LitRPG and other ludic fiction

Columbo and DogI’m always fascinated when someone comes up with a new take on an old sub-genre, or inverts an old sub-genre to create a new one. An example of how this can work is the howcatchem — the audience knows quite well whodunit, but wants to see how Lieutenant Columbo will bring home the crime to its perpetrator. That one is a variation on the open mystery, where we don’t always know if the perpetrator will be caught. The howcatchem is not a huge sub-genre, but writers know that audiences are prepared to find that story fascinating as long as it pays off at the end in the way they expect.

wheatley_covercolorOne sub-genre from the end of the Golden Age of Detection was the dossier mystery, which is rather like a whodunit; instead of being entirely written in prose, there are photographs, documents, and actual objects (like a postage stamp or a piece of “bloody” fabric in a glassine envelope) bound or glued into the text. The final chapter was always sealed to prevent premature peeking, and the reader had to exercise some fine
hair_wheatly2colorobservational skills to note that, for instance, the jacket sleeves on one character were too long in a photograph, or there were marks on a handwritten letter indicating water droplets. The originals of these are currently esteemed by collectors and the dossier mystery has enjoyed occasional revival every so often. You might think of it as a cross between a novel and a pop-up book, or some other form in which the reader actually has to manipulate the contents of the volume physically in order to get a complete reading of everything available. Julian Symons in his history of the detective genre Bloody Murder felt that the creation of the dossier novel marked the point at which the classic detective novel became something of a cliche and the crime novel began to arise; certainly the dossier mystery is structured more like a game than an all-prose book.  Perhaps we might think of it as one of the earliest precursors of today’s topic, ludic fiction. (“Ludic,” meaning “game-like” or “about games”.)

19535293488_2Branching away from the Golden Age for a moment, many of my readers will be familiar with a peculiar sub-genre known as a gamebook, especially if they know that what’s meant is more commonly known as a CYOA or “choose your own adventure” novel. The book written in the second person (“You’re heading home after a hard night at the factory …”) and is divided into numbered sections; you start at #1 and read until you come to a decision point, at which point the book offers you choices.  “If you investigate the strange sound, turn to 34; if
51J1viA39lLyou proceed directly home, turn to 187; if you stop at the gas station, turn to 51.” Each choice leads to a small set of different outcomes, some of which end your experience abruptly; the experienced reader will be aware of reading strategies that involve bookmarks or thumbs inserted at decision points. I have a couple of paperback gamebooks written about Sherlock Holmes, although they’re not very interesting. Many of the best entries in this sub-genre were written by Steve Jackson and not all of them are for children.

17736There are very early precursors at the beginning of sound films with a sub-genre that essentially no longer exists, the college-based football movie. Biff the hero has to outsmart the wicked gamblers and make it back to Riverdale in time to play in the Big Game, which is depicted in excruciating detail and in glorious black-and-white. I don’t really think it survived the 1930s as a sub-genre but you’d be amazed at what a lot of those movies there are. The Marx Brothers parodied them in Horse Feathers (1932).

Silent_Hill_film_posterBut all these sub-genres predate the internet and the computer age, and that’s when things really started to get interesting. Essentially a number of tiny niche sub-genres of fiction sprang up that had to do with the interface between games and stories. Clue, Doom and Silent Hill, among many others, are all movies based on games; the novelizations associated with such films are books about movies about games. (Yes, it gets complicated.) A few years ago I wrote about one such movie, Battleship, which takes that relationship between story and game and extends it beyond the breaking point.

MystCoverWhen the gamebook met the computer age, two different things happened. One was the novelization of computer games; essentially, in the same manner as the movie tie-in novel, the events of a computer game were written as prose and published, usually as a paperback original. The other was the invention of the adventure game (think Myst) itself, which was more or less a computer-based
MV5BZGY0MjUwZTktNmM4OS00NmEyLWFmYTYtMDRiNDJjZTM5Y2FhXkEyXkFqcGdeQXVyNzg5OTk2OA@@._V1_updating of the choose-your-own-adventure form — with a more formalized version of “saves” to replace having to keep your thumb at paragraph 83. Sometimes the adventure games became novels; sometimes novels became adventure games, such as a long series of Nancy Drew adventure games and a wild version of Agatha Christie’s Murder On The Orient Express that features a very unexpected twist ending.

