find reviews and ratings.

If you’re attempting to read every steampunk tale I’ve written in a logical order, there’s a reading guide here. Everything steampunk in this list is underlined.

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Cover image provided by Michael Estrada, with permission.

After the Flag Fell is a nice gentle way to get into modern IF, mostly because it’s so old-school that you can literally print it out. It’s also short, and free. (I edited it a little after it won the Windhammer Contest, and tacked it onto the HEART OF BRASS novel.) You can read it online here. Be warned, though, that there are spoilers if you haven’t read the novel. It’s a fascinating tale based on the true history of the real-life Peter Lalor.

Escape From the Female Factory is even more user-friendly than “After the Flag Fell”, since it has no statistics or inventory at all. It is also a printable short story, since I wrote it especially to go with the SILVER AND STONE novel. I planned to convert it into Twine and enter it in the 2017 IF Comp, but I ran out of time. I may expand and digitalise it some day. There are spoilers if you haven’t read the novel. It’s a story that branches with every choice, and gives you many many many tragic endings—and two good ones. You play a suffragette in a women’s prison trying to stay alive, keep your friends alive, and gain your freedom.

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Scarlet Sails is a Hosted Game (hosted by Choice of Games, but not under their premier label) that can be read on your browser or virtually any device. It placed seventh in the IF Comp 2015, and that version is free to read on your browser here. I wrote a lot more before publishing it here (click through to see all the different formats). It is a pirate game filled with violence, drinking, mutineers, and monsters. You can choose to embrace or defy the pirate lifestyle in a variety of ways.

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Choices That Matter is a serial story app released by Tin Man Games. I came on board as co-writer on Arc 4 of “And The Sun Went Out” (with Alyce Potter and KG Tan; KG is also the project head and final line of editing), wrote “And Their Souls Were Eaten“, and I’m editing “And Their Heroes Were Lost” (written by Phill Berrie, who edited “Souls”), which will be completed in 2018. Google Play and iOS have different payment systems; on Google Play you can earn “choice tickets” by watching ads, and avoid payment altogether. But it takes a long time.

And the Sun Went Out” is a near-future scifi in which the sun vanished for three hours and then reappeared. Scientists around the world are getting murdered, and it’s your job to try and find out whether the sun is back for good… or not so much. You are also educating Moti, an AI character that looks like a smart watch (and if you have an apple watch, you can choose to have Moti ‘speak’ to you through the watch).

“And Their Souls Were Eaten” is my longest and most popular story. It’s steampunk fantasy set in 1837 Europe. You’ve spent years living a solitary life, avoiding both your costly magical destiny and the horrifyingly intelligent albino bear that is stalking your family and has already killed your sister. But your quiet life is over, and it’s up to you what you do next.

And Their Heroes Were Lost” is a scifi tale that I can’t say too much about. You wake up in what people call ‘Camp Amnesia”, unable to remember anything about yourself—even your own name. It soon becomes clear that there’s a reason you and the others are separated from the other prisoners.

Attack of the Clockwork Army is the first ChoiceScript story I ever wrote. I remain proud of the ‘fatal flaw’ innovation, and the epilogue. It’s steampunk fantasy set mainly in Australia. Your long-dead sister is alive and asking you to come to Australia, where tensions are running high between the British and the colonials. It soon becomes clear that you’re about to land right in the middle of the war for a nation… but who will you fight for?

Stuff and Nonsense was originally written as a live-action roleplaying game (similar to those ‘Murder Mystery Dinner’ board games). I converted it to Twine and added a bunch of pictures (and, be warned, some abrupt music at the end). It’s very silly, and is best enjoyed as a side trip away from the other steampunk tales. You’re part of a band of colonial rebels visiting an Australian Grand Exhibition, and Queen Victoria herself is set to visit.

Starship Adventures (here) and Lost in the Pages (here) are both games I wrote with other people. They’re both Hosted Games, so you can click through to read them on your browser or see the wide variety of app stores where they’re available.

“Starship Adventures” is a retro scifi space adventure complete with carnivorous plants, strategically-ripped uniforms, and (if you like) a floral unitard for you to do your heroics in.

“Lost in the Pages” is a book-portal story. You travel through a range of very different stories trying to rescue your eccentric Uncle Irwin from a malevolent force.

