Chess, cats, genre

Nigel talks about how well his experience as a writer & player of tabletop roleplaying games fits with writing content for Echo Bazaar. I ought to admit right now that I don't have the first clue what a tabletop game even looks like. I'm a classicist; Echo Bazaar for me has always been (amongst other things) about genre, reception, intertextuality and the creation of landscape architecture in the imagination.

That sounds terribly pompous. Erm, it's much more of a general approach than a way into the actual writing. I don't sit down and think, 'Right. I'm going to do a story about what happens when a Grubby Urchin gets hold of a trumpet. What tropes shall I weave in and how might the player understand which genre(s) the story may be attempting to emulate or redefine or subvert?' That would be stupid. (And that stuff's out of our hands, anyway.) What I mean is that I don't see what we do with Echo Bazaar narratively as being limited by its status as an in-browser casual social game. The player doesn't need to pay attention to it for more than a few minutes a day if they don't want to, but we can be as ambitious with our vision for the story as we like.

I'm not saying we're writing Ulysses bit-by-bit here, but it's not hubristic to say that EB contains entirely valid responses to and arguments about, for example, Victorian enthusiasm for Gothic literature, TS Eliot, contemporary film portrayals of serial killers, misconceptions about Victorian morality, ideas about what Freud might have meant, constructions of alternate histories, blah blah, &c, blah. And when we sit down to advance the story, be it writing little individual plots or long narrative arcs or weaving in bits of the overarching secrets about Fallen London that you don't know about yet, we're working from within a cultural and intertextual context that is rich and complex. It doesn't have to be conscious, and it probably shouldn't ever be too self- conscious, but it can't help but inform the writing and give it depth, not any more. We're stuck with it now. It might be barely visible in an individual storylet about robbing the lead from a church roof and nearly getting eaten by a spider in the process, or flirting outrageously with an impoverished artist in order to annoy a social-climbing rival, but I think it works a bit like paint; thicker and darker in places, more transparent and barely-there in others, but there's always colour.

Nigel's dropped tantalising hints about the Cheesemonger. Me, I'd like to say to those of you that are wondering where your nightmares might be leading you - please keep dreaming. You'll find out.

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Comments (8) -

kylee
kylee
7/10/2010 9:10:52 PM Permalink

Love this. I often worry I'm 'reading too much into' a browser game -- especially when I start thinking things like 'hey, isn't this a lot like Freud's ... ?' -- so it's excellent to read your thoughts on just how much gets wrote into it. Plus, you know, the nightmares!

jenilsson
jenilsson
7/10/2010 11:02:29 PM Permalink

I it is great that there is a browser game that has so much depth.  I would also love to see/hear "director's commentary" or "further reading" suggestions for the story lines sometime.

full disclosure - I only discovered the game 3 days ago, so I'm sure there's much more for me to see.

Allandaros
Allandaros
7/11/2010 2:44:24 AM Permalink

I'm really glad that you guys are putting in the strong narrative content. It's that, more than anything else, which has kept me engaged with Echo Bazaar, in comparison to pretty much all other casual browser games.

Also the blank space at the end combined with the nightmares she's trying to tell us something oh God oh God WHAT

Kyra
Kyra
7/11/2010 4:33:37 AM Permalink

YAY NIGHTMARES. I don't even know, I just love them, and I want really badly for them to mean something. Especially all the stuff about North.

For people who really love the dreams, though--any chance going insane and recovering your sanity will maybe not take away all your progress in recurring dreams? It makes some sense since it goes along with Nightmares, but the dreams are themselves content, and the Tomb-Colonies, death, and New Newgate don't remove qualities aside from Menace when you get out of them.

iskandra
iskandra
7/11/2010 5:08:00 AM Permalink

I sure have to find out why I keep dreaming of cats that somehow do not take me seriously...which eerily echoes my real life (whatever that might be)

Yasmeen
Yasmeen
7/11/2010 5:30:15 AM Permalink

Sorry about the blank space, I've no idea how I managed to do that. Oops.

Allandaros
Allandaros
7/11/2010 2:10:12 PM Permalink

Ah, she denies it NOW...!

Charlotte
Charlotte
7/11/2010 11:24:23 PM Permalink

This is really cool, I love that the game plays with & references/responds to these sort of intertextual & historical things.

Also I never really click the nightmare chance cards, but now I want to!

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