981838Just as there are movies based on games, there are also books based on games. I wrote recently about the puzzle adventure, a sub-genre in which the reader follows along an exciting plot line as the protagonist competes in a large-scale puzzle-solving exercise for high stakes (Dan Brown’s The Da Vinci Code, for instance). As noted above, some computer games have been novelized; for instance you can read a fairly faithful version of an old Infocom adventure game called Planetfall in paperback, where the protagonist doesn’t have to keep saving and going
WoW_Box_Art1back to points before he gets killed through ignorance. There are a number of novels that fill in the backstory of the Myst games, and these later became a contribution to a MMO in the Myst universe. An MMO is a Massively Multi-player Online game like World of Warcraft, where hundreds of thousands of players go online every night to kill monsters (and each other) with primitive (and digital) weapons by working in small groups. And of course someone made a movie out of that called Warcraft in 2016, which was then novelized the same year, to fill in more backstory of the particular plot they’d chosen to represent the MMO. Like I said, it gets complicated.

zero-charismaBack in the pre-internet day, I was an occasional player (and even more occasional Dungeon Master) of Dungeons & Dragons, a type of game known as an RPG; Role Playing Game. In D&D, you generate a character for yourself and join other such characters in playing out a fantasy-based game scenario administered by an all-knowing Dungeon Master. Each such character has attributes that are expressed numerically, and events in the game are mediated by rolling dice for random results. It gets very, very complicated, but at a basic level, a stupid character like Axel the Barbarian might have an intelligence of 6 and his smarter associate, Greymalkin the Wizard, an intelligence of 18. Axel’s Strength values, though, would be higher to compensate. Every character has ability scores for Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Then you get into the finer points; if you’re hit with a rock by a child you might take 2 points of damage, which is quickly recovered, but if a Gold Dragon breathes fire on you, you might take 650 points in an instant and “die”.

dekaron-fotoRPGs in the internet age are frequently indistinguishable from MMOs and you are most likely to see the acronym MMORPG commonly used.  There are MMOs that are not RPGs, such as Second Life, and RPGs that are not MMOs, like the paper-based Dungeons & Dragons, but mostly there are MMORPGs. Most MMORPGs of today are currently about Tolkienesque landscapes where warriors and magic-users fight against monsters and evil magicians, but there are many other types; space opera, historic RPGs in various eras (Shogunate Japan, World War II, Ancient Rome), comic book superheroes, global trade, etc. The MMORPG automates the process of dice-rolling and keeps track of various “buffs” (your expensive sword that does an extra couple of points of damage each blow) and “debuffs” (“You have been stabbed by a poisonous blade and will lose 5 points of damage each minute until you take an antidote”) that affect the outcome of play and allow things to move along much, much faster than your Dungeon Master rolling twenty-sided dice behind a screen to figure out if you got hit with a sword or not.

9272bdacef02f937c0b33132905ceb70--new-chapter-cyberpunkAnd that finally brings me to my latest discovery, a brand-new take on ludic fiction. It’s known as LitRPG and it’s starting to be weirdly popular. It’s not exactly what you’d think of as a novelization of a sequence of RPG gameplay: that’s because the fourth wall is constantly being broken to keep the reader updated as to the statistics of the protagonist (and occasionally other characters). You’re in a game and you always know you’re in a game. And that’s not a bug, it’s a feature. Here are “the two Commandments of LitRPG” (that I’ve lifted from a website devoted to such things, so it’s their statement, not mine):

  1.  A LitRPG shall involve some type of explicitly stated progression (leveling, report of item finds, quests, etc.)
  2. A LitRPG shall involve a game-type world of some kind that the main character has been involved in.

