The full framing texts read:
An experienced editor and writer, we have spent many years entertaining the masses and therefore have a better feel for our audiences’ passions, joys and sorrows than many of those who would seek to publish our literary endeavours. We have travelled extensively through the course of our career, but have now reached a point in our life where a more sedentary lifestyle would be exceptionally pleasing to us. Our dear mutual friend Mr John Forster forwarded your address suggesting that we might find a worthy use of my talents in your employ. We have heard about these ‘videogames’ and believe ourselves to be in possession of skills peculiarly suited to their creation. We trust that you will come to agree with us on reading the argument as set out in the below paper.
We are confident that the skills and experiences put before you will be sufficient to sway you towards accepting us into your videogame making establishment. If our argument has proved insufficient, then perhaps the following from our esteemed friend John Forster may convince you: “…genius.” And of course, Mr Forster would in no way be biased towards our talents, as he is a most fair and incorruptible gentleman.
‘That’s Not How It Should End: The Effect of Reader-Player Response on the Development of Narrative’ is a PhD project comprising an interactive novella and critical thesis exploring reader/player relationships in literature and games. It considers similarities in writing process and reader/player responses between Victorian serial writers and modern games/interactive writing.
(Charles Dickens signature, obtained via https://commons.wikimedia.org/wiki/File:Charles_Dickens_Signature.svg US/UK Public domain.)