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The enduring allure of Choose Your Own Adventure books

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Re: The enduring allure of Choose Your Own Adventure books

#11
I never got into the fighting fantasy style of branching story game books, but then I discovered the Fabled Lands series by Dave Morris and Jamie Thomson. They're essentially open world game books, you can roam freely from location to location over most of the geography, with local branching adventures. Each book covers one region or kingdom. They also use a system of code words that set flags that enable quests that involve multiple locations, and changes to the world and events, so if you visit a location eventually you might trigger a change that means you go to a different version of that location that reflects your changes. It’s a very different experience, to me anyway.

Re: The enduring allure of Choose Your Own Adventure books

#12
post #6

I was always a fan of the Fighting Fantasy books - they were big in Canada and the UK, but less so in the USA. Interactive role-playing gaming in book form! And dice too!

Or the Lone Wolf series:

https://en.wikipedia.org/wiki/Lone_Wolf_(gamebooks)

Re: The enduring allure of Choose Your Own Adventure books

#13
Loved the books as a kid and one of the first programs I wrote was a straight up port of one of the books into the computer. Lots of print and if then statements. I wasn't artistically inclined so none of the illustrations made it into the port. After a positive response from a few classmates I gave copies to, I thought about selling them but was crushed when my mother explained copyright to me.

One thing I noticed after reading a couple of the books was the gap between those written with a set world and those where the world state altered depending on your choices such as hearing a noise and if you open a door, you find out it is a ghost but if you go outside and look through the window, you find out it is an alien. I was torn because on one hand, it felt like the author was just making stuff up (which of course they were, it was fiction) but the different branches being so different made for more interesting reading when exploring the different possible outcomes.

Re: The enduring allure of Choose Your Own Adventure books

#16
I was never a fan of this genre as a kid, but recently attended a launch event for a choose your own adventure book about change management, of all things - https://www.change-ninja.com/

Maybe part of the charm came from the novelty of the approach to the material, but I really got into it and 'cheating' felt more like learning. It got me wondering if the genre has legs outside of pure entertainment/fiction.

Re: The enduring allure of Choose Your Own Adventure books

#19

Loved the books as a kid and one of the first programs I wrote was a straight up port of one of the books into the computer. Lots of print and if then statements. I wasn't artistically inclined so none of the illustrations made it into the port. After a positive response from a few classmates I gave copies to, I thought about selling them but was crushed when my mother explained copyright to me. One thing I noticed a…

Weird!! This is such a strange and fascinating approach to narrative. This is kind of a stretch but…

This reminds me of tabletop RPGs, like D&D (more fixed world, DM-mediated / -adjudicated, there is a single Truth to be learned) vs Old School Renaissance games (randomized outcomes for many interactions, for any number of things in the world). It’s a different attitude towards how the world unfolds: does the world create itself as you discover it (player driven narrative), or do you discover the world that objectively exists?

Something something metaphysics :)

Re: The enduring allure of Choose Your Own Adventure books

#20
post #6

I was always a fan of the Fighting Fantasy books - they were big in Canada and the UK, but less so in the USA. Interactive role-playing gaming in book form! And dice too!

Or the Lone Wolf series: https://en.wikipedia.org/wiki/Lone_Wolf_(gamebooks)

Yes, yes I do have the Sommerswerd.
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