And here’s the way it works in the text, sometimes:

“I pick up the items and add them to my inventory.
Currency.  500 gold.
Item:  Jeweled Lich Eyes. The eyes are the window to the soul.
Another notification pops across my vision.
Congratulations!  You have just completed the quest ‘Guardian Forest Dungeon.’  You now have an increased alliance with the elves.”

From chapter 7 of S.L. Rowland. “Pangea Online Book One:
Death and Axes: A LitRPG Novel.” (2017)

ace50eca80706ae1dff28766a855fa22--brody-reborn

This cover art is an excellent way of understanding LitRPG; the primitive warrior in a rough landscape, but with a superimposed computer screen giving him information.

In other words, the fourth wall is broken and the reader is yet again reminded that the protagonist is within an MMORPG. Also the reader is constantly being updated as to the status of the protagonist’s health and the things he has in his pockets (“inventory”). So in a Big Battle that is meant to be the climax of a LitRPG novel, every time one character attacks another, you know exactly who hit whom with what, numerically how much damage it did, and what the effects on future combat events are likely to be.  (“White Fang strikes the undead monster with her +2 Elven Broadsword, but undead are naturally immune to Elven weapons so its attack is full force.”)

tumblr_inline_mrg5gaRoB61qz4rgpWhat attracted me to this sub-genre initially is that I always think it’s fascinating when a literary movement starts from the bottom up, rather than the top down. I admit that slash fiction got quite out of hand in the ’00s.  This is a modern genre wherein an author “ships” or writes about sexual relationships between well-known fictional characters who weren’t known to have them — for instance, Sherlock Holmes taking Dr. Watson to bed. I knew it in the 70s and thereabouts as fanfic. In the 00s, all kinds of unskilled enthusiasts were writing about how Ensign Mary Sue attracted the attention of Captain Kirk and got rogered on the holodeck, or whatever. They would post slash on fora for each other and developed a critical language that encompassed it (see Wikipedia on Mary Sue). Slash was a brief craze among young women but it remains popular, and “shipping” appears to have made it into the language. And as I noted, slash was generated by those young women themselves. They weren’t sold it by Random House or Amazon. Their enthusiasm for an implausible sexuality may have led them to excess, but they thought of that stuff themselves and they worked hard doing it.  Possibly from slash we’ll get the Mary Higgins Clark of tomorrow. And so I make a point of looking at genres that create themselves spontaneously, as opposed to, say, the cupcake cozy, which appears to me to be a research-based construct of major publishing companies, purveyed to an uncritical and uncaring public.

2bb598129088196cea260629c5f89963Indeed, LitRPG seems to be something which came spontaneously to life. It’s going to be a difficult genre for anyone to understand who hasn’t played in an RPG or an MMORPG, but it has all kinds of interesting characteristics that are not unlike more successful genres. It appears to have arisen primarily in Russian-language materials associated with professional gamers but, as sometimes happens, there’s a bunch of Americans who claim they did it first. And if they weren’t first, by golly they’re going to be the best and get ‘er done on Amazon. To the credit of both countries, the writers recognize the economic advantages of having the books available in English for the English-speaking market. I might be seeing more than is there; my assessment of the materials surrounding the market was very limited. It looks like a lot of young men are having a lot of fun writing and reading these books; they may not be making a lot of money but they’re having a great time and forming a community.

I surveyed a random sample of LitRPG, which in itself is kind of an issue. Quite a bit of the LitRPG I saw is fantasy RPG based (think Tolkien-ish) but there’s a goodly amount from the strongly militaristic game background and some very odd outliers. I have to confess I didn’t think I’d really enjoy living through the adventures of someone in a mechanized combat suit killing things, etc., so I read through some fantasy based ones and called it a day. I’m saying this so you know my sample is skewed and I may not have the full grasp yet.

