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Gamebook

A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not follow paragraphs in a linear or ordered fashion. Gamebooks are sometimes called choose your own adventure books or CYOA after the influential Choose Your Own Adventure series originally published by US company Bantam Books. Gamebooks influenced hypertext fiction.[1]

Production of new gamebooks in the West decreased dramatically during the 1990s as choice-based stories have moved away from print-based media, although the format may be experiencing a resurgence on mobile and ebook platforms. Such digital gamebooks are considered interactive fiction or visual novels.

Description edit

Gamebooks range widely in terms of the complexity of the game aspect. At one end are the branching-plot novels, which require the reader to make choices but are otherwise like regular novels (this style is exemplified by the originator of the gamebook format, Choose Your Own Adventure, and is sometimes referred to as "American style").

At the other end of the spectrum are what amounts to "solitaire RPG adventures" or "adventure gamebooks",[2] which emulate a tabletop RPG in novel form and feature sophisticated rules for battling monsters and overcoming obstacles. The story can be decided by factors other than the reader's choices, such as dice rolls (or other randomization mechanics, such as leafing through the book to arrive at a random paragraph number), the lack (or presence) of equipment or other items, or by various statistics, such as running out of health points.

The latter style is most commonly associated with the British Fighting Fantasy (FF) franchise (started in 1982), which originated, codified, and popularised much of the more advanced format that many later gamebooks would follow (the geographic dichotomy led to this type of gamebook sometimes being analogously referred to as "British style"). CYOA and FF are the two most popular, successful, and enduring gamebook franchises of all time, rendering them the archetypes of their respective, clashing styles and positions on the complexity spectrum. Later series like Lone Wolf and Fabled Lands, typically from Britain, would take the FF formula and push the limits of what could be achieved with printed text narratives (leading to, for example, twenty-book arcs in which the same created character could be taken sequentially from one to the next, or four or more books that contain interlocking references to each other in order to create one huge world map).

In all gamebooks, the story is presented as a series of sections of printed text. These are often but not always numbered. Branching-plot novel sections often run to several pages in length, whereas solitaire and adventure gamebook sections are usually no longer than a paragraph or two. These are not intended to be read in order. Instead, at the end of a text section, the reader is typically given a choice of narrative branches that they may follow. Each branch contains a reference to the number of the paragraph or page that should be read next if that branch is chosen (e.g. to go north turn to section 98). The narrative thus does not progress linearly through the book or follow the paragraphs in numerical order. The story continues this way until a paragraph or page which ends that branch of the story. Many solitaire or adventure gamebooks feature a single "successful" ending, and the remainder are "failures".[3] Thus, a gamebook becomes a "puzzle" since only a few or even one branching paths lead to victory. Branching plot novels, on the other hand, tend to be more concerned with narrative resolution rather than winning or losing, thus often have several endings which may be deemed equally "successful".

Gamebooks are typically written in the second person with the reader assuming the role of a character to experience the world from that character's point of view (e.g. 'you walk into the cold and dark forest').

Many gamebooks form series with a common theme, trade dress, and/or ruleset. While each book is typically a stand-alone narrative, there are gamebook series such as Steve Jackson's Sorcery! that continue the narrative from the previous books in the series.

History edit

Origins edit

There are several examples of early works of art with branching narratives. The romantic novel Consider the Consequences! by Doris Webster and Mary Alden Hopkins was published in the United States in 1930, and boasts "a dozen or more" different endings depending on the "taste of the individual reader".[4] The 1936 play Night of January 16th by Ayn Rand, about a trial, is unusual in that members of the audience are chosen to play the jury and deliver a verdict, which then influences the play's ending: guilty or not guilty.[5][6]

Also quite early on, the possibility of having stories branching out into several different paths was suggested by Jorge Luis Borges in his short story "An Examination of the Work of Herbert Quain" (1941). This story features an author whose novel is a three-part story containing two branch points, and with nine possible endings.[7][8] Another story by Borges, titled "The Garden of Forking Paths" (1941), also describes a book with a maze-like narrative, which may have inspired the gamebook form.[8][9] The children's book Treasure Hunt, published in 1945 in Britain under the name of "Alan George" (probably a pseudonym), is another early example of a story with multiple paths for the reader to follow.[10]

Programmed learning materials, first proposed by B.F. Skinner,[citation needed] have been recognized as an early influence on the development of branching path books.[11] This learning method was first applied in the TutorText series of interactive textbooks, published from the late 1950s up until the early 1970s. These books present the reader with a series of problems related to a particular area of study, allowing him or her to choose among several possible answers. If the answer to a problem is correct, the reader moves on to the next problem. If the answer is incorrect, the reader is given feedback and is asked to pick a different answer. This educational technique would form a basis for many later narrative gamebook series.[12]

During the 1960s, authors from several different countries started experimenting with fiction that contained multiple paths and/or endings. Some literary works in this vein include the French-language novel L'ironie du sort (1961) by Paul Guimard, the Spanish-language novels Hopscotch (1963) by Julio Cortázar and Juego de cartas (Card Game, 1964) by Max Aub, and the works of the French literary group known as the Oulipo (1967).[13][14][15][16] Other early experiments include the short stories "Alien Territory" and "The Lost Nose: a Programmed Adventure" (both 1969) by John Sladek, the novel The French Lieutenant's Woman (1969) by John Fowles, and the collection of short stories titled Tante storie per giocare (Many Tales to Play With, 1971) by Italian author Gianni Rodari.[17][18][19]

Taken together, these influences may have contributed to the development of several pioneering gamebooks in the 1960s and 1970s. These include Lucky Les by E.W. Hildick (1967), State of Emergency by Dennis Guerrier and Joan Richards (1969), the Swedish-language book Den mystiska påsen (The Mysterious Bag, 1970) by Betty Orr-Nilsson, and the French-language book Histoires comme tu voudras (Stories as You Want Them, 1978) by Marie-Christine Helgerson, among others.[20][21][22][23][24][25]

Breakthroughs and popularization edit

The first gamebook series proper appears to have been Tracker Books, published by Transworld in the UK between 1972 and 1980. This series includes adventures in a variety of genres such as science fiction, mystery, and sports. [citation needed] Meanwhile, in the US, The Adventures of You series appeared in 1976–77, with two titles that would later become part of the groundbreaking Choose Your Own Adventure series: Sugarcane Island by Edward Packard and Journey Under the Sea by R. A. Montgomery.

