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Gamebook is a print fiction work that allows readers to participate in stories by making choices. The narration branches along different paths, usually through the use of numbered paragraphs or pages. Gamebook is sometimes called select your own adventure book or CYOA after your influential "Select Adventure" series was originally published by the US company Bantam Books. Gamebook influenced hypertext fiction.

The production of new gamebooks in the West declined dramatically during the nineties as optional stories have shifted from print-based media, although the format may gain new life in mobile platforms and ebooks. Such digital gamebook is considered an interactive fiction.


Video Gamebook



Description

Gamebook can be grouped into three families.

  • The first is a bifurcation-plot novel, which requires the reader to make choices but vice versa like an ordinary novel.
  • The second type is the Solitaire adventure (an example of this is the gamel series Tunnels and Trolls ), which incorporates a plot-plot novel with role-playing rules, allowing games to be played without Gamemaster but possibly requires a separate manual purchase.
  • The third type is the Adventure gamebook (eg Fighting Fantasy series and Lone Wolf from gamebooks), which basically combine the two: novel-plot plots equipped with game systems unique simple role for the book (or series).

In all gamebooks, stories are presented as a series of sections of printed text. The novel branching-plot section often runs into several pages long, while the solitaire and gamebook adventures are usually no more than one or two paragraphs. At the end of the text section, readers are usually given a choice of narrative branches that they may follow. Each branch contains a reference to the number of paragraphs or pages to read next if the branch is selected (eg go north, turn to section 98). The story continues in this way until a paragraph or page ends the branch of the story. In most solitaire or gamebook adventures, there is usually one end of "success", and the rest is "failure". The novel branches, on the other hand, tend to be more concerned with narrative resolution than win or lose, so often have some endings that can be considered "successful".

Gamebook is usually written in a second person with the reader assuming the character's role to experience the world from a character's point of view (eg 'you walk into a cold, dark forest').

Many titles are usually published in series containing several books, although each gamebook has also been published. While the books in many series are stand-alone narratives, others continue the narrative of previous books in the series.

Maps Gamebook



History

Origins

Some influences contribute to the development of gamebook formats during the twentieth century. The earliest example of this form is Consider Consequences! by Doris Webster and Mary Alden Hopkins, published in the United States in 1930. The game of 1936, The Night of January 16 by Ayn Rand also allows readers to influence the end. The drama is designed so that members of the audience can choose whether the defendant is guilty or not; The decision of the audience determines which of the two final possibilities are played. The children's book Treasure Hunt , published in 1945 in England under the name "Alan George" (probably a pseudonym), is another early example of a story with many avenues for readers to follow.

Also quite early, the possibility of having stories branched into several different paths suggested by Jorge Luis Borges in his short story "An Examination of Herbert Quain's Work" (1941). The story features an author whose novel is a three-part story containing two branch points, and with nine possible endings. Another story by Borges, titled "The Garden of Forking Paths" (1941), also describes a book with a labyrinth-like narrative, which may have inspired gamebook form.

Programmed learning material, first proposed by B.F. Skinner, has been recognized as an early influence on the development of a branching book. This method of learning was first applied in the TutorText series of interactive textbooks, published from the late fifties to the early seventies. These books present the reader with a range of issues related to a particular field of study, allowing him to choose among several possible answers. If the answer to a problem is correct, the reader turns to the next problem. If the answer is wrong, the reader is given feedback and asked to choose a different answer. This educational technique will be the basis for many series of narrative gamebook later.

During the sixties, writers from several different countries began experimenting with fiction that contained many paths and/or endings. Some of the literary works in this tone include the French novel L'irie du sort (1961) by Paul Guimard, the Spanish-language novel Hopscotch (1963) by Julio Cortazar and Juego de cartas (Card Game, 1964) by Max Aub, and works by the French literary group known as Oulipo (1967). Other early experiments included short stories of "Alien Territory" and "Missing Nose: Programmed Adventure" (both 1969) by John Sladek, The French Lieutenant's Woman (1969) novel by John Fowles, and a collection of short stories titled auntie storie per giocare (Many Tales to Play With, 1971) by Italian author Gianni Rodari.