My first reaction after gulping one of these novels down was “Wow! Not many people other than gamers are ever going to enjoy that, but it was a lot of fun!” At the outset I was prepared to be quite snotty about the amateurish nature of the writing, but I soon realized something. As you can imagine, LitRPG is quite rigorously plot-driven; literally, the protagonist is given a quest or task and must find a way to accomplish it. Characterization is at a minimum. But if you think about it — that’s very similar to the earliest days of the puzzle mystery in the Golden Age of Detection. I admit that Inspector French doesn’t exactly level up when he works out that the criminal’s alibi can be broken, but there’s a process in RPG called “grinding” where you repeat low-level activities a number of times that reminds me very much of French sending out his minions to search for London stores that sell a certain kind of typewriter. So perhaps it’s merely good fortune, or perhaps a clever selection of an appropriate genre for a novice writer, but these young writers with excellent plotting skills and limited characterization skills get the job done quite nicely, for the most part.

Indeed, there are actually characters in these narratives who are literally labeled as NPCs (non-playing characters), which is a great idea that should have been adopted for the puzzle mystery. That means that only specific characters could be suspects and that old Mrs. Twitterbury who runs the local teashop is merely there to add local colour, and you can be guaranteed she didn’t kill Lord Oldandrich. NPCs are there to add colour and the protagonist knows it, so the audience knows it too and doesn’t get emotionally invested when an NPC gets killed.

The LitRPG authors usually go to a good deal of trouble to create a framing story that is not merely “Generic kid plays a game and this is how it goes”, but adds some urgency or higher-stakes outcome to the situation.  For instance, one protagonist has his consciousness downloaded into an RPG in order to escape an asteroid that’s going to strike earth and kill him and almost everyone else. Another one is playing for economic reasons; his daughter needs a heart transplant and this is the only way he can make the money. My first LitRPG  experience (quoted above; S.L. Rowland’s Pangea Online Book One: Death and Axes, 2017) has a framing story very much like what I expect to be next year’s hit movie, Ready Player One; a young orphan starts out toiling in the lowest levels of the data mines and ends up owning most of cyberspace and Getting the Girl. I’m not sure where these novice writers learned how or why to add this framing story, but I’d say the best ones have it and it’s an elegant technique that is frequently beyond the grasp of amateurs.

And plotting itself is meant to meet the expectations of people (mostly young men with good reflexes) who play a lot of MMORPG. At the outset of games/novels, your character must do low-level things like meet the locals and dispatch unfriendly creatures like … rats. As the protagonist increases in stature and experience, he can interact more seamlessly with the NPCs and fights with progressively stronger enemies (“minibosses”). The classic gaming structure leads to a final “boss fight” with the most powerful entity in the narrative. The boss fight often has an element whereby the protagonist must possess a certain object in order to defeat the final boss (the “sacred sword of the Ancients” or suchlike), or must have teamed up with a certain other character for a joint attack, or in some way met a prerequisite before the final battle. This structure naturally lends itself to a plot-driven novel in a way that is easy for novice writers to execute; gamers know this structure instinctively and, based on their experience of what makes the most satisfying narrative, arrange that whatever it is that the protagonist is fighting at his current level of experience is sufficiently strong itself to put up a good fight but not usually kill the protagonist. It kind of writes itself: a level 35 elf battles three level 32 orcs, not three level 2 fluffybunnies or a level 268 telepathic dragon that spits battery acid.

There seems to be a firm determination that every LitRPG book created shall be part of a series, which is another similarity with Golden Age detective fiction. I’m not sure why there’s an implicit assumption that the character of the protagonist is sufficiently interesting to carry the story, but perhaps this is merely why the best authors create the framing stories noted above and expect those to carry the reader.  Will the hero get his daughter a heart transplant and move forward? (Generally, yes indeed, and has a bigger problem in volume 2.)

I strongly suspect that LitRPG will have little appeal for people who haven’t already played MMORPGs but I found a great deal of simple pleasure to be had in this form; it might be naive in a literary sense but it has energy and enthusiasm.  The plots all move forward pleasingly at a high rate of speed, and there’s always something new and dangerous right around the corner.

