Author | Neil Strauss |
---|---|
Illustrator | Bernard Chang |
Country | United States |
Language | English |
Publisher | ReganBooks |
September 2005 | |
Pages | 452 p. |
ISBN | 0-06-055473-8 |
OCLC | 61464341 |
973.7/447092 22 | |
LC Class | HV6584 .S77 2005 |
Followed by | The Truth: An Uncomfortable Book About Relationships |
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The Game: Penetrating the Secret Society of Pickup Artists (also known as The Game: Undercover in the Secret Society of Pickup Artists) is a non-fiction book written by investigative reporterNeil Strauss as a chronicle of his journey and encounters in the seduction community.
The book was featured on The New York Times Bestseller List for two months after its release in September 2005, reaching prominence again in 2007 during the broadcast of the VH1 television series The Pickup Artist, which was hosted by Mystery, Strauss's mentor in the book.[1][2] In its original published hardcover format, the book was covered in black leather and bookmarked with red satin, similar to some printings of the Bible. Despite the reputation that The Game has gained as an exposé on the seduction community, it was primarily written as an autobiographical work. The follow-up book, Rules of the Game, relies more on the how-to side.
Strauss stumbles across the community while working on an article.[3] Intrigued by the subculture, he starts participating in the online discussion groups, mainly out of frustration with his own romantic life. As he becomes more and more involved in the romantic community, Strauss attends a bootcamp conducted by a man identified only as 'Mystery'. The bootcamp consists of Strauss and other participants approaching women, and then Mystery and his counterpart, Sinn, giving them corrective advice on their behaviors, body language, and what to say. Strauss learns habits that, as he sees it, are often basic—and should have been taught to him by society in the first place.
The book then narrates the journey of how Strauss goes through the stages of becoming a pickup artist (a description of the members of the community) and gains the pseudonym 'Style'. He befriends many of the pickup artists, particularly Mystery. A good deal of the book focuses on how to obtain the elusive upper hand, or just hand, in a relationship. Strauss advocates various methods, mostly from the point of view of heterosexual men. He offers further guidelines for the process of seduction, which include preparing things to say before going out and telling groups of women surreptitiously impressive stories. He also uses 'false time constraints' (a reason that the conversation could end very soon) to put the woman of interest in a situation where she must convince the man she is interesting, discusses how to very slowly increase the amount of physical contact, and more.
Strauss tells the story of his success, the spreading of the romantic community itself, and his life at 'Project Hollywood', a high-end mansion and a lifestyle plan shared by Strauss, Mystery, Playboy, Papa, Tyler Durden, Herbal, and other members of the seduction community. He details how rivalries and animosity between members of the community lead to Project Hollywood's collapse and documents the start of 'Real Social Dynamics' led by Tyler Durden and Papa. By the end of his story, Strauss concludes that a life of nothing but picking up women is 'for losers', and he advocates incorporating pickup artist methods into a more balanced life.
Strauss mentions his experiments with sleeping habits, personal grooming tips, and encounters with celebrities such as Scott Baio, Tom Cruise, Andy Dick, Paris Hilton, Courtney Love, Dennis Rodman, and Britney Spears.