Tabletop role-playing games such as Dungeons & Dragons were another early influence that would contribute in major ways to the development of the gamebook form. The first module which combined a branching-path narrative with a set of role-playing game rules was Buffalo Castle for the Tunnels & Trolls system (1975). Buffalo Castle was innovative for its time, as it allowed the reader to experience a role-playing session without need for a referee. It has been followed by many other solitaire adventures for the T&T system, as well as solos for other tabletop role-playing games.

The first commercially successful series of gamebooks was the Choose Your Own Adventure series establishing the "American" gamebook tradition. The "British" tradition, as exemplified by the Fighting Fantasy series, was, by contrast, slightly younger. British gamebooks differ from the American tradition by having rules more strongly influenced by the game mechanics of roleplaying games.[26]

The US (late 1970s–) edit

The Adventures of You, a two-book series, authored by Edward Packard and R.A. Montgomery and initially published by Vermont Crossroads Press, laid much of the groundwork for the later surge in popularity of the gamebook format[citation needed]. Sugarcane Island by Edward Packard was written in 1969 but did not see publication until 1976. This became a series when Journey Under the Sea by R. A. Montgomery was published in 1977. Two standalone gamebooks authored by Packard would follow, both published by Lippincott: Deadwood City (1978) and The Third Planet from Altair (1979). While these early efforts apparently achieved some popularity with readers, they (and the gamebook format in general) still did not have a publisher with the marketing strength required to make them available to mass audiences.

Packard and Montgomery took the idea of publishing interactive books to Bantam, and thus the Choose Your Own Adventure (CYOA) series was born in 1979, beginning with The Cave of Time. The series became immensely popular worldwide and several titles were translated into more than 25 languages.[27] The series reached the peak of its popularity with children in the 1980s. It was during this period that Bantam released several other interactive series to capitalize on the popularity of the medium (a few examples are: Choose your Own Adventure for Younger Readers, Time Machine and Be An Interplanetary Spy). Many other American publishers released their own series to compete with CYOA.

One of the most popular competitors seems to have been TSR, who released several branching-path novels based on their own role-playing games. The most famous TSR series was Endless Quest (1982–). Another strong competitor was Ballantine with their Find Your Fate series, which featured adventures in the Indiana Jones, James Bond and Doctor Who universes. Famous author R. L. Stine wrote several books for this line, including The Badlands of Hark, as well as for other series such as Wizards, Warriors and You. Several Choose your Own Adventure spin-offs and many competing series were translated into other languages.

The UK (early 1980s–) edit

One of the most influential and popular gamebook series was the Fighting Fantasy series, which started in 1980 when a Puffin Books representative saw a hall full of 5,000 people playing Dungeons & Dragons and asked Ian Livingstone and Steve Jackson to make a book about role-playing games. They instead offered the idea of a book which simulated the experience of roleplaying games. Within a year they presented a book under the name of The Magic Quest to Puffin which Puffin agreed to publish. Having spent six more months developing the concept it was published under the name of The Warlock of Firetop Mountain in 1982.[28][29]

Another notable UK gamebook series is Lone Wolf, developed by Joe Dever in 1984. Like Fighting Fantasy, the writer was an experienced Dungeons & Dragons player who developed the setting of Lone Wolf for his campaigns.[30] However the books were also inspired by medieval texts such as Gawain and the Green Knight and Le Morte d'Arthur.[31]

Grailquest is a series of gamebooks written by J.H. Brennan (also beginning in 1984) that were also inspired by the Arthurian legends. Set mainly on Avalon they make use of a dice based system.[32][better source needed]

The Way of the Tiger, a Japan-themed gamebook series by Mark Smith and Jamie Thomson (starting in 1985), is also a notable UK publication.[citation needed]

Outside the English-speaking world (mid 1980s–) edit

Branching-path books also started to appear during the 1980s in several other countries, including Spain, France, Italy, Mexico, Chile, Denmark and Japan.

Despite the domination of works that have been translated from English in most non-English-speaking countries, a sizable number of original gamebooks—both individual books and series—have been published in various countries; this is especially the case in France (e.g. the La Saga du Prêtre Jean series) [citation needed] and in Japan (e.g. Tokyo Sogensha's Super Adventure Game series and Futabasha's Bouken Gamebook series).

In some other countries, publication both of translated series and of original books began in later years. For example, the first original books in Brazil and Italy seem to have appeared in the 1990s.

Eastern Europe (late 1980s–) edit

Translated editions of Choose your Own Adventure, Fighting Fantasy and other English-language series only appeared in Eastern European countries after the fall of Communism.[33]

Since the mid-1980s, about 90 gamebooks have been published in Poland, not only as printed books, but also as comics, e-books or mobile applications. The author of the largest number of titles (20) is Beniamin Muszyński. Polish gamebooks are regularly written by their fans and published online by "Masz Wybór" (publishing house which has been operating since 2010).[34]

In the 1990s, the gamebook genre became highly popular in Bulgaria for approximately ten years.[35] Whilst internationally well-known series such as Choose Your Own Adventure and Fighting Fantasy were translated for the Bulgarian market, the works of numerous Bulgarian gamebook authors were most popular with readers.