Home/Sick was edited and used in the collaborative game Lost in the Pages. I think there’s an early version of it via here, that was written in three hours for a contest.

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Enchanted (here, and free I think) is a story told entirely through SMSes (including a soundtrack I rather like, and many images). Warning: Time delays are part of the story! I’ve lost track of how people are actually able to play it. Kik messenger is best, facebook seemed clumsy to me, and there may be other places. If you figure it out, let me know.

If you play it, you need to pick one romantic interest and stick with it, or the story won’t make sense. You’re a young adult in a small town in which there are vampires, witches, and were-creatures. They all get alone fine… sorta. Along the way you’ll find out what kind of creature you are, who loves you, and some of the many dangers lurking in your peaceful magical backwater.

Counting Spoons (free here) is a game about a day in the life of a mentally & physically ill person. It needs an edit but I’m scared to re-read it because of the topic (thinking about depression makes me depressed, which is why it’s short). It was originally written for the Noted festival 2016.

Steampunk Stories

I have amused myself for some years by writing a number of stories and novels in a wide range of utterly different formats. Presumably this is due to an unconscious desire to confuse and frustrate the largest possible number of my own readers.

In an effort to give completionists a fair go, this blog entry will always display the full list of all my steampunk tales, where to get them, and whatever else you may need.

Each story is designed to stand on its own without spoilers, but HEART OF BRASS was written first.

In reading order:

  1. Choices: And Their Souls Were Eaten. An interactive story set in 1837 Europe, originally released as a serial story through the Tin Man Games company’s Choices That Matter app. It is now complete, and will be released on Steam at some point (probably 2017). I like to pretend the player character is Emmeline’s relative, even though the story has a completely unique premise and plot. It is available as an app for iOs or Google Play. The beginning is free.
  2. Antipodean Queen 1: Heart of Brass. A young adult steampunk novel set mainly in 1854 Australia. Emmeline Muchamore’s origin story. You can buy physical copies through Odyssey Books, who will post it anywhere in the world. You can also order it through any bookshop (the ISBN will help you; it’s 978-1-922200-58-7). You can also buy either print or digital copies from Amazon US, Amazon Australia (kindle only at the time of writing), Barnes & Noble, Kobo, Abe Books, The Book Depository, etc. You can read the blurb and beginning here.
  3. After the Flag Fell. A printable interactive story that won the 2015 Windhammer Prize. That version is free here, and an updated version is included with all editions of Heart of Brass. It is set immediately after the events of Heart of Brass.
  4. Antipodean Queen 2: Silver and Stone. The second book of the novel trilogy. Like the first book, it’s available on Amazon US, Kobo, Odyssey, etc, from 10 October 2017 onward. The paperback ISBN is 978-1-925652-20-8. The blurb and beginning are here.
  5. Escape From the Female Factory is a printable short story that happens at the same time as events in Silver and Stone. It should be read after the novel, and is only available as a special feature with the novel.
  6. Stuff and Nonsense is a live-action role-playing game designed for beginners (possible children). It’s a little like those ‘Murder Mystery’ board games, but with actual (silly) games thrown in. The printable version is available by emailing me at fellissimo@hotmail.com with the subject line STUFF AND NONSENSE. I converted it into a Twine game (with images), which is quite different to the original story, and which you can play for free here. It has some very minor spoilers if you read it before the books. Big spoilers if you read it before the role-playing version.
  7. Attack of the Clockwork Army. An interactive story that takes place in the 1860s, mainly in Australia. It allows you to play as one of Emmeline’s siblings if you wish (which will cause spoilers if you haven’t read Heart of Brass) or as an original character in a slightly different and spoiler-free reality. Available here as an app for any device, or it can be read on your browser. Chronologically, it overlaps with the third novel. It uses the ChoiceScript tool.
  8. Antipodean Queen 3 (title undecided). The third novel of the trilogy will be released in 2018.

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The simplest way to know when a new story is coming out is to join my mailing list by writing an email to fellissimo@hotmail.com with MAILING LIST in the subject line. I don’t share emails, and I won’t spam you. Usually the mailing list gets about one update a month with major news only (new releases, conference appearances).

PS Here‘s a great article on the whole field of steampunk novels, including links to many many reviews. It’s highly out of date, but the books are still good!