Neil Strauss was quoted in a review by Steven Poole in The Guardian as saying, 'A side effect of sarging (socializing with the intent of finding and seducing a woman) is that it can lower one's opinion of the opposite sex', though the reviewer noted, 'And yet, as he has described it, the inverse is true: a low opinion of the opposite sex is a prerequisite for sarging.'[4] Strauss was also quoted as saying, 'The point was women; the result was men. Instead of models in bikinis lounging by the Project Hollywood pool all day, we had pimply teenagers, bespectacled businessmen, tubby students, lonely millionaires, struggling actors, frustrated taxi drivers, and computer programmers – lots of computer programmers.'[4] The reviewer remarked that 'The sell is that, with the special techniques they learn from Mystery and other gurus, the ubergeeky can often give a convincing simulation of being a regular human being, even if, like one sarger in this book, they are in fact near-sociopaths.'[4]
Rafael Behr in The Observer wrote, 'Some of the recommended techniques are sinister. One involves discreetly undermining a woman's self-esteem by paying her a backhanded compliment in the hope that she will hang around to seek your approval. This maneuver has its own name: 'the Neg.'[5]
Malcolm Knox wrote, 'I doubt he has anything helpful for anyone except those men whose emotional maturity stalled at age 15.'[6] He also wrote, 'If the reader is too far ahead of the author, a book has a problem. On page 406, Mystery's mother says his problems are caused by his low self-esteem. Strauss reflects: 'Only a mother could reduce a person's entire ambition and raison d'etre to the one basic insecurity fueling it all.' No. It's taken 406 pages for Strauss to realize what most readers will have got by page 10.'[6] He notes the failure of Project Hollywood and the fact that the book does not recognize the role of women in selecting partners.[6] He also writes, 'The other false advertisement is that Strauss has 'penetrated' a 'secret society' of geeks-turned-gurus including Mystery, his rival Ross Jeffries and renegade PUA (pickup artist) teachers nicknamed Papa and Tyler Durden. Yet when Strauss writes about them in The New York Times, they're thrilled.'[6]
Alexandra Jacobs wrote in The New York Times that Strauss 'switched awkwardly between misogynistic comments and feeble attempts at self-awareness.'[7] She also notes that 'he does come to perceive one curious thing about the PUA's: They seem far more interested in spending time with fellow PUA's, amassing, refining and discussing the game, than actually getting to know women. Call them SLB's (scared little boys).'[7]
In 2006, Sony optioned the film rights, with comedy director Chris Weitz reported to be signing on to helm the project for Columbia Pictures.[8][9] The film rights eventually shifted to Spyglass Entertainment,[10] and as of 2011 the film is under development by MGM, with Brian Koppelman and David Levien rewriting a previous script by Dan Weiss.[11][12]
A companion to The Game, called Rules of the Game by Neil Strauss, containing two parts, 'The Stylelife Challenge' and 'The Style Diaries', was released on December 18, 2007.[13][14]
Neil Strauss published a follow-up autobiographical work, The Truth: An Uncomfortable Book About Relationships, in 2015. The book was published in a similar format to The Game, and features a contrasting white imitation leather cover. Provisionally titled Game Over, it focuses on Strauss's difficulties with long-term relationships, following his immersion in pickup.
A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not follow paragraphs in a linear or ordered fashion. Gamebooks are sometimes called choose your own adventure books or CYOA after the influential Choose Your Own Adventure series originally published by US company Bantam Books. Gamebooks influenced hypertext fiction.[1]
Production of new gamebooks in the West decreased dramatically during the 1990s as choice-based stories have moved away from print-based media, although the format may be getting a new lease of life on mobile and ebook platforms. Such digital gamebooks are considered interactive fiction.
Gamebooks range from branching-plot novels, which require the reader to make choices but are otherwise like regular novels at one end, to what amounts to 'solitaire rpg adventures' or 'adventure gamebooks',[2] which can feature sophisticated rules for battling monsters and overcoming obstacles. That is, in the latter category the story can be decided by other things than the reader's choices, such as dice rolls or running out of health points.
In all gamebooks, the story is presented as a series of sections of printed text. These are often but not always numbered. Branching-plot novel sections often run to several pages in length, whereas solitaire and adventure gamebook sections are usually no longer than a paragraph or two. These are not intended to be read in order. Instead, at the end of a text section, the reader is typically given a choice of narrative branches that they may follow. Each branch contains a reference to the number of the paragraph or page that should be read next if that branch is chosen (e.g. to go north turn to section 98). The narrative thus does not progress linearly through the book or follow the paragraphs in numerical order. The story continues this way until a paragraph or page which ends that branch of the story. Many solitaire or adventure gamebooks feature a single 'successful' ending, and the remainder are 'failures'.[3] Thus, a gamebook becomes a 'puzzle' since only a few or even one branching paths lead to victory. Branching plot novels, on the other hand, tend to be more concerned with narrative resolution rather than winning or losing, thus often have several endings which may be deemed equally 'successful'.
