What we learned from reading five terrible game books and one good one

Novel discoveries

We created Text Adventure, our videogame book club, with sincerely open minds: we wanted to see how official novels intersect with, and perhaps elevate, the games on which they are based. The answer, six books in is: badly and emphatically not, respectively.

There is of course a tension between what makes a good book and what makes a good game. A novel, by definition, lives or dies by narrative; a game lives or dies by gameplay. An effective character in a game is one that’s distinct enough to be meaningful but flexible enough to bend to the player’s will; a character in a novel needs to be built such that the reader understands the choices they will see them make. Worldbuilding in prose can be done precisely and with the assumption that the reader is paying attention; worldbuilding in games is done via multiple formats by multiple people and with the assumption that the player will not notice unless you forcibly control their gaze, and even then, only maybe.

It is possible for a videogame book to bridge this divide, but based on our first season not all of them try. I don't want to just blame the writers for this: I suspect that they were commissioned on a flat rate with a hard deadline and issued with either a voluminous and unyielding brand bible or a marketing Powerpoint, or both, and made the best they could in the time available to them. It is technically possible to create something great under such circumstances if you try hard enough, but anybody who’s done creative work-for-hire will have found themselves coming up against somebody with the power of creative sign-off and zero-to-negative creative ability, and after a while you accept that it’s easier to just cash the cheque and move on.

The nadir of our first season was Assassin’s Creed Brotherhood, a mesmerisingly terrible book which set out to include the entire game, side-quests and all, along with correctly capitalised references to the trademarked weapons technology. Its slavish reproduction makes abundantly clear how bad so many game stories are, because absent the engagement that comes from holding a controller it’s just a series of too many events with not enough connecting tissue. 

A guard holds a priest captive in the middle of a large church, while five Assassins encircle him
You don't realise how much plot there is in an Assassin's Creed game until you have to read a 500-page summary of it.

This approach of ruthless documentation is doomed to fail because the vast majority of games are, necessarily, driven by what’s fun to play and the narrative is usually something that’s forced to align with that. The simplest solution is to separate the two entirely, like the visual novel-style conversational asides between characters that break up gameplay in titles like Tactical Breach Wizards, but the sort of game that’s big enough to get a spin-off novel invariably weaves its story into the game itself. 

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Desire within the Miasma

An essay on Eliza, Luddites, and the ghosts in the company Slack

In the field of games we do a lot of arguing for videogames to be considered as cultural works on a par with other fields: film, television, theatre, art. One way of doing that is to explore games critically on their own terms, but this article is my attempt at Taking Games Seriously from another perspective: putting a videogame in dialogue with other pieces of culture and not arguing that it belongs there. Just… assuming it does. 

In magazines like the London Review of Books or The New Yorker you’ll often get several works about a topic used together to approach it from several directions – putting them in dialogue. And that’s what this is. A kind of ‘comparative study’ which (for the first time? Has someone done this before?) includes a videogame. The topic I’m exploring is the digital worker in an age of AI and digital surveillance. The game is Zachtronics’ Eliza, written and directed by Matthew Seiji-Burns – a 2019 visual novel that explores a burnt-out Seattle AI tech worker’s experience of re-entering the world, and figuring out who she wants to be in it. 

The work of fiction is Calvin Kasulke’s Several People are Typing, a modern take on the epistolary novel, which is entirely made up of the exchanges between people on the channels and DMs of a PR firm’s Slack. At the beginning of Several People Are Typing, the central character wakes to find his consciousness has somehow left his body and become trapped in the work Slack. 

And the work of non-fiction is Jathan Sadowski’s accessible and punchy The Mechanic and the Luddite. Subtitled ‘a ruthless criticism of technology and capitalism’ Sadowski’s book explores how contemporary digital technoculture presents new and increasingly inextricable challenges when resisting capital’s exploitation of every part of our lives.

Together we can use the three works to come at the question: as technology is so intertwined with our lives and work, how do we unpick ourselves from the machine? 

The covers of the three works being discussed: Eliza, Several People Are Typing, and The Mechanic And The Luddite.

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The Lie-In

Links worth clicking

Good morning, videogames. I fell hard for a new game on Friday night and I am eager to get back to playing it. Thankfully my links are already all picked out, neatly folded, and arranged in a row below. There are some good ones this week.

For Chisel, Mikhail Klimentov grapples with the thousands of hours he's spent playing Valorant, and paints an unflinchingly honest portrait that will be relatable to those who have ever obsessed over a multiplayer game.