Conflux 13: Day 3 (& ChoiceScript)

Today, Sunday, was my Big Day. Not only did I have a Book Launch at 2pm…

Silver and Stone cover

…but I also ran a three-hour interactive fiction workshop in the morning.

Which was seriously awesome. (So was the Book Launch. If you haven’t seen the trailer, it’s here.)

The workshop was very biased, naturally, since it is all about my own notions regarding interactive fiction. This article, which I wrote last year, is an excellent summary of the IF scene (as I see it, having stumbled across it very recently).

This article focuses on the different elements of writing interactive novels as opposed to regular novels.

Today’s workshop was brimming with people who’d already written novels, which was quite different to last year. Last year we focused on Twine, the free tool that makes a useful map as you write and is the most user-friendly tool ever. This year we focused on ChoiceScript, which is a lovely elegant engine, also designed for non-programmers, made by Choice of Games. It’s easier to write longer works with ChoiceScript, because it’s set up for that (you can write longer pieces on Twine, but it’s trickier to do anything clever). More on that in a bit. FYI I’m not associated or affiliated with Choice of Games in any way.

I believe I promised a pic of yesterday’s outfit. Here it is (next to an ad for the excellent “Sentinels of Eden” series which I also mentioned yesterday).

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I’ve spent the rest of the day in Conflux mode… that is, hanging around talking to interesting people. My love for the venue is only growing with greater familiarity. Apart from anything else, they DO have special free conference wifi. And SO many power points, just everywhere *swoon*. The staff continue to be absolutely excellent. The food is pretty good but expensive and the menu is fairly limited. Huge portions.

A lot of local people are unhappy Conflux is at the airport, which isn’t great for most Canberrans (especially those who rely on buses—the special shuttle to or from Civic has been helpful). Next year’s venue is TBA. Parking underneath the hotel costs $6 for up to two hours but over $20 for a full day. For people that validated their ticket at reception, a whole day costs $14. There was plenty of space.

People like me (ie with a disability card) can park in a funny little 2-hour carpark that’s on the right as you drive around the hotel on your way to the front door. There are no designated disabled spots but with a card you can use public 2-hour parking for a full day for free. So the key to Conflux parking is to have a disability card but still be able to drive. For me, it was a breeze, and much much nicer than anywhere in civic.

And it’s pretty.

There’s a moment at sunset when everyone in the foyer suddenly has a golden halo. When the moment passes, the brass lamps all come on (not these ones; other ones). It’s quite lovely.

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The banquet was suitably glorious, and a very fine evening. Each item on the menu was linked to fairy tales. I ate a Goose’s Golden Egg for dessert (filled with panna cotta).

 

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There’s a Trivia Night tonight, but I shall be going home to sleep.

Thus endeth today’s Conflux Report.

I promised to write out a few very useful bits of code for those who are learning ChoiceScript. This is reinventing the wheel to a large extent, since the official ChoiceScript guides, including a free link to download it, are excellent.

So is the wiki, which has had many years to be refined and expanded. The Twine documents are improving, but they’re newer and trickier, and there are significant changes from Twine1 to Twine2.

When you download ChoiceScript, it has some very basic intro scenes, choices, and statistics set up for you. When you want to start writing, you can just delete a bit and begin.

HOW TO WRITE A CHOICE:

To “play” the example game, follow this path (it works on PC or Mac):

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It works best with Firefox, but most browsers are fine (other than, oddly, Google Chrome).

It’s fairly ordinary-looking visually, but it is immediately obvious how to progress the story (Click on a choice, then click on ‘Next’). Your text will be different to this image, because I’ve long since replaced the example with my own.

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To see the code behind the story, follow this path (using a text editing program—I recommend Notepad++ for PC and Sublime for Macs):

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The right-hand column above shows the startup file for the story I’m currently writing (so nobody look, okay?)

Don’t panic when you see a bunch of words and symbols. It will be okay.

NB: Each chapter of your book will be in a separate text file. You can name them whatever you like.

You can switch between the browser and the text file to see how the text file alters the story that you’re reading in the browser. The best thing to do is to just put your own words in, and you’ll be able to see them immediately fit the playable ChoiceScript format.

