Creature of Havoc (Fighting Fantasy Gamebook #24)
by Steve Jackson, some sloppy proofreaders, and Fate herself
We've been having some discussion on RGIF recently about enumerated actions
and their effect on IF gameplay, and I have been siding with the argument
that the effect is not good. According to this argument, choosing from a
set of M*N explicitly enumerated actions (as in a LucasArts adventure
game) tends to distance the player from the game world, makes it seem like
a contrivance, reduces gameplay to uninvolved hotspot-clicking. When
instead you do not know the full set of actions (as in command-line IF),
you must immerse yourself in the world to find out what is possible,
engage with the game world on a much deeper level.
By this argument, the CYOA books so beloved of my childhood would make
the worst IF of all. The Fighting Fantasy series had a maximum of
400 possible actions per book, one per reference number, with only three
or four available at any one time. These actions are always explicitly
offered to the player. Pretty severe limitations: Andrew Plotkin
even argues that CYOA books shouldn't
count as interactive fiction.
"My problem with CYOA games
(or books) is that the range of action is never uncertain -- you *can*
progress mechanically, by trying every menu possibility. In fact, this
is what usually happens when I play a CYOA game."
And indeed, childhood nostalgia aside, the Fighting Fantasy books
for the most part made dull games, and worse fiction. The exceptions, at
least as far as games were concerned, were the works of Steve Jackson, who
wrote a succession of increasingly intricate books, using every trick
possible to raise the game above arbitrary page-flicking. His final
gamebook, Creature of Havoc, is surely the crowning masterpiece of
the genre. In its own modest way, it's close to being a work of genius.
I should emphasise at this point that the genius lies in the
game, and not in the prose, which is functional and competent, or
the story, which is uninspired genre-fantasy fare. In the story, you play
a hideous dungeon monster, the creature of the title, a foul creation of
sorcery; it turns out later that the aim of the game is to meet and
destroy your maker. But to do that you must first escape from the
dungeon,
and you face an immediate problem: you are a creature of instinct, with no
reason, no free will, no control over your actions. For the first few
turns, you wander mindlessly around the dungeon, all of your choices
dictated by dice rolls. Soon you blunder into a party of cliched RPG
dungeon adventurers. They scream at you in some impenetrable code; you
can't understand human speech. You attack them, kill them, eat them.
But as you're searching for more to eat, you accidentally
break open one of the adventurers' possessions. A ghostly vapour seeps
out, forms a face, and says something to you. You don't understand, but
after the vapour speaks, you find that you have control over your actions.
From this point on in the book, you can choose any of the options
available to you, as in a normal CYOA. (You find out later that you broke
open the Vapour of Reason, one of three magic vapours the adventurers were
searching for. Soon afterwards, you find the Vapour of Language, and can
decipher the coded speech. But I reach ahead.)
A while later, if you choose the right path, you can find a magic
pendant that turns out to be essential for escaping the dungeon. Vital
quest items like this always presented a problem for CYOA books. The
standard FF hack, like Ian Livingstone, would offer you a choice
like "If you have the magic pendant, go to reference 123", at which point
you say "sure, I have it right here!", and go to reference 123. The more
canny writer tells you to "subtract the number written on the pendant from
this reference number, and go to to that new reference", which prevents
cheating, but still means the game is a matter of randomly having the
right item. Jackson goes one better: when you find the pendant, he tells
you that when you come across a paragraph beginning "You cannot see a
thing...", you can use the pendant by subtracting 20 from the number of
that paragraph. And so not only is the choice hidden from players lacking
a pendant, but also the reader has to pay attention and follow clues in
the text. What was arbitrary page-flicking is now a game.
But still not a very good game. The player is still told all
the actions that are available; and now, if you have the pendant, at the
"You cannot see a thing..." paragraph you just choose from three available
options instead of two. So you can still progress mechanically.
Of course, when you come to that paragraph you decide to use the
pendant and subtract 20 from the reference number. You are then told the
pendant's special ability (detecting secret doors), and told that when you
come to a paragraph that begins "You find yourself...' you may subtract 20
from the reference number and use the pendant again.
Eventually, you come to a paragraph that begins "You find yourself at a
dead end." You use the pendant again, subtracting 20 from the reference,
which reveals a door to a secret room. But the secret room is useless --
in fact, it's an obvious deathtrap. You don't enter.
Soon afterwards, you come to realise that you are moving around in
circles. All the ways out of the circle seem fatal -- apart from a
seemingly pointless dead end. But the dead end paragraph begins "You reach
a dead end" and not "You find yourself...". You can't use the pendant
here... or can you?
And here lies the game's moment of genius, the moment where the CYOA
game breaks out of the CYOA genre. For to escape from the dungeon, you
have to decide to take an action, yourself, that has been offered to you
nowhere in the text. You must put yourself in the the creature's
situation, reason about where you are and what clues you have been given.
And though the action you decide to take runs against everything you've
been led to expect about the CYOA genre, it does not seem unfair; in fact,
when it occurs to you, you know it must be right. When you deduct 20
from the reference, you expect that a secret door will be revealed -- and
it is!
The remarkable thing is that your leap in understanding mirrors the
creature's earlier leap in understanding. For what is a CYOA player other
than a slave to the options presented to him, unable to come up with
decisions for himself, never the master of his own fate? It's as if the
game demands that you earn the right to escape from the dungeon
along with the creature. You must stop blindly following the choices given
to you, and instead rebel against them, and think for yourself. You too
must acquire the "Vapour of Reason", or be trapped forever in a dark
dungeon.
And that, in brief, is what makes CoH the only CYOA that is also
IF.
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