Gamebooks are generally linear, meaning the reader cannot circle back to an earlier passage, which means the narrative forms what graph theory considers a directed rooted tree[citation needed]. There are many exceptions.[example needed]
Gamebooks are typically written in the second person with the reader assuming the role of a character to experience the world from that character's point of view (e.g. 'you walk into the cold and dark forest').
Many gamebooks form series with a common theme, tradedress and/or ruleset. While each book is typically a stand-alone narrative, there are gamebook series such as Steve Jackson's Sorcery! that continue the narrative from the previous books in the series.
There are several examples of early works of art with branching narratives. The romantic novel Consider the Consequences! by Doris Webster and Mary Alden Hopkins was published in the United States in 1930, and boasts 'a dozen or more' different endings depending on the 'taste of the individual reader'.[4][better source needed] The 1936 play Night of January 16th by Ayn Rand, about a trial, is unusual in that members of the audience are chosen to play the jury and deliver a verdict, which then influences the play's ending: guilty or not guilty.[5][6]
Also quite early on, the possibility of having stories branching out into several different paths was suggested by Jorge Luis Borges in his short story 'An Examination of the Work of Herbert Quain' (1941). This story features an author whose novel is a three-part story containing two branch points, and with nine possible endings.[7][8] Another story by Borges, titled 'The Garden of Forking Paths' (1941), also describes a book with a maze-like narrative, which may have inspired the gamebook form.[8][9] The children's book Treasure Hunt, published in 1945 in Britain under the name of 'Alan George' (probably a pseudonym), is another early example of a story with multiple paths for the reader to follow.[10]
Programmed learning materials, first proposed by B.F. Skinner,[11] have been recognized as an early influence on the development of branching path books.[12] This learning method was first applied in the TutorText series of interactive textbooks, published from the late 1950s up until the early 1970s. These books present the reader with a series of problems related to a particular area of study, allowing him or her to choose among several possible answers. If the answer to a problem is correct, the reader moves on to the next problem. If the answer is incorrect, the reader is given feedback and is asked to pick a different answer. This educational technique would form a basis for many later narrative gamebook series.[13][11]
During the 1960s, authors from several different countries started experimenting with fiction that contained multiple paths and/or endings. Some literary works in this vein include the French-language novel L'ironie du sort (1961) by Paul Guimard, the Spanish-language novels Hopscotch (1963) by Julio Cortazar and Juego de cartas (Card Game, 1964) by Max Aub, and the works of the French literary group known as the Oulipo (1967).[14][15][16][17] Other early experiments include the short stories 'Alien Territory' and 'The Lost Nose: a Programmed Adventure' (both 1969) by John Sladek, the novelThe French Lieutenant's Woman (1969) by John Fowles, and the collection of short stories titled Tante storie per giocare (Many Tales to Play With, 1971) by Italian author Gianni Rodari.[18][19][20]
Taken together, these influences may have contributed to the development of several pioneering gamebooks in the 1960s and 1970s. These include Lucky Les by E.W. Hildick (1967), State of Emergency by Dennis Guerrier and Joan Richards (1969), and the Swedish-language book Den mystiska påsen (The Mysterious Bag, 1970) by Betty Orr-Nilsson, among others.
The first gamebook series proper appears to have been Tracker Books, published by Transworld in the UK between 1972 and 1980. This series includes adventures in a variety of genres such as science fiction, mystery, and sports.[21][22][23][24][25] Meanwhile, in the US, The Adventures of You series appeared in 1976–77, with two titles that would later become part of the groundbreaking Choose Your Own Adventure series: Sugarcane Island by Edward Packard and Journey Under the Sea by R. A. Montgomery.