During the popularity peak of gamebooks in Bulgaria, Bulgarian publishing houses believed that only Western authors would sell and, as a consequence, virtually all Bulgarian gamebook authors adopted English pseudonyms.[35][36] This tradition persisted after their nationality was publicly disclosed. A smaller number of Hungarian authors also adopted Western pseudonyms, in addition to "official titles" that were also in English.[37]

Several adventure gamebooks have been released in the Czech Republic and Russia. In Azerbaijan, Narmin Kamal's novel, Open It's Me, offers the reader a choice to either read the book as a random collection of thirty-nine short stories about the same character, or as a single novel. A photo of the book's hero is published on the final page and the author asks the reader questions about the character.

Decline and resurgence (1990s onward) edit

The branching-path book commercial boom dwindled in the early 1990s, and the number of new series diminished. However, new branching-path books continue to be published to this day in several countries and languages. Choose Your Own Adventure went on to become the longest running gamebook series with 184 titles. The first run of the series ended in 1998.[38][39][40][41][42]

R. A. Montgomery started rereleasing some Choose Your Own Adventure titles in 2005. His company has also released some new titles. New books and series continue to be published in other countries to this day. Examples are the 1000 Gefahren series in Germany and the Tú decides la aventura series in Spain. The sixtieth and "lost" entry in the Fighting Fantasy series, Bloodbones, was finally published by Wizard in 2006.

In recent years, the format may be getting a new lease of life on mobile and ebook platforms.[43]

Types edit

This type of book was seen predominantly as a form of entertainment for children. Nonetheless, there were books with more didactic purposes (ranging from historical series such as the aforementioned Time Machine to books with religious themes such as the Making Choices series). Also, a few branching-path books were aimed at adults, ranging from business simulations to works of erotica.

Mainstream fiction edit

Barring the aforementioned works of Dennis Guerrier in the 1960s, one of the earliest examples of the form is the five-volume Barcelona, Maxima Discrecion series, which adapted the noir fiction genre to an interactive form.[44] Published in the 1980s, this series was only available in Catalan and Spanish.

Heather McElhatton published a bestselling[45] gamebook for adults in 2007, called Pretty Little Mistakes: A Do-Over Novel. It was followed by a sequel titled Million Little Mistakes published in 2010.[46]

Some contemporary literary novels have used the gamebook format, including Kim Newman's Life's Lottery (1999) and Nicholas Bourbaki's If (2014).[47]

Education edit

In 2011, McGraw-Hill Education began releasing adaptations of the original Choose Your Own Adventure titles as graded readers. The stories were retold in simplified language and re-organized plotlines, in order to make them easier for English as a second or foreign language readers to play. The choice format of gamebooks has proved to be popular with ESL teachers as a way to motivate reluctant students, target critical thinking skills, and organize classroom activities.[48]

Erotica edit

Various erotic gamebooks have been published by major publishers. In 1994 Derrière la porte by Alina Reyes was published by Pocket Books France and Éditions Robert Laffont, and later translated into English for Grove Press and Weidenfeld & Nicolson (as Behind Closed Doors) and into Italian for Ugo Guanda Editore (as Dietro le porte). Melcher Media in 2003 packaged two "Choose-Your-Own-Erotic-Adventure" books for Penguin Books' Gotham Books imprint, including Kathryn in the City by Mary Anne Mohanraj, a well-known writer of erotica.

Role-playing solitaire adventures edit

Solitaire adventures were a parallel development. This type of book is intended to allow a single person to use the rules of a role-playing game to experience an adventure without need of a referee. The first role-playing game solitaire adventures to be published were those using the Tunnels & Trolls system, beginning with the book Buffalo Castle in 1976, making Tunnels & Trolls the first role-playing game to support solitaire play. Flying Buffalo released 24 solo adventure books (plus several pocket size adventures) in the period 1976–1993. A number of the adventures are still in print today.[49][50] They were very successful among players of role-playing games and inspired many imitators.

Another early role-playing game with solitaire modules made for it was The Fantasy Trip. The first such module was Death Test, published in 1978. Eight adventures were released in total. One thing that set them apart was the need for miniatures and a hexmap, in order to take advantage of the combat and movement systems. These adventures were also very popular and influential.

Meanwhile, several third-party publishers started to publish solitaire adventures meant for use with popular roleplaying systems. Some of the earliest adventures in this vein were The Solo Dungeon (1978) by British author Richard Bartle, and Survival of the Fittest (1979), published by Judges' Guild in the United States. Both of these adventures were meant to be used with Dungeons & Dragons rules.

Solitaire role-playing adventures also experienced a boom in the 1980s. Many role-playing rulesets included solo adventures which were intended to teach the rules systems to the players. Some companies released lines of solitaire adventures for their own games. Examples of games with prolific solitaire lines were Dungeons & Dragons, GURPS, Das Schwarze Auge, DC Heroes, and Call of Cthulhu. Some third-party publishers continued to release solo adventures for established RPG systems (including Judges' Guild, who released solos for Advanced Dungeons & Dragons). Solitaire adventures were also featured quite frequently in professional RPG magazines and fanzines. Several solo adventures (such as those for Tunnels & Trolls, Dungeons & Dragons, and Das Schwarze Auge) were translated into other languages.

As was the case with other types of gamebooks, the production of solitaire RPG adventures decreased dramatically during the 1990s. However, new solos continue to be published to this day. Some companies continue to produce solo adventures for Tunnels & Trolls. There are also new solo adventures for a variety of systems, and even some influenced by the Fantasy Trip solos (such as the ones by Dark City Games). The Internet has provided a channel to distribute solitaire adventures, with both free and commercial adventures made available as electronic documents.

Adventures edit

Adventure gamebooks incorporate elements from Choose Your Own Adventure books and role-playing solitaire adventures. The books involve a branching path format in order to move between sections of text, but the reader creates a character as in a role-playing game, and resolves actions using a game-system. Unlike role-playing solitaire adventures, adventure gamebooks include all the rules needed for play in each book. Adventure gamebooks are usually not divided into numbered pages, but rather into numbered sections of text, so that several sections may fit in a single page, or a single section can span several pages.

