The Best Books of 2021 (JS List)

The Best Books of 2021 (according to author James Schannep)

Of course, this list is incredibly subjective, but these are the books that resonated with me in 2021. What were your favorite reads (or listens) of the year?


Best Debut

The Island of Dr Moreau by KJ Shadmand

The first book on this list comes from a teacher who grew up as a fan of interactive fiction and gamebooks. He blended his love of classic literature and branching path narratives to create this impressive first gamebook in what the author intends to be a series of reimagined classics focusing on the works of HG Wells.

Most Impressive

Dracula: Curse of the Vampire by Jonathan Green

This modern master also took inspiration from the classics to create a momentous accomplishment. Unlike the last entrant, Jonathan Green has been entrenched in the world of gamebooks for decades, and brings that expertise to bear in this impressive tome. Greatly expanding upon Bram Stokers mythos while gamifying the story and creating several playable narratives in one.

Best Graphic Novel

Captive by MC & Manuro

Published by Van Ryder Games, this is part of a series of interactive graphic novels. The navigation system is ingenious, and is so visually based, it’s no wonder it has been translated into several languages (it was originally written in French). I played this book with my wife and we made the choices together. Great fun.

Best Classic

The Haunting of Hill House by Shirley Jackson

While plotting and researching HAUNTED, I read and listened to myriad haunted house stories, but one stood out among the rest–a forerunner and standard-bear of this medium, and well deserving of its reputation. Part horror, part psychological drama, you’ll likely see inspiration pulled from Hill House should you choose to enter the Tansky House in HAUNTED.

Best Audiobook

Project Hail Mary by Andy Weir

Like most of the audio-listening world, I fell in love with Andy Weir’s The Martian narrated by R.C. Bray. I’m pleased to have partnered with this award-winning narrator for my new version of INFECTED and I’m also happy that Andy Weir has returned to survival space drama. I didn’t quite connect with Artemis as much as I’d have liked, but with Ray Porter narrating, it feels like Mark Watney is back in this new book.

Best Nonfiction

The Believing Brain by Michael Shermer

Another book I listened to while deeply immersed in ghost stories; I found Shermer’s insight into why we as humans believe what we believe incredibly useful. I’d add Carl Sagan’s The Demon Haunted World as an honorable mention in this category of books that highlight how thinking skeptically is actually a learned behavior, while being quick to believe comes naturally.

Best Bookish Podcast

Instadeath Survivors Support Group with Brian Hazzard

From neonate gamebook fan to expert interviewer, Brian Hazzard used the past year to dive deeply into the world of interactive fiction. He blends author interviews with playthroughs of branching-path books to bring a compelling podcast into this growing community. Yours truly is featured in an interview and it was a pleasure.


And that’s my list for 2021! But speaking of books… there’s still time to get signed and shipped Click Your Poison books before Christmas if you missed my Holiday Sign & Ship announcement. If you’re reading this blog post prior to December 20th, reach out to me and we’ll make it happen!

As always, thanks for reading. Let me know in the comments if you have any books that you fell in love with this year. Until next time, I remain…

Your author,

Hauntings, New & Olde

Happy Halloween! In this blog post, I’m going to give you an update on HAUNTED (a ghostly & ghastly Click Your Poison book), but first: an announcement.

I’ve been trying to crack audiobooks for the better part of ten years. AND I’VE FINALLY DONE IT. Look at this:

Partnering with award-winning narrator R.C. Bray (that’s his voice in the teaser) and the fantastic team at Cubus Games, I give you Click Your Poison: INFECTED. The first audiogamebook of its kind, designed for your smartphone.

It’s available now on iPhone/iPad and Android devices.

