Rob Morgan is a game writer and narrative designer who spoke at this year's LBF about writing for games and story-driven interactive projects. He has written and helped design interactive narratives for major studios, charities, publishers and indies, and helped create titles for consoles, browser and mobile. He was Lead Game Writer on the augmented reality titles Wonderbook: Book of Spells and its sequel Book of Potions on PS3, both created in collaboration with J.K. Rowling. He also wrote The Deep experience demo for the Morpheus Virtual Reality headset, making him one of the first writers to create experiences specifically for next-gen VR technology. Find him @AboutThisLater and at gamestory.co.uk.
What was the last book you read?
Mrs Duberly's War: Journal & Letters from the Crimea edited by Christine Kelly. She’s a formidable, hilarious woman who accompanied her husband to the Crimean War because she was “convinced he would not survive without her by his side.”
How did you buy it?
In a second-hand shop on Tottenham Court Road.
And what did you read it on?
Lovely scratchy OUP paper.
What’s next on your reading list?
Code Name Verity by Elizabeth Wein. I've already got it on Kindle.
Which writer would have loved to have met – and why?
Aphra Behn: spy, jobbing writer, propagandist, author of possibly the earliest example of science-fiction drama.
Tell us what you/your company does in 20 words or fewer?
I'm a writer and narrative designer, so I help make interactive narratives and storytelling projects. It's a lot of fun.
What do you like about your job?
The things I do when I'm working are pretty much the same things I do when I'm avoiding work, which is always a good sign.
What would be the title of your autobiography?
A Mana of Speaking
The single biggest challenge facing the publishing industry right now is…?
Distinguishing actual innovation from mandatory shuffling.
Does the publishing industry understand technology?
From what I can see, the industry has no problem understanding technology. Which just leaves the other half of the equation: understanding people. It's easy to talk about a universal human design concept like, say, convenience. It's way harder to work out what effect it has on people's lives as technology changes.
When was your first London Book Fair (LBF)?
This year, 2014. It was a fantastic experience and was an object lesson in how the industry is reaching out to other commercial and non-commercial spheres for new models and collaborations.