51JdHvHLIULIf you’re interested you can find out more by searching for “LitRPG” on Amazon or your preferred bookseller; most of these books are not easily available in printed formats but almost entirely for the Kindle et al. I did enjoy the book I found serendipitously, Pangea Online Book One: Death and Axes, from S.L. Rowland — it was free for Kindle Unlimited and a mere CDN$4.98 if you’re so inclined. If you have a bright nephew of 11 or so who plays MMORPGs, by all means get him a copy; it’s the equivalent of a simple Heinlein juvenile. I read my way through quite a few of these in a week or ten days, trying to isolate some generalized observations, and they’ve all rather blurred together, but honestly I didn’t find many clinkers — just the ones for which I didn’t care due to the subject matter being “future war” or “urban jungle”. If you’re a gamer you’ll know the kind of thing you like already and you should be able to pick it up cheaply. And if your idea of a good time is being the tank for your party while the rest of your crew kills the skeletons and picks up the loot, you’ll love these books.

 

 

Death Through the Mill, by Laura Colburn (1979)

Over the years, I’ve seen a lot of mysteries go through my hands. My fondness for collectible paperbacks has taught me that if it’s unusual and weird, or even inexplicable, then it goes into my collection. The ugly, the silly, the ridiculous, and the meretricious — all these things have found a home in Noah’s Archives.

I’ll have to confess here, though, that occasionally I guess wrong about the future demand for certain books. Today’s book is an example of just how wrong I have occasionally been.

WARNING: This essay concerns a work of detective fiction, which means that part of its potential enjoyment is based on surprising the reader. If you read this review, you are likely to find out more than you may want to know about this novel, although the solution to the crime and many other significant details are not revealed here. If you proceed past this point, you’re on your own. 

9780890835258-us-300What is this book about?

The interest in this book lies not so much in what it is “about” but how it was packaged and produced. But to keep to my format, I’ll give you a plot summary first and discuss the production later.

Carol Gates is a freelance artist who has been selected to illustrate a volume of true-crime stories written by well-known writer Henry Marston, who lives in Millerton, a charming small town in Vermont. Henry is engaged in renovating a quaint old mill with a long history into a living and working space, as well as writing his new book. After she’s spent a few days getting to know the author, and the inhabitants and history of Millerton, she discovers Henry’s body — after it’s been mangled by a trip through the mill wheel.

Carol has solved a mystery before (Death in a Small World, #23 in this series) and thus finds it perfectly natural to investigate what she believes to be a murder, even though she knows no one in town — her father is the sheriff of a nearby town and an old friend of Millerton’s sheriff, and this gives her just enough purchase to manage an investigation. Is the motive concerned with the bad blood surrounding a collapsed real-estate deal to locate a ski hill near Millerton? Or perhaps one of the instances of historical feuding among members of the older families in Millerton? Is it concerned with a string of local burglaries? Or is it something that no one’s thought of except in passing, to do with antique furniture or the history of the mill itself?

After realizing the truth and arranging to confront the killer and prove her theory, Carol finds herself “trapped in total darkness with an enraged, desperate killer”. Luckily she thought to arrange backup and thus has the chance to explain all the mysterious goings-on after the killer is arrested.

Why is this book worth your time?

As a mystery, it’s not worth a minute of your time. The writing is … ghastly. It’s as though the author worked with a copy of some entry-level textbook on “how to write a mystery” and ticked off the points one by one as they were achieved, but taking great pleasure in seeing how many cliches it would be possible to work into the text. Here’s a horrible portent of things to come from page one, sentence two, where the author takes a moment to acquaint the reader with a physical description of the detective:

As she passed the coat closet, she stopped, opened the door, and scanned her reflection in the full-length mirror. She noted with approval the calm, unfurrowed brow, the wide gray eyes, the long aristocratic nose, the noncommital set of the lips. She ignored the paint-stained khaki shirt, several sizes too large, and the torn jeans rolled up almost to the knee. She nodded with almost royal condescension to the image in the mirror, then let her lips curve into a grin and shouted, ‘Whee!’

