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Mitchell's 2014 novel, The Bone Clocks, and its soon-to-arrive "sequel" of sorts Slade House are perfect examples of literary works that'd transfer well to a gaming interpretation—a series of stories spanning time-lines and filled with fantasy fun, the words on the pages immediately conjure amazing, controllable scenarios in the mind's eye. The overarching plot is essentially about two ancient groups battling in psychic duels, taking over other people's minds, and the ordinary citizens that get stuck between the warring parties. Tell me: how would that not make for an awesome video game? Psychically switching into new characters on the street, fighting bad guys. Come on. No, the whole thing wouldn't work in its totality—the chapter that follows a writer as his career as a bad-boy of English letters starts to fade is probably not going to take up as many exciting game hours as the more fantastical sections, but any studio taking on the task would be able to cut it or mould it, to gamify it. A new medium asks for an adapted narrative. And this is a challenge the games industry should go for.When MaddAddam, the show, does come out, I'm going to watch it—Atwood's stories are some of the best currently written and will transfer well onto the screen. But I'll be sad that games never took up the mantle when they could have brought the post-apocalyptic, anti-neo-liberal story to a new, fascinated audience with hands on D-pads and shoulder triggers, not just the remote control in readiness of the ad breaks. And besides, having a few of Atwood's female protagonists introduced into gaming, in leading roles, couldn't go amiss now, could it?Follow Jame Tennent on Twitter.New on Noisey: Kesha, Slut Shaming, and the Tyranny of Pop Music Patriarchy