Tabletop role-playing games such as Dungeons & Dragons were another early influence that would contribute in major ways to the development of the gamebook form. The first module which combined a branching-path narrative with a set of role-playing game rules was Buffalo Castle for the Tunnels & Trolls system (1975). Buffalo Castle was innovative for its time, as it allowed the reader to experience a role-playing session without need for a referee. It has been followed by many other solitaire adventures for the T&T system, as well as solos for other tabletop role-playing games.
The first commercially successful series of gamebooks was the Choose Your Own Adventure series establishing the 'American' gamebook tradition. The 'British' tradition, as exemplified by the Fighting Fantasy series, was, by contrast, slightly younger. British gamebooks differs from the American tradition by having rules more strongly influenced by the game mechanics of roleplaying games.[26]
The Adventures of You, a two-book series, authored by Edward Packard and R.A. Montgomery and initially published by Vermont Crossroads Press, laid much of the groundwork for the later surge in popularity of the gamebook format[citation needed]. Sugarcane Island by Edward Packard was written in 1969 but did not see publication until 1976. This became a series when Journey Under the Sea by R. A. Montgomery was published in 1977. Two standalone gamebooks authored by Packard would follow, both published by Lippincott: Deadwood City (1978) and The Third Planet from Altair (1979). While these early efforts apparently achieved some popularity with readers, they (and the gamebook format in general) still did not have a publisher with the marketing strength required to make them available to mass audiences.
Packard and Montgomery took the idea of publishing interactive books to Bantam, and thus the Choose Your Own Adventure (CYOA) series was born in 1979, beginning with The Cave of Time. The series became immensely popular worldwide and several titles were translated into more than 25 languages.[27] The series reached the peak of its popularity with children in the 1980s. It was during this period that Bantam released several other interactive series to capitalize on the popularity of the medium (a few examples are: Choose your Own Adventure for Younger Readers, Time Machine and Be An Interplanetary Spy). Many other American publishers released their own series to compete with CYOA.
One of the most popular competitors seems to have been TSR, who released several branching-path novels based on their own role-playing games. The most famous TSR series was Endless Quest (1982–). Another strong competitor was Ballantine with their Find Your Fate series, which featured adventures in the Indiana Jones, James Bond and Doctor Who universes. Famous author R. L. Stine wrote several books for this line, including The Badlands of Hark, as well as for other series such as Wizards, Warriors and You. Several Choose your Own Adventure spin-offs and many competing series were translated into other languages.
One of the most influential and popular gamebook series was the Fighting Fantasy series, which started in 1980 when a Puffin representative saw a hall full of 5,000 people playing Dungeons & Dragons and asked Ian Livingstone and Steve Jackson to make a book about role-playing games. They instead offered the idea of a book which simulated the experience of roleplaying games. Within a year they presented a book under the name of The Magic Quest to Puffin which Puffin agreed to publish. Having spent six more months developing the concept it was published under the name of The Warlock of Firetop Mountain in 1982.[28][29]
Another notable UK gamebook series is Lone Wolf, developed by Joe Dever in 1984. Like Fighting Fantasy, the writer was an experienced Dungeons & Dragons player who developed the setting of Lone Wolf for his campaigns.[30] However the books were also inspired by medieval texts such as Gawain and the Green Knight and Le Morte d'Arthur.[31]
Grailquest is a series of gamebooks written by J.H. Brennan (also in 1984) that were also inspired by the Arthurian legends. Set mainly on Avalon they make use of a dice based system.[32][better source needed]
The Way of the Tiger, a Japan-themed gamebook by Mark Smith and Jamie Thomson (1985), is also a notable UK publication.[citation needed]
Branching-path books also started to appear during the 1980s in several other countries, including Spain, France, Mexico, Chile, Denmark and Japan.
Despite the domination of works that have been translated from English in most non-English-speaking countries, a sizable number of original gamebooks—both individual books and series—have been published in various countries; this is especially the case in France (e.g. the La Saga du Prêtre Jean series)[citation needed] and in Japan (e.g. Tokyo Sogensha's Super Adventure Game series and Futabasha's Bouken Gamebook series).