Taken together, this influence may have contributed to the development of some pioneering gamebooks in the sixties and seventies. These include Lucky Les by EW Hildick (1967), Emergency Status by Dennis Guerrier and Joan Richards (1969), and the Swedish book Denmystiska pÃÆ'  ¥ sen (Mysterious Bag, 1970) by Betty Orr-Nilsson, among others. The first proper gamebook series appears to be Tracker Books, published by Transworld in the UK between 1972 and 1980. This series includes adventures in various genres like science fiction, mystery, and sports. Meanwhile, in the US, The Adventures of You series appeared in 1976-77, with two titles that would later become part of the breakthrough. Choose Your Own Adventure Series: Cane Island by Edward Packard and Journey Under the Sea by RA Montgomery.

Role-playing role tables like Dungeons and Dragons are other early influences that will contribute in major ways for the development of gamebook forms. The first module that incorporates the branching-path narration with a set of role rules is Buffalo Castle for the Tunnels and Trolls system (1975). Buffalo Castle is innovative for its time, as it allows readers to experience role playing sessions without the need for referees. This has been followed by many other solitaire adventures for T & amp; T, as well as solo for other role-playing table games.

Popularize (1970s)

Branches book

The Adventures of You series, written by Edward Packard and R.A. Montgomery and originally published by Vermont Crossroads Press, laid a lot of groundwork for later spikes in the popularity of the gamebook format. The series was born with Edward Packard's Cane Island by Edward Packard, written in 1969 but did not see the publication until 1976. The series later incorporated the Journey Under the Sea by RA Montgomery (1977 ). After the series ended, two stand-alone gamebooks written by Packard will follow, both published by Lippincott: Deadwood City (1978) and The Third Planet of Altair (1979). While these initial efforts seem to reach popularity with readers, they (and the gamebook format in general) still do not have publishers with the marketing power needed to make them available to a mass audience.

Packard and Montgomery took the idea to publish interactive books to Banten, and thus the series Choose Your Own Adventure (CYOA) was born in 1979, beginning with The Cave of Time. The series is becoming very popular all over the world and some titles are translated into over 25 languages. The series reached the peak of its popularity with children in the eighties. During this period Bantam released several other interactive series to capitalize on the popularity of the media (some examples are: Choose Your Own Adventure for Young 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 be the TSR, which released several novel branch paths based on their own role play. The most famous TSR series is Endless Quest. Another strong competitor is Ballantine with the Find Your Fate series, which features adventures in Indiana Jones, James Bond, and Doctor Who universe. Renowned 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. Some Choose Self-Adventure spin-offs and many competing series are translated into other languages.

The branched road books also began to appear during the eighties in several other countries, including Spain, France, England, Mexico, Chile, and Denmark. In some other countries, the publication of both the translation series and the original books began in later years. For example, the first original books in Brazil and Italy appeared to have appeared in the nineties. The translation edition Choose Your Own Adventure and other Western series appear only in the countries of Eastern Europe after the fall of communism.

This type of book is seen primarily as a form of entertainment for children. Nevertheless, there are books with more didactic goals (ranging from history series like Time Machine mentioned above to books with religious themes like the Making Choice series). Also, some branching books are for adults, from business simulations to erotica works.

The commercial boom of the branching-path book shrank in the early nineties, and the number of new series was reduced. However, the new branching book continues to be published to this day in multiple countries and languages. Choose Your own Adventures to continue to be the longest gamebook series that has 185 titles. The first series of this series ended in 1998.

R. A. Montgomery started rereleasing several titles of Choose Your Own Adventure in 2005. His company has also released several new titles. New books and series continue to be published in other countries to this day. Examples are the series 1000 Gefahren in Germany and the series TÃÆ'º decided la aventura in Spain.