So if you write exactly this (at the END of the startup file, replacing the kingdom bit):

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Then you go back to the index.html file, it will look like:

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The * and # symbols are vital, and so is the spacing at the beginning of your lines. You can use either tab or spacebar to indent what needs indenting, but you have to pick one and stick to it or the game will break. Those three keys are the heart of your writing from now on.

If the reader picks “I choose option one” above, the line of text will appear, saying, “You chose option one.” Your story works—but so far you haven’t told the program what to do next (thus, the game will break immediately after that line).

Some structural info:

Many stories have a “branch and bottleneck” structure. Choices (often a whole series of nested choices) branch off in different directions, then different directions again… and then there’a a point at which they all come together, and then the choices branch out again from there. Here’s a diagram example using twine:

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As a writer, the hard part isn’t branching your story; it’s bringing things back to bottlenecks (so you don’t end up with literally millions of utterly different stories). One handy way is with time, eg:

“The sun is setting. Enough mucking around. It’s time to…”

“Mucking around” is non-specific enough to cover all the possible adventures the character might just have experienced. Or you can leave out that sentence altogether.

Back to your basic ChoiceScript thing:

A lot of choices within a story bottleneck immediately, which is written as:

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You can name your label whatever you like. Use lower case, avoid special characters, and remember each label must be different.

This is a simple choice structure that works. You don’t actually require the “goto” and “label” stuff unless you’re nesting choices, so a lot of the time it’s even simpler.

Whatever you write after “*label bottleneck” will be seen by all the readers, no matter what choice they made beforehand.

Anything that’s on a line marked with an * will not be seen by the reader.

If you want, you can write an entire story like this. The lines of unique text above (“You chose option one/two/three.”) are only seen by the readers that chose that option. Those lines can be expanded into literally any length, and can have other nested choices inside. ChoiceScript authors don’t have a wall diagram with string going everywhere; they have a ludicrous number of indentations as they write choices within choices within choices.

But you can also just bottleneck after each choice. That’s what smart authors do (for most of the choices, but not all of them—after all, you want your reader to have a unique experience). That’s how authors stay sane.

But how to make the choices matter in a deeper way?

[Tired? Breandead? Stop here and write some scenes. Come back later. This is where I stopped for a day when I was learning ChoiceScript.]

Choices have long-term consequences because of stats. Stats don’t create work; they are a brilliant and cumulative way of making hundreds of choices matter without writing a million-page book.

The two main types of statistics are personality based and skill based. So as your player makes their choices and has their adventures, you’re also noting what kind of character they are creating (think of them as a co-writer who’s in charge of the main character’s personality), as well as building their skill set (for later challenges that can be won or lost).

In ChoiceScript, you make your own unique statistics. The more unique the better!

One of the most distinctive & fun things about the ChoiceScript tool is that it often uses opposed statistics—so for example, you might have ‘Tactfulness’ versus ‘Straight Talker’. If a player chooses to be tactful, their tactfulness stat will go up and their ‘straight talker’ stat will go down.

HOW TO DO STATS:

First, go into the startup file. After the *scene_list but before the story begins, write this:

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You can set any number of (single, lowercase) words as beginning stats.

Your Tactfulness versus Straight Talker opposed statistic will all be expressed (code-wise) as + or – tactfulness.

Your name stat will be a one-off choice (and the players can enter their own; instructions here).

Your strength starts at 0. It will grow with strength-based choices, and it will be tested at later choices.

The “show stats” button on the browser version of the story (that the players see) appears automatically.

To make the stats page look good, go into the choicescript_stats file (which you already have in the same “scenes” folder as the “startup” file), and write this:

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It will look like this to the player:

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The numerical values will change as the player makes choices.

The ! makes sure that a word is capitalised (it’s also useful for pronouns—which we’ll talk about next—when they’re at the beginning of a sentence).

Here’s your first-choice example, with stats added:

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Now players who choose Option One have Tactfulness 60% (and Straight Talking 40%).

Players who choose Option Two have Straight Talking 60% (and Tactfulness 40%).

Behind the scenes, opposed stats are really just recording one stat going up or down, but they’re displayed with a red/blue bar for the player.

If the player chose Option Three, then “Bob” will appear after “Name:” in the player’s stat screen, AND their strength will be 5.

In the line “*set strength %+5” the % symbol is the key to avoiding maths. I have your attention now, don’t I? Long story short, if you use “%+” and “%-” for your stats, you will never get under 0% or over 100%. Is good.