In some other countries, publication both of translated series and of original books began in later years. For example, the first original books in Brazil and Italy seem to have appeared in the 1990s.
Translated editions of Choose your Own Adventure, Fighting Fantasy and other English-language series only appeared in Eastern European countries after the fall of Communism.[33]
Since the mid-1980s, about 90 gamebooks have been published in Poland, not only as printed books, but also as comics, e-books or mobile applications. The author of the largest number of titles (14) is Beniamin Muszyński. Polish gamebooks are also regularly written and self-published by their fans.[34]
In the 1990s, the gamebook genre became highly popular in Bulgaria for approximately ten years.[35] Whilst internationally well-known series such as Choose Your Own Adventure and Fighting Fantasy were translated for the Bulgarian market, the works of numerous Bulgarian gamebook authors were most popular with readers.
During the popularity peak of gamebooks in Bulgaria, Bulgarian publishing houses believed that only Western authors would sell and, as a consequence, virtually all Bulgarian gamebook authors adopted English pseudonyms.[35][36] This tradition persisted after their nationality was publicly disclosed. A smaller number of Hungarian authors also adopted Western pseudonyms, in addition to 'official titles' that were also in English.[37]
Several adventure gamebooks have been released in the Czech Republic and Russia. In Azerbaijan, Narmin Kamal's novel, Open It's Me, offers the reader a choice to either read the book as a random collection of thirty-nine short stories about the same character, or as a single novel. A photo of the book's hero is published on the final page and the author asks the reader questions about the character.
The branching-path book commercial boom dwindled in the early 1990s, and the number of new series diminished. However, new branching-path books continue to be published to this day in several countries and languages. Choose Your Own Adventure went on to become the longest running gamebook series with 185 titles. The first run of the series ended in 1998.[38][39][40][41][42]
R. A. Montgomery started rereleasing some Choose Your Own Adventure titles in 2005. His company has also released some new titles. New books and series continue to be published in other countries to this day. Examples are the 1000 Gefahren series in Germany and the Tú decides la aventura series in Spain. The sixtieth and 'lost' entry in the Fighting Fantasy series, Bloodbones, was finally published by Wizard in 2006.
In recent years, the format may be getting a new lease of life on mobile and ebook platforms.[43]
This type of book was seen predominantly as a form of entertainment for children. Nonetheless, there were books with more didactic purposes (ranging from historical series such as the aforementioned Time Machine to books with religious themes such as the Making Choices series). Also, a few branching-path books were aimed at adults, ranging from business simulations to works of erotica.
Barring the aforementioned works of Dennis Guerrier in the 1960s, one of the earliest examples of the form is the five-volume Barcelona, Maxima Discrecion series, which adapted the noir fiction genre to an interactive form.[44] Published in the 1980s, this series was only available in Catalan and Spanish.
Heather McElhatton published a bestselling[45] gamebook for adults in 2007, called Pretty Little Mistakes: A Do-Over Novel. It was followed by a sequel titled Million Little Mistakes published in 2010.[46]
Some contemporary literary novels have used the gamebook format, including Kim Newman's Life's Lottery (1999) and Nicholas Bourbaki's If (2014).[47]
In 2011, McGraw-Hill Education began releasing adaptations of the original Choose Your Own Adventure titles as graded readers. The stories were retold in simplified language and re-organized plotlines, in order to make them easier for English as a second or foreign language readers to play. The choice format of gamebooks has proved to be popular with ESL teachers as a way to motivate reluctant students, target critical thinking skills, and organize classroom activities.[48]
Various erotic gamebooks have been published by major publishers. In 1994 Derrière la porte by Alina Reyes was published by Pocket Books France and Éditions Robert Laffont, and later translated into English for Grove Press and Weidenfeld & Nicolson (as Behind Closed Doors) and into Italian for Ugo Guanda Editore (as Dietro le porte). Melcher Media in 2003 packaged two 'Choose-Your-Own-Erotic-Adventure' books for Penguin Books' Gotham Books imprint, including Kathryn in the City by Mary Anne Mohanraj, a well-known writer of erotica.