The Warlock of Firetop Mountain was published in 1982, the first of what became the Fighting Fantasy series of gamebooks, one of the first adventure gamebook series. With over 60 titles, including a variety of spin-offs, the series popularised the gamebook format in the UK and many other countries, such as Canada, Australia, New Zealand, South Africa, Singapore, the United States, Portugal, Tanzania, Brazil, Spain, France, Germany, Italy, Denmark, Israel, Japan, and after the fall of communism, Eastern Europe.[51][52]

Several authors in different countries continue to publish adventure gamebooks in the late 2010s. Notable examples are German fantasy authors Wolfgang Hohlbein, Markus Heitz and Lemonbits,[53] and British author Jonathan Green.[citation needed] Adventure gamebooks experienced a publishing boom in the 1980s, most notably in the United Kingdom, the United States, Italy and France. British series such as Fighting Fantasy, Lone Wolf, and The Way of the Tiger were translated into several languages and became very popular worldwide. The boom decreased considerably in the 1990s, with Fabled Lands being the last major British gamebook series. In the 2000s, reissues of the Fighting Fantasy and Lone Wolf series emerged, and garnered some commercial success.[citation needed]

Online adaptations edit

Given the similar structure to html links between the pages of a website, numerous efforts have been made to create a digital equivalent to the gamebook format, with varying degrees of success. These include visual novels, story websites, and various experiments with audio CDs (such as TSR, Inc's short-lived "Terror TRAX" line).

See also edit

References edit

  1. ^ The Evolution of Fantasy Role-Playing Games By Michael J. Tresca page 100
  2. ^ . Gamebooks.org. Archived from the original on 2012-03-15. Retrieved 2017-01-06.
  3. ^ Staff. "What Is Fighting Fantasy?". Fighting Fantasy. ICON (Wizard) Books Ltd. Retrieved 27 May 2012.
  4. ^ "Rubenstein Library". Duke University. September 2017.
  5. ^ "Theater Review : Rand's 'Night of January 16th' Has a Good Day in Court". Los Angeles Times. January 25, 1995.
  6. ^ Herman, David; Jahn, Manfred; Ryan, Marie-Laure (2010-06-10). Routledge Encyclopedia of Narrative Theory. Routledge. ISBN 978-1134458400.
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  16. ^ "Juego de cartas, de Max Aub, por @CuadernosVigia".
  17. ^ "Title: The Lost Nose: A Programmed Book". Isfdb.org. Retrieved 2017-01-06.
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  19. ^ "Alien Territory". Gamebooks.org. Retrieved 2012-10-22.
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  29. ^ . 2005-11-27. Archived from the original on November 27, 2005. Retrieved 2011-12-12.
  30. ^ Blake, Jonathan (1998-01-01). "Joe Dever". The Kai Monastery. Retrieved 2006-07-03.
  31. ^ Denver, Joe (1993-08-28). "Lone Wolf: Joe Dever Frequently Asked Questions" (PDF). Joe Dever Letter. Retrieved 2006-07-15.
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  33. ^ "Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  34. ^ Beniamin Muszyński „Gry książkowe”, [w:] Literadar #16, s. 12.
  35. ^ a b Hakop & J0K3RA (2006-11-15). "Цитаделата". Citadelata.com. Retrieved 2012-10-22.{{cite web}}: CS1 maint: numeric names: authors list (link)
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  37. ^ Demian Katz (1998–2012). . Demian's Gamebook Web Page. Demian Katz. Archived from the original on 8 May 2012. Retrieved 27 May 2012.
  38. ^ "Item – Sugarcane Island – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  39. ^ "Item – Journey Under the Sea – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
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  44. ^ "Series – Barcelona máxima discreción – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  45. ^ "Boston Globe bestseller list for paperback fiction: June 5, 2007". Boston.com. 2007-06-05. Retrieved 2012-10-22.
  46. ^ Kerr, Euan. "Author lets readers choose what to do with lottery millions" Minnesota Public Radio September 26, 2010
  47. ^ "INTERVIEW: Nicholas Bourbaki, author of If". ElectricLiterature.com. 2014-11-08. Retrieved 2014-11-12.
  48. ^ Ferlazzo, Larry (3 May 2009). "The best places to read and write "choose your own adventure" stories". Retrieved 5 December 2012.
  49. ^ . Gamebooks.org. Archived from the original on 2016-12-03. Retrieved 2017-01-06.
  50. ^ "Series – Tunnels and Trolls – Demian's Gamebook Web Page". Gamebooks.org. 2012-06-12. Retrieved 2017-01-06.
  51. ^ . Gamebooks.org. Archived from the original on 2012-01-07. Retrieved 2017-01-06.
  52. ^ . Gamebooks.org. Archived from the original on 2016-12-04. Retrieved 2017-01-06.
  53. ^ "Lemonbits gewinnt mit 'Die Monstertrickserin' den Sonderpreis Kindle Storyteller X". amazon-presse.de. 2018-10-11. Retrieved 2019-03-31.

External links edit

  • Demian Katz' catalogue of gamebooks
  • Game Books Collection on the Internet Archive
  • samizdat.cc/cyoa/ – Visualised path-analysis of ten "Choose your own adventure" game books