Congratulations! You’ve written a functional choice that doesn’t break the game and that makes a difference to your statistics.

HOW TO DO GENDER:

In your startup file, write:

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Then have a choice (early on) like this:

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As you may have noticed above, you can put the stats and the text in any order. Since the player doesn’t see the stats (until they click on the button to see the stat page), it doesn’t make a difference. But consistency is a good idea.

Once you’ve done that, you can use pronouns, like so:

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This text will appear normal to the player, but will have the right pronouns, eg:


 

You hear two people talking about you.

“What do you think of them, really?”

“They’s okay I suppose.”

“Really? I hate their dog.”


 

There are two important things to note here. (Okay, three.)

-You can write an entire novel without player-character (PC) pronouns if you’re determined (as I’ve done for “Choices That Matter” stories on iOS and Google Play via Tin Man Games).

-‘They’ is grammatically distinct. You probably noticed the painfully incorrect “They’s okay” above. If you include they/them pronouns, you will need to be very careful to avoid a similar grammar fail. But it’s worth it. The IF (Interactive Fiction) community works hard to be inclusive, especially with gender and sexuality.

-Using he/his/him as your “base stat” in the startup file works well because the three forms are distinct (unlike for she/her/her).

Erm, it’s just occurring to me that it might work better to use they/their/them as your base. I’m not smart enough to check the idea is sound without writing a novel to check, but I THINK it’ll help a bunch with both Point #3 and the Point #2.

 

WELL that was a long blog entry. Are you still here, dear reader? I’m off to eat dinner and have a lie down.

PS Guess what! It’s October! Who knew?

More Conflux tomorrow!

PS Two more super-useful sites for when you’ve finished that brilliant interactive fiction game.

Dashingdon hosts ChoiceScript games, and Philime.la hosts Twine games. Both are free, and both allow you to show your game to a select few (editors) before uploading/publishing a finished version.

Playing Fast and Loose with History

It’s possible you’ve heard that after ten glorious months, “And Their Souls Were Eaten” is just about to have its final release posted. It’s an interactive serial story that ran for ten months with (roughly) weekly updates.

The total word count is around 370,000 (you get about a quarter of that per read-through) so I’m feeling QUITE pleased with myself right about now. (I’m also apologising to my kids quite a bit and promising that when I’ve finished my next two deadlines it’ll all calm down quite a bit.)

Steampunk never tries to be accurate or even plausible historical writing, although a good steampunk writer will have a solid reason for every change they make (for instance, this story has airships because airships are awesome).

While writing “Souls” I amused myself by adding a bunch of real historical people into the story. For the more famous ones, I disguised them by using their lesser-known names for a while. I happily shifted people around the world for my personal amusement, and fudged their ages a fair bit.

There are therefore very mild spoilers for these characters. Feel free to go and read the entire story first. And don’t think they’re safe from death just because they’re real people. At least two are 100% doomed no matter what. The only question is… which two? You’d have to PM or email me to find out (fellissimo@hotmail.com). Or just read the story a bunch of times, and see who doesn’t survive.

 

 

 

SPOILER SPACE

 

 

 

 

 

 

 

 

In (VERY roughly) chronological order:

*Charles Dickens. Because how could I not include the most famous writer of serial stories?

*Genevieve Deringer (yes with one ‘r’) is a fictional member of the real Deringer family (who invented Derringer rifles).

*Thomas Molyneaux was a British Heavyweight boxer (of African descent) and extremely famous and successful. I don’t think I ever named him, but I had Nox rescue him from a soulless man in an isolated forest encounter (and then had far too many characters, so it remained a random encounter).

*The exiled King Charles X of France (yes, he was in Austria for a while, and died of cholera).

*Fairy Fay is fictional, but her name was taken from a woman who may or may not have been killed by Jack the Ripper. (This is also why she calls a character “Jack” at the end. The idea is that “Jack” would have become Jack the Ripper.)

*Ada Lovelace (and the Earl of Lovelace). Because steampunk. She really did try and invent a flying machine as a teenager (and wrote a book about it) and had her first child in 1836.

*Isabella Bird. Was chronically ill and told to travel “for her health”. She was a deeply Christian woman and a suffragette. After attempting to ride side-saddle up a volcano, she rode horses “like a man” forever after.

