"In that case, I'm a black guy"

Monday 2 January 2012

Alara un-unbroken (as in, it's broken, the book was very bad)


It was about three years ago now when I found The Gathering Dark in a charity shop for 50p.  Having just gotten back into magic earlier that year, I snapped it up (and what a bargain – Amazon lists it at £14.99!).  It was a fairly appropriate first step in a way, despite being several years old.  One of the themes of the current set was ‘trap’ cards, and The Gathering Dark was certainly that.

Having read a fair few Warcraft and WoW novels (several of which are written by the same author as TGD), I had low expectations but they were actually somewhat exceeded.  Now, let’s be clear, this was no classic of fantasy writing, but it was solid enough – a sort of literary equivalent of period costume movies like Kingdom of Heaven: entertaining enough if you don’t wish to tax your brain too heavily.

The plot made sense, the characters were just about deep enough to be fairly engaging, and the writing was passable.  I soon learned that this was the exception rather than the rule.

That Christmas, I asked for the Shards block novel, Alara Unbroken.  My God, what an awful mess of a book!  AU showed me clearly the difficulties that must stem from attaching a story to a game, rather than vice versa.  The first problem was that the overarching story of the Alara involves five different worlds or ‘shards.’  In-game, this gave identity to cards and colours, and worked very well.  In the novel it was a disaster.  The author, Doug Beyer, tried to give page time to all five shards, meaning a whole host of characters of varying importance was necessary to breathe life into the shards.  And yet, almost all of the well-developed ones were on Bant, rendering the other shards’ characters redundant.

The novel lacked direction, and would have been far better served to ignore the other shards.  Sarkhan’s subplot on Jund was tedious but relevant, so too Ajani’s on Naya.  Grixis and Esper are barely memorable – something about humans trying to escape the demons of Grixis, while Esper was something an artifact chap swimming in the sea… or something.

Then, of course, all the loose threads (a very appropriate description) culminated in a huge battle between Ajani and Nicol Bolas, making the other subplots feel even less important.  These kinds of fights are rarely entertaining and, in my experience, most novels try to avoid them because of it.  Not to be perturbed, though, Beyer dived head first into his best impression of a Dragonball Z battle.  It was dragged-out, dull, and oh so very predictable – and I don’t just mean in the fact that the good guy won.  The way Ajani won could be seen coming from the first time you knew they would fight one another.

A lot of MTG story nerds decry the fact that there is only one novel per block nowadays (there used to be one per set).  AU showed me both sides of that coin.  Heads: less books means less poorly-written novels tacked onto a story which is designed primarily to be a card game.  Tails: more books would have given each shard room to breathe and develop in Alara.

As I alluded to earlier, the problem really comes from trying to staple a novel onto a card game with only skin-and-bones story.  The fact that very few decent authors need this kind of work is also an issue, of course.  Sometimes it’s going to work, other times it will fall flat on its face but almost never is it going to be better than a “real” book.  Experience has borne this out for me to the point where I will only buy canon novels when they’re a) cheap and b) I have nothing better to read.  Then again, with Innistrad being famously ‘top-down design’ perhaps the next novel will be readable.  Fingers crossed!

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