gamebook, confused, with, playbook, disambiguation, books, historically, used, record, hunted, game, hunting, shooting, united, kingdom, equipment, gamebook, work, printed, fiction, that, allows, reader, participate, story, making, choices, narrative, branches. Not to be confused with Playbook disambiguation For books historically used to record hunted game see Hunting and shooting in the United Kingdom Equipment A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices The narrative branches along various paths typically through the use of numbered paragraphs or pages Each narrative typically does not follow paragraphs in a linear or ordered fashion Gamebooks are sometimes called choose your own adventure books or CYOA after the influential Choose Your Own Adventure series originally published by US company Bantam Books Gamebooks influenced hypertext fiction 1 Production of new gamebooks in the West decreased dramatically during the 1990s as choice based stories have moved away from print based media although the format may be experiencing a resurgence on mobile and ebook platforms Such digital gamebooks are considered interactive fiction or visual novels Contents 1 Description 2 History 2 1 Origins 2 2 Breakthroughs and popularization 2 2 1 The US late 1970s 2 2 2 The UK early 1980s 2 2 3 Outside the English speaking world mid 1980s 2 2 4 Eastern Europe late 1980s 2 3 Decline and resurgence 1990s onward 3 Types 3 1 Mainstream fiction 3 2 Education 3 3 Erotica 3 4 Role playing solitaire adventures 3 5 Adventures 4 Online adaptations 5 See also 6 References 7 External linksDescription editGamebooks range widely in terms of the complexity of the game aspect At one end are the branching plot novels which require the reader to make choices but are otherwise like regular novels this style is exemplified by the originator of the gamebook format Choose Your Own Adventure and is sometimes referred to as American style At the other end of the spectrum are what amounts to solitaire RPG adventures or adventure gamebooks 2 which emulate a tabletop RPG in novel form and feature sophisticated rules for battling monsters and overcoming obstacles The story can be decided by factors other than the reader s choices such as dice rolls or other randomization mechanics such as leafing through the book to arrive at a random paragraph number the lack or presence of equipment or other items or by various statistics such as running out of health points The latter style is most commonly associated with the British Fighting Fantasy FF franchise started in 1982 which originated codified and popularised much of the more advanced format that many later gamebooks would follow the geographic dichotomy led to this type of gamebook sometimes being analogously referred to as British style CYOA and FF are the two most popular successful and enduring gamebook franchises of all time rendering them the archetypes of their respective clashing styles and positions on the complexity spectrum Later series like Lone Wolf and Fabled Lands typically from Britain would take the FF formula and push the limits of what could be achieved with printed text narratives leading to for example twenty book arcs in which the same created character could be taken sequentially from one to the next or four or more books that contain interlocking references to each other in order to create one huge world map In all gamebooks the story is presented as a series of sections of printed text These are often but not always numbered Branching plot novel sections often run to several pages in length whereas solitaire and adventure gamebook sections are usually no longer than a paragraph or two These are not intended to be read in order Instead at the end of a text section the reader is typically given a choice of narrative branches that they may follow Each branch contains a reference to the number of the paragraph or page that should be read next if that branch is chosen e g to go north turn to section 98 The narrative thus does not progress linearly through the book or follow the paragraphs in numerical order The story continues this way until a paragraph or page which ends that branch of the story Many solitaire or adventure gamebooks feature a single successful ending and the remainder are failures 3 Thus a gamebook becomes a puzzle since only a few or even one branching paths lead to victory Branching plot novels on the other hand tend to be more concerned with narrative resolution rather than winning or losing thus often have several endings which may be deemed equally successful Gamebooks are typically written in the second person with the reader assuming the role of a character to experience the world from that character s point of view e g you walk into the cold and dark forest Many gamebooks form series with a common theme trade dress and or ruleset While each book is typically a stand alone narrative there are gamebook series such as Steve Jackson s Sorcery that continue the narrative from the previous books in the series History editOrigins edit There are several examples of early works of art with branching narratives The romantic novel Consider the Consequences by Doris Webster and Mary Alden Hopkins was published in the United States in 1930 and boasts a dozen or more different endings depending on the taste of the individual reader 4 The 1936 play Night of January 16th by Ayn Rand about a trial is unusual in that members of the audience are chosen to play the jury and deliver a verdict which then influences the play s ending guilty or not guilty 5 6 Also quite early on the possibility of having stories branching out into several different paths was suggested by Jorge Luis Borges in his short story An Examination of the Work of Herbert Quain 1941 This story features an author whose novel is a three part story containing two branch points and with nine possible endings 7 8 Another story by Borges titled The Garden of Forking Paths 1941 also describes a book with a maze like narrative which may have inspired the gamebook form 8 9 The children s book Treasure Hunt published in 1945 in Britain under the name of Alan George probably a pseudonym is another early example of a story with multiple paths for the reader to follow 10 Programmed learning materials first proposed by B F Skinner citation needed have been recognized as an early influence on the development of branching path books 11 This learning method was first applied in the TutorText series of interactive textbooks published from the late 1950s up until the early 1970s These books present the reader with a series of problems related to a particular area of study allowing him or her to choose among several possible answers If the answer to a problem is correct the reader moves on to the next problem If the answer is incorrect the reader is given feedback and is asked to pick a different answer This educational technique would form a basis for many later narrative gamebook series 12 During the 1960s authors from several different countries started experimenting with fiction that contained multiple paths and or endings Some literary works in this vein include the French language novel L ironie du sort 1961 by Paul Guimard the Spanish language novels Hopscotch 1963 by Julio Cortazar and Juego de cartas Card Game 1964 by Max Aub and the works of the French literary group known as the Oulipo 1967 13 14 