Banter Snatch – What Do “Gamebook” Authors Say About Netflix’s Bandersnatch?

Two interactive fiction writers walk into a bar…

So, how many people called you about Bandersnatch?

Deb: More than sent me those weird New Year’s Facebook messenger memes!

James: With the cats?

Deb: Yeah, the creepy cats. People were messaging and even emailing saying, “Black Mirror have done a You Say Which Way! You’ll love it.”

bandersnatch choice
Interactive fiction authors Deb Potter and James Schannep discuss “Bandersnatch.”

James: Same. With a bit of, “You should get them to do your Click Your Poison series on Netflix!” Aha! Good point, friend. I’m just going to flip the Netflix switch on my books from “disabled” to “ready.”

Deb: And when I searched #Bandersnatch it turned out it wasn’t just geeky interactive fiction writers talking about it. Bandersnatch had millions of viewers talking about endings and story and replay. Which is quite exciting. I’m always a little bit worried people will forget how cool interactive is.

James: Hashtags! #whydidntithinkofthat

Okay, so what did we think about the episode?

Deb: Well, I was worried by the first couple of choices. The random choice of breakfast cereal and then a slightly more preference based choice of music. Sure, it’s good to test viewer can actually choose and to reinforce that choosing is how this story will be experienced – but let’s have some REAL choices soon, please.

James: That was my first instinct as well. But, I’ve since heard that it does make a difference. I’ll have to go back and see if this is true. Replay value! The hallmark of a good gamebook. Already I want to go back and watch it again.

Deb: It got better though. The next choice gave me the true pleasure of interactive fiction. I got to consider two options. And the writers fooled me, I picked “wrong” and got straight to a frustrating ending. I enjoyed that.

James: See, I didn’t like that. I felt like I was being pushed towards a single path, while I wanted to diverge and explore. I wanted to see the format tested to its limits.

Deb: But then there’s clever use of recap to get to the first meaningful choice again. That’s the next big make or break test for a good interactive story – how easy is it to re-enter the adventure and get back to a pivot in the storyline? Here’s where, as an interactive fiction writer, I give Black Mirror’s writers a gold star. Getting back into the story for a different choice is really easy and, you don’t have to go all the way back.

James: Okay, fair enough. That was extremely well done.

Deb: So next time round – about one minute in screen time later – I make another choice and then the deeper layers of the story start to unfold. As a participant I’ve had a bit of subtle training now, so I trust the experience and get into enjoying choices. Okay so “enjoy” might not be the best description. I was often frustrated by two choices that weren’t too different and, sometimes, a bit appalled at the choices. At these times I was reminded that this was Black Mirror. It’s black, it’s dark. It’s not You Say Which Way. Maybe to give us some respite there’s a bit of campy Kill Bill-esque sequence to find.

James: I’ll admit—this bit made me extremely happy. Click Your Poison isn’t meant for the young or faint of heart. There are other series (like yours!) which have covered that ground so well, that many people often default to: interactive fiction is for kids, right? Not necessarily. If you want darker, black choices, head over here to the dark side. We have cookies.

Deb: Mmph mmph, these cookies are good! Yeah, you’re right, this is interactive for grown-ups and true to what we’d expect from Black Mirror scriptwriters. The stories don’t divert much at all but there’s just enough variety, shades of noir, sledgehammer to the fourth wall, and surrealism, to keep me exploring.

James: Baby-steps. This is our first mainstream interactive TV show. There weren’t that many choices, and it didn’t seem to change the story drastically, but part of me thinks that might have been the point (in this instance). The whole thing was meant to question the concept of free will.

Let’s talk about that whole breaking the fourth wall thing – what did you think?

James: If there’s a spoiler to avoid, it’s this one. Please, if you haven’t fully explored Bandersnatch, stop now, go watch the show, then go read Deb and my books. Err, I mean, return to this interview.

Deb: But we have to talk about it!

James: Of course! I enjoyed it. [SPOILERS] Bringing Netflix in as a character was brilliant. Icing on the cake? This choice isn’t available during the first play-through. How cool is that?