I could feel myself reverting to boyhood, storming out of the proverbial playdate cursing my erstwhile friends after particularly infuriating games. I fell victim to those school-age anxieties – Do these guys even like me? – coming out the back of marathon double-digit-hour gaming sessions, at the end of which everyone is more or less nonverbal. I could feel my neural pathways atrophying with every inside joke repeated unthinkingly, landing to lesser and lesser effect as the night wore on. I grew hypersensitive to small and more than likely imagined changes in social gravity: who’s up, who’s down, who’s spending less time online, who can get people to come online just by getting into the

Jank Mail: Executive dysfunction

This week in PC gaming

It's been another week on Jank, and a surprisingly soggy one. Brendy celebrated the particularly alluring appeal of watersports walking simulator Pools

Have you ever noticed how nervousness and excitement are the same feeling? I mean bodily, when you stop and examine what's going on in your belly and on your skin and to your breathing. It's all the same response: something is about to happen. Pools makes me feel that way. For this reason, you could chalk the game up as a damp squib - after three hours of anticipation, nothing does happen. But it doesn't matter to me. Just to live in that feeling of butterfly belly and to walk through this soggy maze wondering what's around the next corner is enough. 

 He also commended Sandcastles, a game which offers everything the title promises: 

I have fond memories of battling the tide with sand as a kid, trying to keep a fort from crumbling, piling up new walls like the sea is an invading army, and secretly revelling in the collapsing facades, relishing my losing fight. Is this what Dwarf Fortress is like for Nate? Sandcastle captures that feeling with

Total Playtime: Help, I've Got Clowns

20 impossible questions about Dwarf Fortress

Total Playtime is now the official Jank podcast, and is produced thanks to the support of our paying subscribers (and formerly our backers on Patreon). This week's episode is exclusive to paying subscribers: you may join them by subscribing here, and you can find all previous episodes here.  

This week's slightly-delayed, subscribers-only Total Playtime is a Dwarf Fortress special, as Nate glories in the 20th anniversary by challenging Alice and Brendy to answer 20 questions on his favourite PC game. Due to the nature of Dwarf Fortress, the episode sounds like high-concept fiction but this is all genuinely the stuff of patch notes. 

Join them to learn all sorts of variously horrifying and/or tedious trivia, including Nate's claim on being the Forrest Gump of Dwarf Fortress, every form of gibbons, and lungfish who fly for no reason anybody understands. You can listen to the episode right here, or on Spotify and other podcatching apps (click the Account button at the top right of the page to find the link for your membership podcast feed).

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What you could play this weekend

Plus what we're playing

One thousand games are released on Steam every minute now, but thankfully almost all of them are about tidying up cluttered retail businesses and were made with varying degrees of AI assistance, and thus they can be safely ignored. The three games that remain this week are all spiritual successors to Nintendo 64 classics and I have dutifully listed each of them below.

We've also noted what we personally intend to play this weekend, though we are but lowly serfs kneeling before your own lordly proclamations in the comments below.

Agent 64: Spies Never Die

Splitscreen multiplayer in blocky, square rooms with repeating wall and floor textures.

I have tremendously fond memories of GoldenEye 007 on the N64, although they mostly focus on the multiplayer mode and its custom settings. 'Proximity mines only' on Facility remains an all-timer. Agent 64: Spies Never Die is a straightforward spiritual successor that aims to replicate the feeling of Rare's classic, including a singleplayer campaign, splitscreen multiplayer, and bots to fight against should your friends not want to revisit the past.

Wild Blue Skies

A small single-fighter craft zooms along a valley, through which a river runs, with a city built into the green hills on either side.

It must be rough to spend years working on a StarFox spiritual successor only for Nintendo themselves to swoop in and both announce and release a remake of their

The new reading list for our video game book club: revealed!

Book your spot today

Get in losers, we're going reading. Yes, Total Playtime is bringing back our Text Adventure series, our video game book book club. That isn't a typo, it is as in: it is a book club, for books adapted from or around videogames. Examples of the first series are already on the site! Enjoy as we read the Assassin's Creed BroHo novelisation, the first Splinter Cell book, the Mass Effect: Andromeda prequel, to name but a three.

We can now reveal the slate for the second series, with a new Text Adventure coming every month for the special sausages who sign up to support Jank. It's important to note that we didn't set out to make Text Adventure a series where we were very mean about books. Unfortunately, almost all the ones we read in the first series were very bad, but we solicited recommendations for actually good ones this time, so the first book stepping up to the Text Adventure guillotine is Heaven's Vault Book 1: The Loop by Jon Ingold.

The full list, with the date the episode will air, is as follows:

August 27th
Heaven's Vault I: The Loop by Jon

Sandcastle is an instant splashback to childhood

It's on my bucket list

I have long dreamt of this game. The elevator pitch is so simple and straightforward that it was an inevitability, and yet it has taken years for someone to do the premise justice. Sandcastle is a sandbox game in the most literal sense - all you do is build a sandcastle as the tide washes in and out, slowly eroding the walls and turrets of your small fortress.

You get buckets, spades, bits of old wood. There is no goal. You are a kid on the beach and nobody is coming to put more sunscreen on you and interrupt your building efforts.

I barely need to describe it any further. You get the entire idea from the video above. There are different types of wall to build (do you like your crenellations in classic or gothic flavour?) along with various sizes of sand bucket, and a bunch of decorative trinkets to save from the waves. Miniature tiki torches, umbrellas, cool shells, that sort of thing. Glass bottles will wash up and you click on them to unlock new building tools, like a handy trowel or a neat little roller that will smoosh everything flat.

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