AppStore: https://apps.apple.com/us/app/click-your-poison-infected/id1590501949

GooglePlay Store: https://play.google.com/store/apps/details?id=com.cubusgames.cyp

If this project is successful, there will be more. So, if you like it, share the hell out of it. Here are those links again:

AppStore: https://apps.apple.com/us/app/click-your-poison-infected/id1590501949

GooglePlay Store: https://play.google.com/store/apps/details?id=com.cubusgames.cyp


Now then. I can’t quite give you my haunted house story for Halloween, but the first draft is done! And you can pre-order HAUNTED now if you want to make sure you get your copy.

The book will launch on 2sday. 2/2/2022, which is exactly one year after SPIED. I had hoped to get HAUNTED out to you before Halloween (or hell, by Christmas), but this old house needed extensive renovations. I’m starting my rewrites next week based on some early feedback, but I think you’ll love it when it comes out.

Praise for HAUNTED:

  • “One helluva ghost story.”
    -Shirley Jackson, author of The Haunting of Hill House
  • “I’d seal my enemies in a cellar with a copy of HAUNTED, but that would be too good for them.”
    -Edgar Allen Poe, creator of the horror genre
  • “Decent story. Could’ve used more gables. ★★★”
    -Nathaniel Hawthorne, author of The House of Seven Gables

Here’s how it works: You, Dear Reader, are the main character of this story. The House will change and mold itself to your fears — based on your own choices. 

Go ahead over to that pre-order page now, just so you don’t miss it and Happy Halloween!

-JS

The Gamebook Revolution

Interactive Fiction and Gamebooks are becoming increasingly popular every day. The artform peaked and declined in the 80s and 90s, but now more and more authors are emerging who use this as a preferred storytelling medium, rather than as a gimmick. I’d argue we’re at the cusp of a new golden age for branching path narratives.

One such emerging author is Greg Hickey, who recently reached out to me as part of an article he was writing with a central question: Why do interactive fiction writers do what we do? What makes juggling multiple storylines worth the extra effort? He interviewed several such authors, including some bestsellers, and I was happy to add my $0.02. Here’s what I had to say:

Click Your Poison books are, at their core, a form of collaborative storytelling. By letting the reader choose brazen action or reserved caution, for example, you get to create your own story world unlike any traditional novel. My books are meant to be re-read over and over again, with clues gained from earlier reads informing future decisions. This peel-back-the-layers approach of interactive storytelling allows for a unique experience only available to gamebooks. The immediacy of playing the role of protagonist changes the dynamic from shouting at a character, “Don’t go in the house!” to wondering, “Should I go in the house? Are the rewards worth the risk?”

-Author James Schannep

Greg has completed his article and compiled a list, which includes answers from the other authors he interviewed. I’m pleased to be able to share their wisdom with you here:

You can also read Greg’s article over on his site: 10 Contemporary Interactive Books for Adults.

Introducing, “Friends of CYP.”

Additionally, I’ve added a new section on my website. Think of this as an “other books you may like” section for the interactive fiction genre. Check out the Friends of CYP page now.

Are you an author or publisher interested in becoming a friend? Send me a message on my contact page.


What do YOU think?  As a reader (or writer) of branching path narratives, I’d love to hear your thoughts. Leave a comment below to join in the conversation.

It’s almost time…to get SPIED!

That’s right, it’s almost time… one week from today, in fact. It is time, however, right at this very moment even, for another sporadic blog update!

The SPIED subpage now exists on my website. SPIED–Click Your Poison #6–releases next week! As always, this is a standalone interactive story. If you’re unfamiliar with Click Your Poison gamebooks, now is the perfect spot to dive right in.

The book exists, and will be available for sale on 2/2/2021 (the Kindle edition is currently on pre-order). The book trailer will launch as a live premier at 12pm PST/8pm GMT. Join in the fun at this YouTube link:

There will of course be other launch events, promos, and prizes. Make sure you join up on Facebook and/or Twitter as well.

Exciting times! Do YOU have what it takes to be a spy?

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.
Thanks for reading, and don’t forget to share and subscribe!

CYP#4: Lucas Complete!