Deb: There was this sort of voyeur-found-out moment that I really loved. The programmer is onto us. Then his hand is shaking as he tries to resist our choice. Nice work, Black Mirror. There’s also the potential to add more story later – additional “episodes” within Bandersnatch. If I made Black Mirror I’d do that. You could dole out more choices for people to come back to. Netflix is such an ideal medium for interactive storytelling.

James: It’s this type of innovation that will bring interactive fiction its audience. We can do things with story that a traditional show, novel, whatever, can’t do. We have replay value. We have events changing context over time and with repetition.

Deb: “The interactive special” could become a regular feature for popular shows, especially since more people are consuming TV from the web these days. It could be up there with the ubiquitous musical episode and the Christmas special.

Parting Thoughts?

Deb: You know, there’s a story in that New Year creepy cat meme going around…

James: Once you see the cat meme, you only have seven days to live. Or two months to do your taxes. Whatever’s scariest?

Deb Potter writes and publishes You Say Which Way stories for 10-12 year old readers.

James Schannep is the creator of Click Your Poison, interactive books for teens and adults.


What do YOU think?  Leave a comment below to join in the conversation.
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Under the Hood: Decision Loops & Funnels

Time for a behind the scenes look at gamebook mechanics. I’m going to reveal some of the methods to my madness and perhaps answer a question or two. Follow me, if you will, under the hood.

Decision Loops

Q: I found a decision loop!
A: Good for you. Also, that’s not a question. But seriously? I give you the power to explore the multiverse, to leap across parallel universes during the zombie apocalypse, and you use it to replay two decisions back-to-back on an endless loop? Real cool…

The above is taken from the INFECTED FAQs and represents a complaint I hear each time I release a new Click Your Poison book. Someone thinks they found an “error” because you can walk into the same room and have the same exact conversation multiple times.

Problem is…this isn’t a problem. It’s a necessary evil. At least if you enjoy a certain level of autonomy in your gamebooks.

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“What gives? She keeps saying the same response each time I click the talk button! I found an error!”

Game designers have run into this since the very beginning. When Mario goes down a pipe, the room inside looks the same whether it’s his first or fiftieth journey. Those of us who grew up with SNES RPGs just accepted this as a limitation of the system, and really it’s no different in an interactive book.

It can seem odd, for sure, but it’s the only way to not have my page counts approach infinity while still giving you freedom of movement.

I would rather give you the option to, say, explore a hotel in whatever order you choose, knowing that in these separate rooms you might learn something new, but not something that would change the outcome of the conversation you’ll have the next room over. Once you’ve finished your conversations, you’re free to move on.

It ends up looking something like this in my flowcharts:

decision loop
Theoretically, you could make this your personal Hotel California and spend the rest of your life here. But why would you?

Funnels

All roads lead to Rome, especially when you’re reading interactive fiction about Roman conquests. The point here, is that these books are still stories, and though they have 50-100 ways of ending, you have to get there somehow.

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“Wait…you’re telling me I can’t just barge into the castle before I catch up to the game’s intended storyline? That’s bull$#!%”

That’s where funnels come in.

Funnels are where disparate storylines rejoin, giving you multiple ways to get from point A to point B. This was especially important in PATHOGENS, where the characters needed to end up just like you meet them in INFECTED. Sims has to meet Cooper. How that happens can occur multiple ways, but the outcome must be the same.

Here’s what it looks like in my flowcharts:

funnel
Huh. So it really does roll downhill…

I get that this can seem like you don’t have much choice in the story. So I try to make things unique where I can. A certain character needs to die? Fine. But let’s make the ways in which it can happen fun and interesting.

All roads might lead to Rome, but those roads can be yellow-brick, a winding maze, or fraught with thieving brigands. You pick which path to take.


Thanks for reading! What do YOU think? Fun to see under the hood? Let down after seeing the man behind the curtain? Or just disgusted by my constant use of mixed metaphors?

Leave me a comment below, and don’t forget to share and subscribe!

SUPERPOWERED now on Pre-order for only $0.99!

If you’re subscribed to my new release mailing list, then you got word this morning. SUPERPOWERED is now available on pre-order! And it’s only $0.99 until release day, when it’ll fly back up to $3.99. Go to Amazon now and Get SUPERPOWERED!

Official release date: 5/10/15
Official release date: 5/10/15