*Madame Cama. Like Isabella Bird, she was a suffragette (although her main focus was independence for India) who had at least one marriage and seemed to do rather better when it was over. Sadly, she and Isabella never actually met.

*Harriet Tubman, our third suffragette, was certainly not travelling Europe in 1836, not least because she was about 14 at the time. But one of her many awesomenesses was being a suffragette, so I borrowed her—in part to acknowledge all my North American readers (who had to suffer through British English this story, poor dears).

In fact, Michael Bay and I had a chat just last week over tea and cocaine and he apologised for stealing my idea that every work of historical fiction must include Harriet Tubman. (We’re cool now, although he still says the “Choices That Matter” app should be teal and orange instead of black and white.)

*Alexandre Dumas. When I was a teenager one of my best friends lived on “Dumas” street, and although we were aware of the writer we were rather more amused by alternate pronunciations of his name. The more I research the Victorian Era, the more I realise it wasn’t nearly as white-white-white as it is often portrayed. I only discovered last year that Dumas was a black man.

*Adah Isaacs Menken. This fascinating Creole actress and poet was one of Dumas’s many mistresses.

*Selika Lavevski was a very well-known and skilled equestrian circus performer, and drop-dead gorgeous to boot. Yep, I bet you thought I made all that up. I didn’t.

That studio photo was taken from here.

*Gustave Eiffel, long before the Eiffel tower was built.

*The French Fencers: Joseph Bologne and Chevalier d’Eon really were famous late-1700s fencers; an African man and a person who switched genders at least once. They’re only in one very minor (but badass) scene. Yes, Joseph was also a virtuoso violinist!

*Coenraad Van Houten and his father, who were real Dutch chocolate innovators (and who were smart enough to guard their secrets).

*Captain Ching Shih was a real and very successful Chinese pirate with an enormous fleet.

*Princess/Queen Victoria, who took the throne just after her eighteenth birthday in 1836. She was a fan of Charles Dickens.

I’ve probably forgotten some people, so let me know if you think you noticed someone!

I absolutely recommend googling all of these complicated, successful, diverse and talented people. They are well worth getting to know.

News about “Choices That Matter” story app.

Eep, I really haven’t written for a while.

In my defence, I am in a whirlwind of writing as I finish “Choices: And Their Souls Were Eaten”, write the sequel to “Heart of Brass” (it’ll be a trilogy by the end of next year), and research and write [redacted] for [redacted], which is terribly exciting.

First things first, the Tin Man Games story app formerly known as “Choices: And The Sun Went Out” (after the first story, which I also co-wrote) is now known as “Choices That Matter”. It’s still on iOS and Google Play, and the finished tales will eventually show up on Steam.

So, I co-wrote the first story, “And The Sun Went Out” (from arc 4 onwards)

I wrote the second story, “And Their Souls Were Eaten”

I shall be editing the third story, “And Their Heroes Were Lost”.

All in all, KG Tan and I have made sure our fingerprints are all over all three stories. (For those not in the know, KG Tan is the project head of both “Choices That Matter” and “Miss Fisher” and he wrote rather a lot of “And The Sun Went Out”. He’s the last line of defence when it comes to editing, especially coding errors, and he is a spectacularly gifted person as well as a genuine friend.)

Phill Berrie was the first-line editor for “And Their Souls Were Eaten” and he is the writer of “And Their Heroes Were Lost” (which is seriously excellent!)

 

So let’s talk “And Their Souls Were Eaten”, since it’s my big beautiful baby. It had forty updates over 10 months, and the final update will come out within days. The final word count is around 377,000 (which is impressive until you compare it to the 15-month “And The Sun Went Out”, which came in just over 600,000 words).

YES in case you were wondering, it is connected to my other steampunk stories (they’re all connected). It takes place in 1836 Europe, well before any of the other stories, and the central problem of the story is different to all the rest.