15 16 Other early experiments include the short stories Alien Territory and The Lost Nose a Programmed Adventure both 1969 by John Sladek the novelThe French Lieutenant s Woman 1969 by John Fowles and the collection of short stories titled Tante storie per giocare Many Tales to Play With 1971 by Italian author Gianni Rodari 17 18 19 Taken together these influences may have contributed to the development of several pioneering gamebooks in the 1960s and 1970s These include Lucky Les by E W Hildick 1967 State of Emergency by Dennis Guerrier and Joan Richards 1969 the Swedish language book Den mystiska pasen The Mysterious Bag 1970 by Betty Orr Nilsson and the French language book Histoires comme tu voudras Stories as You Want Them 1978 by Marie Christine Helgerson among others 20 21 22 23 24 25 Breakthroughs and popularization edit The first gamebook series proper appears to have been Tracker Books published by Transworld in the UK between 1972 and 1980 This series includes adventures in a variety of genres such as science fiction mystery and sports citation needed Meanwhile in the US The Adventures of You series appeared in 1976 77 with two titles that would later become part of the groundbreaking Choose Your Own Adventure series Sugarcane Island by Edward Packard and Journey Under the Sea by R A Montgomery Tabletop role playing games such as Dungeons amp Dragons were another early influence that would contribute in major ways to the development of the gamebook form The first module which combined a branching path narrative with a set of role playing game rules was Buffalo Castle for the Tunnels amp Trolls system 1975 Buffalo Castle was innovative for its time as it allowed the reader to experience a role playing session without need for a referee It has been followed by many other solitaire adventures for the T amp T system as well as solos for other tabletop role playing games The first commercially successful series of gamebooks was the Choose Your Own Adventure series establishing the American gamebook tradition The British tradition as exemplified by the Fighting Fantasy series was by contrast slightly younger British gamebooks differ from the American tradition by having rules more strongly influenced by the game mechanics of roleplaying games 26 The US late 1970s edit The Adventures of You a two book series authored by Edward Packard and R A Montgomery and initially published by Vermont Crossroads Press laid much of the groundwork for the later surge in popularity of the gamebook format citation needed Sugarcane Island by Edward Packard was written in 1969 but did not see publication until 1976 This became a series when Journey Under the Sea by R A Montgomery was published in 1977 Two standalone gamebooks authored by Packard would follow both published by Lippincott Deadwood City 1978 and The Third Planet from Altair 1979 While these early efforts apparently achieved some popularity with readers they and the gamebook format in general still did not have a publisher with the marketing strength required to make them available to mass audiences Packard and Montgomery took the idea of publishing interactive books to Bantam and thus the Choose Your Own Adventure CYOA series was born in 1979 beginning with The Cave of Time The series became immensely popular worldwide and several titles were translated into more than 25 languages 27 The series reached the peak of its popularity with children in the 1980s It was during this period that Bantam released several other interactive series to capitalize on the popularity of the medium a few examples are Choose your Own Adventure for Younger Readers Time Machine and Be An Interplanetary Spy Many other American publishers released their own series to compete with CYOA One of the most popular competitors seems to have been TSR who released several branching path novels based on their own role playing games The most famous TSR series was Endless Quest 1982 Another strong competitor was Ballantine with their Find Your Fate series which featured adventures in the Indiana Jones James Bond and Doctor Who universes Famous author R L Stine wrote several books for this line including The Badlands of Hark as well as for other series such as Wizards Warriors and You Several Choose your Own Adventure spin offs and many competing series were translated into other languages The UK early 1980s edit This section needs additional citations for verification Please help improve this article by adding citations to reliable sources in this section Unsourced material may be challenged and removed June 2019 Learn how and when to remove this template message One of the most influential and popular gamebook series was the Fighting Fantasy series which started in 1980 when a Puffin Books representative saw a hall full of 5 000 people playing Dungeons amp Dragons and asked Ian Livingstone and Steve Jackson to make a book about role playing games They instead offered the idea of a book which simulated the experience of roleplaying games Within a year they presented a book under the name of The Magic Quest to Puffin which Puffin agreed to publish Having spent six more months developing the concept it was published under the name of The Warlock of Firetop Mountain in 1982 28 29 Another notable UK gamebook series is Lone Wolf developed by Joe Dever in 1984 Like Fighting Fantasy the writer was an experienced Dungeons amp Dragons player who developed the setting of Lone Wolf for his campaigns 30 However the books were also inspired by medieval texts such as Gawain and the Green Knight and Le Morte d Arthur 31 Grailquest is a series of gamebooks written by J H Brennan also beginning in 1984 that were also inspired by the Arthurian legends Set mainly on Avalon they make use of a dice based system 32 better source needed The Way of the Tiger a Japan themed gamebook series by Mark Smith and Jamie Thomson starting in 1985 is also a notable UK publication citation needed Outside the English speaking world mid 1980s edit Branching path books also started to appear during the 1980s in several other countries including Spain France Italy Mexico Chile Denmark and Japan Despite the domination of works that have been translated from English in most non English speaking countries a sizable number of original gamebooks both individual books and series have been published in various countries this is especially the case in France e g the La Saga du Pretre Jean series citation needed and in Japan e g Tokyo Sogensha s Super Adventure Game series and Futabasha s Bouken Gamebook series In some other countries publication both of translated series and of original books began in later years For example the first original books in Brazil and Italy seem to have appeared in the 1990s Eastern Europe late 1980s edit Translated editions of Choose your Own Adventure Fighting Fantasy and other English language series only appeared in Eastern European countries after the fall of Communism 33 Since the mid 1980s about 90 gamebooks have been published in Poland not only as printed books but also as comics e books or mobile applications The author of the largest number of titles 20 is Beniamin Muszynski Polish gamebooks are regularly written by their fans and published online by Masz Wybor publishing house which has been operating since 2010 34 In the 1990s the gamebook genre became highly popular in Bulgaria for approximately