Alan Moore: "I've disproved the existence of death"

The comic book author talks about writing a 750,000 word prose novel about Northampton.

Alan Moore can't be accused of playing it safe. In his 40-year career, he has written a genre-busting superhero comic (Watchmen); a graphic novel in which the hero is a terrorist (V for Vendetta); and one of the most beautiful -- but scandalous -- pieces of pornography ever produced (Lost Girls).

Since 2008, he has been occupied largely with writing his second novel, Jerusalem, due for publication next year. It could easily be the oddest novel ever written. Ostensibly a history of Moore's home town, Northampton, it features his favoured technique of appropriating characters from other literary works; the author describes its middle section as being like a "savage, hallucinating Enid Blyton".

Its wider purpose, Moore says, is to "disprove the existence of death" -- but that is if he can get it into print at all: it will clock in at 750,000 words, making it longer (by far) than Vikram Seth's hefty A Suitable Boy and David Foster Wallace's Infinite Jest. The book is so long that the only printers who might be able to tackle it are Bible-makers.

“It is a very big book -- but it's very readable," he assures me when I call to ask how it's going. "Apart from the Lucia Joyce chapter, which is completely incomprehensible." How so? "It's all written in a completely invented sub-Joycean text. I read it through again and I can actually understand most of it -- well, all of it. But it's the only way I could have written that stuff. It's an experiment."

Then there's chapter 29, composed in the form of a stage play by Samuel Beckett, based around one of the times the playwright visited Northampton to take part in a cricket match. (I'm not making this up: the 1925 and 1926 matches appear in Wisden, which records that Beckett was "a useful, left-arm, medium-pace bowler".) While his team-mates took off in the evenings to patronise the city's pubs and prostitutes, Beckett decided instead to go on a "church crawl". It is this event that Moore is restaging.

Apart from these literary jeux d'esprit, the main thrust of the book explores Moore's belief that time doesn't work the way we think it does. "I've come to think that the universe is a four-dimensional site in which nothing is changing and nothing is moving. The only thing that is moving along the time axis is our consciousness. The past is still there, the future has always been here. Every moment that has existed or will ever exist is all part of this giant hyper-moment of space-time."

Confused? Moore puts it this way. "If you think about a standard journey in three dimensions -- say, being in a car driving along a road, the houses you're passing are vanishing behind you, but you don't doubt that if you could reverse the car, the houses would still be there. Our consciousness is only moving one way through time but I believe physics tells us all those moments are still there -- and when we get to the end of our lives, there's nowhere for our consciousness to go, except back to the beginning. We have our lives over and over again."

Moore is friends with (and revered by) several leading physicists -- many of whom will gladly tell you there are probably more than three spatial dimensions. He is particularly taken with the pop-star-turned-TV-populariser of science Brian Cox, and asked him recently: "How do you square the second law of thermodynamics with your earlier assertion that 'Things Can Only Get Better?'" (This joke is very funny to only a very small number of people.)

Surely Moore must be worried that, in the age of Twitter and rolling news, no one will ever finish his super-sized masterpiece? "As long as I finish it," he says. "Although I have doubted that people will even be able to pick it up. I'm not averse to some kind of ebook, eventually -- as long as I get my huge, cripplingly heavy book to put on my shelf and gloat over, I'll be happy."

That said, he does worry that while his first prose novel, Voice of the Fire (published in the mid-1990s), took 300 pages to cover the county of Northamptonshire, Jerusalem uses 750,000 words to explore an area of Northampton about half a square mile across. "So the next one will be several million words and it'll just be about this end of the living room."

Moore says he hopes never to write anything as long as Jerusalem again but he won't countenance scaling it back. "Any editor worth their salt would tell me to cut two-thirds of this book but that's not going to happen. I doubt that Herman Melville had an editor -- if he had, that editor would have told him to get rid of all that boring stuff about whaling: 'Cut to the chase, Herman.'"

One question remains: how do you celebrate finishing a 750,000-word novel? Moore pauses. "I'll probably have a bit of a lie down."

The full Q&A with Alan Moore will be published tomorrow.

Helen Lewis-Hasteley is an assistant editor of the New Statesman. She tweets @helenlewis

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

This article first appeared in the 13 June 2011 issue of the New Statesman, Rowan Williams guest edit

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.