Is that not what everyone does in the morning, stand in front of the mirror and do a quick up-and-down with approval? Stopping to notice that our brows are unfurrowed and that our lips are set in a non-committal way — whatever that means — but skipping entirely over anything below the neck except to note that it’s thoroughly covered. Yes, every single bit of prose in this book is dumbed down to that horrible level of G-rated pap. And to quote a cheeseball text that purports to teach novice writers the mistakes they shouldn’t make, this is a “description dump” on page one. Just the first of many dumps to come, believe me.

The experienced reader will begin to take pleasure in just how horrible this novel is … when the protagonist arrives in Millerton, for instance, and meets her landlady, who greets her with a home-cooked meal and an indigestible chapter of backstory — sorry, local history. The landlady’s name is not Mrs. Exposition, but it should be.

Everything in this book makes an episode of Murder, She Wrote look daring and avant-garde. It’s a massive wad of half-understood writing cliches, presented in a prose style that is apparently aimed at ESL students, and culminating in a denouement that is so massively predictable, it’s very nearly boring. You’ll be flipping through the part where the murderer is threatening the detective in what the author no doubt thought of as the “gripping climax”, because it’s patently obvious that she’ll survive. Although, like me, you may be wishing otherwise.

Here’s something that brought a smile to my non-commital lips 😉 when I realized the full value of just how horrible this writing was. Carol’s been given the job of illustrating this true crime book, and drives up to Vermont to meet with the author — and they never spend a moment talking about the job for the first week she’s there. They even mention this oversight every once in a while in the first half of the book, in the manner of, “Gee, we really should talk about this, but I’m too busy right now laying a trail of red herrings with a subsidiary character — why don’t you come up to my place tomorrow and discover my body, so we’ll never have to think about this again?” It begs the question of why anyone would bother to illustrate a true crime book with Carol’s cute drawings anyway, but that is not the only mysterious gap in logic in this horrible book. They come at you so thick and fast, you’ll hardly notice one over another.

There is, in fact, a reason why I purchased this book, other than its general level of illiterate awfulness. As you’ll note from the cover above, it’s #34 in the series of Zebra Mystery Puzzlers. And I think the blurb on the cover will explain the idea better than I can:

Can you solve the crime by finding the clues in the story, on the cover, and in the illustrations — before you cut open the final sealed chapter? / The novel that lets YOU be the detective!

Yes, Gentle Reader, that’s the point of this. YOU are the detective, because you have the opportunity to examine a series of terrible drawings that are scattered through the text, to read the descriptive passages that explain what you are seeing, and solve the crime.

The shoe and crank.pngHere’s an example of what the terrible drawings look like — and please pardon my limited photographic capacity. If you weren’t told on the facing page that “The rusty crank rested on the desk, next to a plastic bag that contained the fatal shoe,” would you have known? The clue, such as it is, is the series of parallel scratches on the sole of the shoe. Oh, sorry, the fatal shoe. Why it’s the fatal shoe, I have no idea, other than the fact that the victim was wearing it. Since it’s clear that the artist has no idea what a mill-wheel crank looks like, neither shall we, so it’s conveniently slithered off to the side of the desk. That tells you that it’s not a clue. Immediately after this is revealed, “Carol stirred herself,” so in the burst of laughter that the experienced reader will emit at the thought of Carol as a self-mixing cup of coffee, you’ll forget all about the crank anyway.