Lucas Tesshu, the sword-toting modern day samurai whose greatest weakness was a compulsion to help everyone he met is now fully visualized with an origin story in the upcoming PATHOGENS. To all the teachers out there, I ask: What would you do if the zombie apocalypse hit while class was in session? Stay put with your students? Try to get them to their parents? Just leave the snotty brats and make a run for it?

Your answer might change if you were a master swordsman teaching a kendo class. Or not. Either way, get ready to live his journey for yourself!

 

Up next? Our final character: The cold, hard, badass leader: Cooper!


Thanks for reading! Excited? Confused? Bemused?

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

CYP#4: Tyberius Complete!

::Walks away from explosion like a badass::

Tyberius, the street-smart athletic force of nature from INFECTED is now completed! Some might recall he reacted rather harshly at Deleon’s reveal in the high school. In the upcoming PATHOGENS, you can find out why as you live his story for yourself.

Most evocative image of the Tyberius path I could find. Still recovering from the Google image rabbit hole. Whew.

Up next? Kendo master Lucas Tesshu!


Thanks for reading! Excited? Confused? Bemused?

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

Reigning in Parallel Worlds

This post was originally published on author J.P. Choquette’s blog after she contacted me and asked if I’d go a bit into the process of writing interactive fiction. I liked the essay so much, I wanted to make sure my subscribers got to check it out, so you’ll find the full piece below. You should also check out J.P.’s website, she brings a great many different voices together and it’s worth a perusal.

Reigning in Parallel Worlds

by James Schannep

The main characters in INFECTED choose to wait out the zombie apocalypse inside their home, boarded up and barricaded, with enough supplies to wait out doomsday. They also leave the city in search of fellow survivors and greener pastures. Oh, and they also become zombies themselves.

No, my characters are not schizophrenic (and neither am I!), they just exist in parallel worlds.

What do I mean? Click Your Poison books are gamebooks—wherein you, the reader, choose how the story progresses. Each CYP title has three unique storylines and over fifty possible endings. Because of this “many possibilities” quality to interactive fiction, different readers will experience different outcomes and have a rather different reading experience from one another. It’s my job, as the author, to keep all these parallel worlds straight.

The problem is, every decision expands the storylines; sometimes familiar to one another, but other times they become drastically altered. Their worlds grow too large to exist solely within the confines of my head! I literally can’t keep them all straight; not by memory alone. So how do I do it? Just like in the real world—I use maps. Almost on a daily basis I’m forced to pause, stop writing, and think, “Wait, is this person dead here? And does this other character currently hate you or love you?” That’s when I check the maps.

Level one is my world map: the outline. In any novel, you need a beginning, middle, and end, with a logical pathway through the three. At the most basic level, the outline keeps the overarching plot on track towards the eventual destination(s).

Level two, interstates and roadside attractions: the chronology. Here I’ll keep a chart in Excel. Important plot points form the x-axis (time) and major storylines/characters form the y-axis (events). This helps me know which events happen at what time.

Level three, city streets, dark alleys, slums and shortcuts: the flowchart. This is my bread and butter. Without the flowchart, none of the other maps matter. The flowchart tells me, if you make decision A (attempt to play dead to avoid zombies), it will lead to outcome B (get eaten!). Often times the path will change slightly and I’ll have to go back, edit the story, and change outcomes. Without the flowchart, that would be impossible. Below, you can see a rough scrap from my latest CYP book as an example.

Nathaniel Hawthorne said, “Easy reading is damned hard writing.” If my process sounds excruciatingly difficult, good. My job (in addition to keeping the parallel worlds straight), is to make it look effortless inside the story. Your experience making decisions as reader should be smooth and clean, despite the complexity and ambiguity of the actual decisions themselves.

The real test of all this behind-the-scenes planning is your experience. So go ahead, dive into INFECTED and see if you have what it takes to survive the zombie apocalypse!

 


 

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