Solitaire adventures were a parallel development. This type of book is intended to allow a single person to use the rules of a role-playing game to experience an adventure without need of a referee. The first role-playing game solitaire adventures to be published were those using the Tunnels & Trolls system, beginning with the book Buffalo Castle in 1976, making Tunnels & Trolls the first role-playing game to support solitaire play. Flying Buffalo released 24 solo adventure books (plus several pocket size adventures) in the period 1976–1993. A number of the adventures are still in print today.[49][50] They were very successful among players of role-playing games and inspired many imitators.
Another early role-playing game with solitaire modules made for it was The Fantasy Trip. The first such module was Death Test, published in 1978. Eight adventures were released in total. One thing that set them apart was the need for miniatures and a hexmap, in order to take advantage of the combat and movement systems. These adventures were also very popular and influential.
Meanwhile, several third-party publishers started to publish solitaire adventures meant for use with popular roleplaying systems. Some of the earliest adventures in this vein were The Solo Dungeon (1978) by British author Richard Bartle, and Survival of the Fittest (1979), published by Judges' Guild in the United States. Both of these adventures were meant to be used with Dungeons & Dragons rules.
Solitaire role-playing adventures also experienced a boom in the 1980s. Many role-playing rulesets included solo adventures which were intended to teach the rules systems to the players. Some companies released lines of solitaire adventures for their own games. Examples of games with prolific solitaire lines were Dungeons & Dragons, GURPS, Das Schwarze Auge, DC Heroes, and Call of Cthulhu. Some third-party publishers continued to release solo adventures for established RPG systems (including Judges' Guild, who released solos for Advanced Dungeons & Dragons). Solitaire adventures were also featured quite frequently in professional RPG magazines and fanzines. Several solo adventures (such as those for Tunnels & Trolls, Dungeons & Dragons, and Das Schwarze Auge) were translated into other languages.
As was the case with other types of gamebooks, the production of solitaire RPG adventures decreased dramatically during the 1990s. However, new solos continue to be published to this day. Some companies continue to produce solo adventures for Tunnels & Trolls. There are also new solo adventures for a variety of systems, and even some influenced by the Fantasy Trip solos (such as the ones by Dark City Games). The Internet has provided a channel to distribute solitaire adventures, with both free and commercial adventures made available as electronic documents.
Adventure gamebooks incorporate elements from Choose Your Own Adventure books and role-playing solitaire adventures. The books involve a branching path format in order to move between sections of text, but the reader creates a character as in a role-playing game, and resolves actions using a game-system. Unlike role-playing solitaire adventures, adventure gamebooks include all the rules needed for play in each book. Adventure gamebooks are usually not divided into numbered pages, but rather into numbered sections of text, so that several sections may fit in a single page, or a single section can span several pages.
The Warlock of Firetop Mountain was published in 1982, the first of what became the Fighting Fantasy series of gamebooks, one of the first adventure gamebook series. With over 60 titles, including a variety of spin-offs, the series popularised the gamebook format in the UK and many other countries, such as Canada, Australia, New Zealand, South Africa, Singapore, the United States, Portugal, Tanzania, Brazil, Spain, France, Germany, Italy, Denmark, Israel, Japan, and after the fall of communism, Eastern Europe.[51][52]
Several authors in different countries continue to publish adventure gamebooks in the late 2010s. Notable examples are German fantasy authors Wolfgang Hohlbein, Markus Heitz and Lemonbits,[53] and British author Jonathan Green.[citation needed] Adventure gamebooks experienced a publishing boom in the 1980s, most notably in the United Kingdom, the United States, Italy and France. British series such as Fighting Fantasy, Lone Wolf, and The Way of the Tiger were translated into several languages and became very popular worldwide. The boom decreased considerably in the 1990s, with Fabled Lands being the last major British gamebook series. In the 2000s, reissues of the Fighting Fantasy and Lone Wolf series emerged, and garnered some commercial success.[citation needed]