And then, of course, the “final sealed chapter”. Indeed, the last signature (eight double-sided pages) has been bound into the book without being cut, so that — if you have suffered a traumatic brain injury or have an IQ hovering around room temperature in Fahrenheit and thereby failed to solve the mystery — you will not be in any danger of discovering the identity of the murderer without the deliberate act of cutting the pages. Here is what most of us know from the pages of Ellery Queen and Rupert Penny as the “Challenge to the Reader”:

It's your turn.pngAnd be sure to Write your Answers Here!, because otherwise how would the next reader have her enjoyment spoiled? The author does not, after the manner of C. Daly King, provide a “clue finder” to tell you exactly which clues were where. That’s because there’s so much denouement crammed into the final eight pages that they actually have to be printed in a type size about two points smaller than the rest of the text, so there isn’t room to explain anything like that.

8af78c9a-9b65-11e5-966a-5ac58b93acfbSo my faithful readers will now be well down the path of just why I have half a box of these damn Zebra Mystery Puzzlers in my basement, and as many as possible with an uncut final chapter. I’m too young to have been able to buy “dossier novels” when they first came out, but I know that these exercises in detection now command a fancy price in the marketplace. A 1936 original of Murder Off Miami is today selling for more than $100US, and even the 1979 reprint is commanding a hefty price. I can’t describe these better than has a bookseller on ABEBooks, so I’ll quote him:

The four crime dossiers devised by Dennis Wheatley and J.G. Links in the 1930s were a completely original novelty and, at least initially, immensely popular both in Britain and around the world. Although there had been ‘solve it yourself’ crime books in the past, such as the ‘Baffle Books’ created by Lassiter Wren and Randle McKay, Wheatley and Links were to take the format one or more steps further. What makes the crime dossiers so unique was that they presented the reader with all the evidence that an investigating team of detectives might gather and then ask him to solve the crime. To this end, a variety of physical clues and reports were housed together in a cardboard folder, which if worked through methodically as any detective might, would yield the correct solution to the problem. Having used deduction to arrive at a prime suspect, the reader could then check his findings with the actual solution to the mystery that was concealed within a sealed section towards the rear of the folder.

Yes, you guessed it. I rather thought back in the day that Zebra Mystery Puzzlers were to the 1970s as crime dossiers were to the 1930s, and that today my forethought in laying down uncut copies of as many ZMPs as possible would pay off in the future. But alas, they have not. Zebra even commissioned a couple of these from a fairly well-known author, Ron Goulart (they’re the ones as by Josephine Kains, if you’re curious), and those two sell for a slightly higher price — perhaps $8 for an uncut copy. My own (cut) copy of Death Through the Mill cost me $4, and I think I probably paid three times what it’s worth today. I note today on eBay that you can get a package of eight uncut ZMPs, including one of the Goulart titles, for $20.

Well, I hope my foolish investment has given you a moment of amusement … Now you know that experienced paperback collectors have to lay down a lot of bottles of plonk in the cellars to come up with the occasional desirable vintage. I hope your own collecting instincts are better than mine!

The end of the Golden Age?

CluedoToday I was scanning some blogs I enjoy when I came across a brief post on At The Villa Rose in which the author says, in reference to Crime and Detective Stories (an irregular journal that usually contains fascinating non-fiction articles about detective fiction) #67, “I could have done without Mike Ripley dissing traditional mysteries, though.”

Mr. Ripley is then quoted as saying:

“The idea of a novel as an artificial puzzle, a literary parlour game or an extended cryptic crossword did not appeal to me: then or now. I am firmly of the opinion that the so-called Golden Age of that sort of English detective story ended in 1949 when it was replaced by the board game Cluedo. Not, in my opinion, a moment too soon.”

Well, I beg to differ for a number of different reasons, partly because I’ve coincidentally been reading a 1926 article by Willard Huntington Wright — better known to mystery connoisseurs as S. S. Van Dine, author of the Philo Vance novels — called The Detective Novel in which he appears to specifically disavow the relationship of the detective story to the cryptic crossword.