ten years 35 Whilst internationally well known series such as Choose Your Own Adventure and Fighting Fantasy were translated for the Bulgarian market the works of numerous Bulgarian gamebook authors were most popular with readers During the popularity peak of gamebooks in Bulgaria Bulgarian publishing houses believed that only Western authors would sell and as a consequence virtually all Bulgarian gamebook authors adopted English pseudonyms 35 36 This tradition persisted after their nationality was publicly disclosed A smaller number of Hungarian authors also adopted Western pseudonyms in addition to official titles that were also in English 37 Several adventure gamebooks have been released in the Czech Republic and Russia In Azerbaijan Narmin Kamal s novel Open It s Me offers the reader a choice to either read the book as a random collection of thirty nine short stories about the same character or as a single novel A photo of the book s hero is published on the final page and the author asks the reader questions about the character Decline and resurgence 1990s onward edit The branching path book commercial boom dwindled in the early 1990s and the number of new series diminished However new branching path books continue to be published to this day in several countries and languages Choose Your Own Adventure went on to become the longest running gamebook series with 184 titles The first run of the series ended in 1998 38 39 40 41 42 R A Montgomery started rereleasing some Choose Your Own Adventure titles in 2005 His company has also released some new titles New books and series continue to be published in other countries to this day Examples are the 1000 Gefahren series in Germany and the Tu decides la aventura series in Spain The sixtieth and lost entry in the Fighting Fantasy series Bloodbones was finally published by Wizard in 2006 Main article interactive fiction In recent years the format may be getting a new lease of life on mobile and ebook platforms 43 Types editThis type of book was seen predominantly as a form of entertainment for children Nonetheless there were books with more didactic purposes ranging from historical series such as the aforementioned Time Machine to books with religious themes such as the Making Choices series Also a few branching path books were aimed at adults ranging from business simulations to works of erotica Mainstream fiction edit Barring the aforementioned works of Dennis Guerrier in the 1960s one of the earliest examples of the form is the five volume Barcelona Maxima Discrecion series which adapted the noir fiction genre to an interactive form 44 Published in the 1980s this series was only available in Catalan and Spanish Heather McElhatton published a bestselling 45 gamebook for adults in 2007 called Pretty Little Mistakes A Do Over Novel It was followed by a sequel titled Million Little Mistakes published in 2010 46 Some contemporary literary novels have used the gamebook format including Kim Newman s Life s Lottery 1999 and Nicholas Bourbaki s If 2014 47 Education edit In 2011 McGraw Hill Education began releasing adaptations of the original Choose Your Own Adventure titles as graded readers The stories were retold in simplified language and re organized plotlines in order to make them easier for English as a second or foreign language readers to play The choice format of gamebooks has proved to be popular with ESL teachers as a way to motivate reluctant students target critical thinking skills and organize classroom activities 48 Erotica edit Various erotic gamebooks have been published by major publishers In 1994 Derriere la porte by Alina Reyes was published by Pocket Books France and Editions Robert Laffont and later translated into English for Grove Press and Weidenfeld amp Nicolson as Behind Closed Doors and into Italian for Ugo Guanda Editore as Dietro le porte Melcher Media in 2003 packaged two Choose Your Own Erotic Adventure books for Penguin Books Gotham Books imprint including Kathryn in the City by Mary Anne Mohanraj a well known writer of erotica Role playing solitaire adventures edit Solitaire adventures were a parallel development This type of book is intended to allow a single person to use the rules of a role playing game to experience an adventure without need of a referee The first role playing game solitaire adventures to be published were those using the Tunnels amp Trolls system beginning with the book Buffalo Castle in 1976 making Tunnels amp Trolls the first role playing game to support solitaire play Flying Buffalo released 24 solo adventure books plus several pocket size adventures in the period 1976 1993 A number of the adventures are still in print today 49 50 They were very successful among players of role playing games and inspired many imitators Another early role playing game with solitaire modules made for it was The Fantasy Trip The first such module was Death Test published in 1978 Eight adventures were released in total One thing that set them apart was the need for miniatures and a hexmap in order to take advantage of the combat and movement systems These adventures were also very popular and influential Meanwhile several third party publishers started to publish solitaire adventures meant for use with popular roleplaying systems Some of the earliest adventures in this vein were The Solo Dungeon 1978 by British author Richard Bartle and Survival of the Fittest 1979 published by Judges Guild in the United States Both of these adventures were meant to be used with Dungeons amp Dragons rules Solitaire role playing adventures also experienced a boom in the 1980s Many role playing rulesets included solo adventures which were intended to teach the rules systems to the players Some companies released lines of solitaire adventures for their own games Examples of games with prolific solitaire lines were Dungeons amp Dragons GURPS Das Schwarze Auge DC Heroes and Call of Cthulhu Some third party publishers continued to release solo adventures for established RPG systems including Judges Guild who released solos for Advanced Dungeons amp Dragons Solitaire adventures were also featured quite frequently in professional RPG magazines and fanzines Several solo adventures such as those for Tunnels amp Trolls Dungeons amp Dragons and Das Schwarze Auge were translated into other languages As was the case with other types of gamebooks the production of solitaire RPG adventures decreased dramatically during the 1990s However new solos continue to be published to this day Some companies continue to produce solo adventures for Tunnels amp Trolls There are also new solo adventures for a variety of systems and even some influenced by the Fantasy Trip solos such as the ones by Dark City Games The Internet has provided a channel to distribute solitaire adventures with both free and commercial adventures made available as electronic documents Adventures edit Adventure gamebooks incorporate elements from Choose Your Own Adventure books and role playing solitaire adventures The books involve a branching path format in order to move between sections of text but the reader creates a character as in a role playing game and resolves actions using a game system Unlike role playing solitaire adventures adventure gamebooks include all the rules needed for play in each book Adventure gamebooks are usually not divided into numbered pages but rather into