Whenever I write interactive steampunk, I decide one one version of the story that is the “canon” version—the least contradictory version. When it comes to “And Their Souls Were Eaten” the canon version is as follows:

 

SPOILER SPACE

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

  1. The character is male (or appears to be), and after eating the soul of Charles Dickens they ultimately “become” the Charles Dickens that we know from “real” history (minus the horrible behaviour toward women, because I want to like him and it’s my story dammit). He writes all the Dickens stories just as they exist in our real world. The character might just show up in the novels (as “Charles Dickens”). He certainly shows up in “Stuff and Nonsense”.
  2. The soulless problem is 100% dealt with and although a few people continue to build anti-soulless towers and to keep an eye out in case any soulless escaped, by the time Emmeline Muchamore (hero of the novels) is causing trouble it’s rare to hear “soulless” or “Great Ones” even mentioned. In fact, they don’t come up in the novels at all (conveniently for those who read the novels but not “And Their Souls Were Eaten”.
  3. Activated gold is discovered during “And Their Souls Were Eaten”, and a few other magical metals are discovered in the 1840s, before the novels begin in 1853.

Procrastination Technique #452: Reviews

I’ve written about reviews before, and I’m always fascinated, whether the review is positive or. . . not so much.

The Tin Man Games app “Choices: And The Sun Went Out” (including the second story, my steampunk fantasy, “Choices: And Their Souls Were Eaten”) has just under a hundred reviews (mostly just stars) on itunes and has just passed 600 reviews on Android.

Android apps have a cool feature where they say how many people have installed an app, and this app, our app, has been installed over 50,000 times! It boggles my mind that so many people are reading words that I write, and it makes me evil laugh when I read the desperate pleas of addicted readers hanging out for their weekly story fix:

Mario Zalout wrote:

Love it It’s hard for me to find games like this. I constantly crave the story, wanting more. However, I’ve caught up with And Their Souls Were Eaten about 3 times, and I always hate the break I have to take in between. And The Sun Went Out helps with that though, and since I know it’s considerably longer I work at it whenever Souls needs an update.

Theresa Budd wrote:

Great game but… This is a really great game but I wish they would update the bear version. I was having so much fun playing it and now I’ve got as far as can but they need to update it so I can finish the story please.

Zachery Fitzpatrick wrote:

You’ll love the story …..untill you get a nice distance in…. then the book shuts itself on your fingers and then throws itself into a fire and tells you wait for a update.

Trevor Veltema wrote:

So good Honestly the best game I’ve played, I was on it from 12am to 7 am, it’s very addicting

Johannes Haler wrote:

UPDATE MORE PLEASE The story And The Sun Went Out is easily one of THE best stories I’ve ever read. The plot about how the sun disappesring and stuff is just amazing! Please, I’ve reached the part where update is needed and I NEED MORE! Thank you Tin Man Games, for making reading fun, and making one of the best books I’ve read!

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There’s a whole sub-group who are angry that you have to pay (or watch ads) to read the whole story. Since I know exactly how much I earn (hint: not an enormous amount), I’m not entirely sympathetic to these:

Alper Can Buyuk wrote:

Ad-fest So you need “choice-tickets” to make decisions and progress the story. The only way to get these is either purchasing them, or buying a pass which allows you to progress through the app. The other option is watching a 30 second ad for a measly 3 tickets, completely breaking the immersion. Shouldn’t be a free app in the first place if this is the way the devs are gonna go about it.

Franz Airyl Sapit wrote:

TOO PRICEY. NOT WORTH IT. In my local currency, two Story Pass (needed to play this,”pay to play”) of this game is worth as much as Dragon Age Origins, a PC game. Imagine that.

Kaneki Ken wrote:

Money-grubbing morons. Whoever is the developer(s) of this game is seriously an annoying one. Not only do you deem it, unfavourable to have a narrator. To continue the story, you force us to give you money? How cheap is that of a practice! You don’t deserve money of you’re too lazy to have a voice actor!

In their defence, ebooks are sold in a much simpler system. There’s a big yellow button that says “free sample” and it’s easy to understand that the free sample is specifically designed to suck you into buying the book. These story apps are exactly the same thing, but app stores list them as “free, with in-app purchases” which isn’t deliberately misleading but it feels like it is.

Sadly, there are sometimes bugs and those reviews are always awful. The only up side is that bug-fixing horrors are someone else’s job to fix. Yay?

I love it when reviewers give useful information (and even more when they rebut the “I don’t want to pay/watch ads” reviewers).