Helen Eustis

Helen Eustis

Many years ago, I remember reading The Horizontal Man by Helen Eustis, published in 1946, and said to myself, “Well, THAT was the end of the Golden Age of Detective Fiction.” I remember thinking that it seemed to me the the first time that what then might have been called “abnormal psychology” formed a crucial part of the solution to a mystery, and that it was the first mystery where the solution might not have been understood by one’s maiden aunt (and certainly would have met with violent disapproval). I’m not absolutely sure that that novel remains my choice to signal the end of the Golden Age; I’m starting to think that it was more of a slow, gradual fade-wipe between one style and another. And I’m also not prepared to say authoritatively that The Horizontal Man is the first such novel (I’d want to re-read Solomon’s Vineyard by Jonathan Latimer and do quite a bit more research); that’s just a memory of my moment of awareness that the Golden Age actually did come to an end.

012-01I could be persuaded that the beginning of the end was prefigured by the 1936 publication of “Murder off Miami” by Dennis Wheatley and J.G. Links — the first “dossier novel”, which seems to me to more accurately represent Ripley’s point about the detective novel being reduced to a kind of abstract game experience. And yet, if that is the case, how are we to feel about Ellery Queen’s “Challenge to the Reader”, wherein the fourth wall is broken and the mystery is revealed to be, after all, an artificial puzzle? 

2132_7f90There’s an article in Wikipedia called “The Golden Age of Detective Fiction” which offers Julian Symons as a reference such that the Golden Age was “the Twenties and the Thirties” and suggests that Philip Van Doren Stern’s article, “The Case of the Corpse in the Blind Alley”, from 1941, “could serve … as an obituary for the Golden Age.” I was considerably amused by the “talk page” accompanying that article where some pompous little oaf waggles his finger and says that, because a Yahoo discussion group thinks it’s 1910 to 1960, so it must be or else “Wikipedia will have egg all over its face.” And yet the very blogging challenge in which I’m participating, the “Vintage Mystery Bingo” challenge, agrees with 1960 as the cut-off date. Honestly, I think 1960 is just ridiculous. These people are confusing the continued publication of puzzle mysteries with their membership in a literary movement. This is rather like insisting that, because people still continue to ride horses, therefore the horse and buggy are still a viable form of transportation. I suspect that a great deal of the reason that the Yahoo discussion group wants the boundary to extend to 1960 is because they want to discuss books that they enjoy, and some of them fall outside any logical boundary; just because Ngaio Marsh and Agatha Christie began working in the Golden Age doesn’t mean their entire oeuvre defines the Age ipso facto. I’d prefer a more logical boundary than mere personal preference.

eustis1I’ve been giving these issues some thought lately, mostly because this blog’s most recent post has enjoyed a great deal of discussion in the comments section about the Humdrum School, and the fascinating insights have provoked me to consider the idea that the decline of the Humdrums and the decline of the Golden Age go hand in hand. In fact, I’m in the throes of some kind of insight that has to do with an X/Y axis, where one line moves from realism to fantasy and the other moves from the detective’s POV to that of the criminal. It might be that “the end of the Golden Age” might merely be the point at which the balance tipped from preferring the POV of the detective to preferring the POV of the criminal — and another balance tipped from a preference to realism towards a preference to fantasy. (Today, I think, the marketplace’s domination by the cozy represents a return swing towards the POV of the detective but now presented in a fantasy modality.)

However, I will throw this question out for discussion. Do you think there is a particular event that precisely defines the end of the Golden Age of Detective Fiction? If it’s a particular book, which one? Perhaps that might be a year, or a range of dates; what might that be? And if you think that 1960 is the correct date, why on earth do you think so?

Postscript, later the same day: And, as if upon cue, another mystery-oriented blog I follow, Beneath the Stains of Time, today had a post wherein the opening sentence is “The year 1920 is generally accepted as a semiofficial starting point for the Golden Age of Detective Fiction, which witnessed the debut of Agatha Christie and Hercule Poirot in The Mysterious Affair at Styles, and the rest, as they say, is history.”  And I’ll accept that very sensible statement backed with sensible evidence.  So the starting point is 1920; thank you TomCat!