numbered sections of text so that several sections may fit in a single page or a single section can span several pages The Warlock of Firetop Mountain was published in 1982 the first of what became the Fighting Fantasy series of gamebooks one of the first adventure gamebook series With over 60 titles including a variety of spin offs the series popularised the gamebook format in the UK and many other countries such as Canada Australia New Zealand South Africa Singapore the United States Portugal Tanzania Brazil Spain France Germany Italy Denmark Israel Japan and after the fall of communism Eastern Europe 51 52 Several authors in different countries continue to publish adventure gamebooks in the late 2010s Notable examples are German fantasy authors Wolfgang Hohlbein Markus Heitz and Lemonbits 53 and British author Jonathan Green citation needed Adventure gamebooks experienced a publishing boom in the 1980s most notably in the United Kingdom the United States Italy and France British series such as Fighting Fantasy Lone Wolf and The Way of the Tiger were translated into several languages and became very popular worldwide The boom decreased considerably in the 1990s with Fabled Lands being the last major British gamebook series In the 2000s reissues of the Fighting Fantasy and Lone Wolf series emerged and garnered some commercial success citation needed Online adaptations editGiven the similar structure to html links between the pages of a website numerous efforts have been made to create a digital equivalent to the gamebook format with varying degrees of success These include visual novels story websites and various experiments with audio CDs such as TSR Inc s short lived Terror TRAX line See also editAdventure game Interactive movie Interactive fiction List of gamebooks Nonlinear narrative Visual novelReferences edit The Evolution of Fantasy Role Playing Games By Michael J Tresca page 100 FAQs Demian s Gamebook Web Page Gamebooks org Archived from the original on 2012 03 15 Retrieved 2017 01 06 Staff What Is Fighting Fantasy Fighting Fantasy ICON Wizard Books Ltd Retrieved 27 May 2012 Rubenstein Library Duke University September 2017 Theater Review Rand s Night of January 16th Has a Good Day in Court Los Angeles Times January 25 1995 Herman David Jahn Manfred Ryan Marie Laure 2010 06 10 Routledge Encyclopedia of Narrative Theory Routledge ISBN 978 1134458400 Item Examen de la obra de Herbert Quain Demian s Gamebook Web Page Gamebooks org Archived from the original on 2016 12 03 Retrieved 2017 01 06 a b Series Miscellaneous Works by Jorge Luis Borges Demian s Gamebook Web Page Gamebooks org Archived from the original on 2016 12 06 Retrieved 2017 01 06 Item El Jardin de senderos que se bifurcan Demian s Gamebook Web Page Gamebooks org Archived from the original on 2016 12 04 Retrieved 2017 01 06 The Early History of Gamebooks Discoveries Fighting Fantazine Retrieved 2016 09 19 Media Gamebook SFE Science Fiction Encyclopedia Sf encyclopedia com Retrieved 2017 01 06 Series TutorText Doubleday Series Demian s Gamebook Web Page Gamebooks org Archived from the original on 2016 12 06 Retrieved 2017 01 06 Item Un conte a votre facon Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Item The Theater Tree A Combinatory Play Demian s Gamebook Web Page Gamebooks org Archived from the original on 2016 03 04 Retrieved 2017 01 06 Series Miscellaneous Works by the Oulipo Demian s Gamebook Web Page Gamebooks org Archived from the original on 2016 12 06 Retrieved 2017 01 06 Juego de cartas de Max Aub por CuadernosVigia Title The Lost Nose A Programmed Book Isfdb org Retrieved 2017 01 06 About John Sladek Ansible editions co uk Archived from the original on 2017 02 23 Retrieved 2017 01 06 Alien Territory Gamebooks org Retrieved 2012 10 22 Item Lucky Les Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Series Lucky Les Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Series Miscellaneous Works by Dennis Guerrier Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Item Den mystiska pasen Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Series Den mystiska pasen Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Histoires comme tu voudras 1978 ISBN 9782081605879 A Brief History of Gamebooks Games Vs Play Choose Your Own Adventure Gamebooks org 2004 06 09 Archived from the original on 2013 01 29 Retrieved 2012 10 22 The retro cult around Fighting Fantasy gamebooks BBC 2014 08 25 Retrieved 2018 07 19 Fighting Fantasy FAQ 2005 11 27 Archived from the original on November 27 2005 Retrieved 2011 12 12 Blake Jonathan 1998 01 01 Joe Dever The Kai Monastery Retrieved 2006 07 03 Denver Joe 1993 08 28 Lone Wolf Joe Dever Frequently Asked Questions PDF Joe Dever Letter Retrieved 2006 07 15 Castle of Darkness Goodreads Retrieved 2019 04 09 Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Beniamin Muszynski Gry ksiazkowe w Literadar 16 s 12 a b Hakop amp J0K3RA 2006 11 15 Citadelata Citadelata com Retrieved 2012 10 22 a href Template Cite web html title Template Cite web cite web a CS1 maint numeric names authors list link Items Published in Bulgaria Gamebooks org Archived from the original on 2013 01 29 Retrieved 2012 10 22 Demian Katz 1998 2012 Items Published in Hungary Demian s Gamebook Web Page Demian Katz Archived from the original on 8 May 2012 Retrieved 27 May 2012 Item Sugarcane Island Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Item Journey Under the Sea Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Series The Adventures of You Series Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Item The Cave of Time Demian s Gamebook Web Page Gamebooks org 2014 08 01 Retrieved 2017 01 06 Series Choose Your Own Adventure 1979 1998 Demian s Gamebook Web Page Gamebooks org Archived from the original on 2016 12 02 Retrieved 2017 01 06 Keith Stuart Interactive fiction in the ebook era Technology The Guardian Retrieved 2017 01 06 Series Barcelona maxima discrecion Demian s Gamebook Web Page Gamebooks org Retrieved 2017 01 06 Boston Globe bestseller list for paperback fiction June 5 2007 Boston com 2007 06 05 Retrieved 2012 10 22 Kerr Euan Author lets readers choose what to do with lottery millions Minnesota Public Radio September 26 2010 INTERVIEW Nicholas Bourbaki author of If ElectricLiterature com 2014 11 08 Retrieved 2014 11 12 Ferlazzo Larry 3 May 2009 The best places to read and write choose your own adventure stories Retrieved 5 December 2012 Item Buffalo Castle Demian s Gamebook Web Page Gamebooks org Archived from the original on 2016 12 03 Retrieved 2017 01 06 Series Tunnels and Trolls Demian s Gamebook Web Page Gamebooks org 2012 06 12 Retrieved 2017 01 06 Item The Warlock of Firetop Mountain Demian s Gamebook Web Page Gamebooks org Archived from the original on 2012 01 07 Retrieved 2017 01 06 Series Fighting Fantasy Demian s Gamebook Web Page Gamebooks org Archived from the original on 2016 12 04 Retrieved 2017 01 06 Lemonbits gewinnt mit Die Monstertrickserin den Sonderpreis Kindle Storyteller X amazon presse de 2018 10 11 Retrieved 2019 03 31 External links editDemian Katz catalogue of gamebooks Game Books Collection on the Internet Archive samizdat cc cyoa Visualised path analysis of ten Choose your own adventure game books Retrieved from https en wikipedia org w index php title Gamebook amp oldid 1218322081, wikipedia, wiki, book, books, library,

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