DERPING Dubstep wrote:

Worth the read Don’t expect this to be an adventure game with managing inventory and fight enemies. If your looking for that you better off getting something else but don’t let that deter you from this experience. Like it is described by the developers the story is really choice based. I noticed how different the story was when i looked at the screen shots and compared it to mine, i was surprised. (And their souls were eaten seems really interesting hope we get an update soon)

Kat Hargis:

Amazing Currently reading The Sun Went Out- and the story is compelling and leaves me craving more. It is definitely worth to purchase the Story Tickets pass or whatever it’s called. Not only does it support the creative geniuses behind the story, but it also keeps me satisfied with long reads rather than short ones. Compared to other choice-based novels, this one is probably my top pick, beating even TellTale games. Once again, definitely worth that I initially spent. Looking forward to the updates on the story!

krazykidfox wrote:

Fantastic I’ve read both stories up to date. They’re both fantastic, and I’m eagerly waiting for more content. Pick this game up, hands down. While yes, you do have to either watch ads or buy tickets to progress through the stories, it’s honestly a very fair and generous system that stands out from all of the Free-To-Pay mobile games out there. Props to you, devs. Get this, you won’t be let down.

I don’t have a name wrote:

Awesome (Currently reading “And The Sun Went Out”)Intriguing, mysterious, smart and a bit dangerous. I love the fact that, although the choices you have are both natural and logical and not extremely different from each other, any choice you make has a huge impact on the story, changing it in major but still subtle ways. The only downside, in my opinion is the fact that you can’t redo a choice. You have the option to start the whole story from the beginning but I don’t want to repeat everything just for one mistake

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I really love that people are passionate about the stories!

The first story has been running over 14 months and is well over 500,000 words altogether (although each read-through would be about 100,000 words – the length of a regular book). 

The person known as “I don’t have a name” is going to love the stuff that happens towards the end of the first story, when literally hundreds of seemingly insignificant choices have the power to save the world. . . or doom it forever.

The final final final piece of the story will be released roughly on Christmas Day. If you want to read the whole story from beginning to end—possibly several times, so you get different experiences—then this is your moment to jump on board!!

Getting into the reader’s mind

NB There are structural spoilers ahead for “Choices: And Their Souls Were Eaten”, and more mid-level spoilers in the comments.

Regular readers will know that I live and breathe “Choices: And The Sun Went Out”, a serial interactive story produced by Tin Man Games. (It’s a massive story app available on Android or itunes, with new sections every week and the ability to choose where the protagonist goes and what they do.)

Although the app is called “Choices: And The Sun Went Out”, it contains two stories (so far!)

I was hired as a co-writer on the original story, and I have literally one section left to write. After FIFTEEN MONTHS and SIXTY updates, the story is ending. It’s an amazing feeling for everyone involved. Do buy the app as a Christmas gift from you to you. It’s a lot of fun.

But that’s utterly not what I’m writing about. The second story in the app, “Choices: And Their Souls Were Eaten” is my own project, set in the magical steampunk world of my novel and various other stories.

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Here’s one of the unique things about the entire “Choices: And The Sun Went Out” app: every four weeks there is a super-significant choice, usually a choice of which location to go to next. The reader gets to pick where they go… and then a dial appears to tell them what percentage of readers chose to go to the same place.

The writers can also see what all our readers are choosing.

So. Confession time.

Each super-choice is meant to be equally appealing, but at the end of Arc 1 it became clear to me that almost all of my readers had chosen one particular path. (I’m going to go back and edit the Arc 1 text to make the other choices more appealing.)

Arc 3 has just ended, and I was dying to find out what choices people made there. In Arc 3, the player chooses their animal form. They can shift into their animal form at various times during the rest of the story, and it’s often useful (or just fun and awesome). Certain animals have certain skills (did you know rats have an absolutely amazing sense of smell? Research, baby!)

There are five possible animal forms, but the reader was given a choice of only two animals, based on two of their previous choices. For example, if they had chosen to avoid physical conflict as much as possible, and to stay in the forest rather than seeking out people, they might be a deer. If you email me privately to ask for more detail, I’ll tell you more.

The five animal choices were: Sparrow, Otter, Deer, Greyhound, or Rat.

The statistics were always going to be skewed due to the Arc 1 choice, but here are the results:

Greyhound: 53%

Sparrow: 19%

Rat: 18%

Deer: 9%

Otter: 1%

All I really wanted to say was that if you’re an otter, you have read quite a different story to everyone else. Congratulations.