Outside the English-speaking world

Apart from the dominance of works that have been translated from English in most non-English countries, a large number of original gamebooks - both books and individual series - have been published in various countries; this is particularly the case in France (eg the series La Saga du Précé Jean). .

In the 1990s, the gamebook genre became very popular in Bulgaria for about ten years. While internationally renowned series like â € Å"Your Own Adventure and Fighting Fantasyâ € have been translated for the Bulgarian market, the works of many of the most popular Bulgarian gamebook writers among readers.

During the height of the popularity of gamebooks in Bulgaria, Bulgarian publishers believed that only Western writers would sell and, as a consequence, almost all Bulgarian gamebook writers adopted English pseudonyms. This tradition persists after their citizenship is openly expressed. A small number of Hungarian writers also adopted Western pseudonyms, in addition to "official titles" which are also in English.

Some gamebook adventures have been released in the Czech Republic and Russia. In Azerbaijan, the novel of Narmin Kamal, Open It's Me , offers the reader the choice to read this book as a random collection of thirty-nine short stories about the same character, or as a novel. A photograph of the book's hero is published in the final page and the author asks the reader about the character.

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 apps. Author of the largest number of titles (14) is Beniamin Muszy? Skiing. Polish Gamebooks are also regularly written and published by their fans themselves.

and everything else too: Hillbilly Game Book ('67) from Mountain Dew
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Gamebook Type

Main fiction

While most gamebooks are traditionally aimed at younger viewers, there have been several attempts to write an adult-oriented story line story. Except for the work of Dennis Guerrier mentioned earlier in the sixties, one of the earliest examples of this form is the Barcelona five-volume series, Maxima Discrecion, which adapted the fiction-type noir to the form interactive. Published in the eighties, this series is only available in Catalan and Spanish.

Heather McElhatton published an adult bestselling book in 2007, titled Pretty Little Mistakes: A Do-Over Novel. It was followed by a sequel titled Million Small Mistakes published in 2010.

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

Education

In 2011, McGraw-Hill Education began releasing an adaptation of your "Choose Your Own Adventure" title as a storied reader. The stories are retold in simplified languages ​​and reorganized storylines, to make it easier for English as a second or foreign language reader to play. Gamebook choice formats have proven popular among ESL teachers as a way to motivate reluctant students, target critical thinking skills, and organize classroom activities.

Erotica

A variety of erotic gamebooks have been published by major publishers. In 1994 DerriÃÆ'¨re la porte by Alina Reyes published by Pocket Books France and ÃÆ' â € ° ditions Robert Laffont, and then translated into English for Grove Press and Weidenfeld & amp; Nicolson (such as Behind Closed Doors) and to Italian for Ugo Guanda Editore (such as Dietro le porte ). Melcher Media in 2003 bundled two books "Choose-Own-Adventure-Erotic-Adventure" for Gotham's Penguin Books, including Kathryn in the City by Mary Anne Mohanraj, a famous erotic writer.

Adventure solitaire roles

The solitaire adventure is a parallel development. This type of book is meant to allow one person to use role-playing role rules to experience adventure without the need for a referee. The first solitaire role-playing game game to be published was those who used the Tunnels and Trolls system, starting with Buffalo Castle in 1976, making Tunehels and Trolls first role-playing game to support solitaire game. Flying Buffalo released 24 solo adventure books (plus some pocket-sized adventures) in the period 1976-1993. A number of adventures are still printed today. They are very successful among the role-playing game players and inspire many imitators.

Another early role-playing game with a solitaire module made for him was The Fantasy Trip. The first module was the Death Test, published in 1978. Eight adventures were released in total. One thing that sets them apart is the need for miniatures and hexmaps, to utilize combat systems and movements. This adventure is also very popular and influential.

Meanwhile, some third-party publishers began publishing solitaire adventures that are intended for use with popular roleplaying systems. Some of the earliest adventures in this regard are The Solo Dungeon (1978) by the English writer Richard Bartle, and Survival of the Fittest (1979), published by Judges' Guild in the United States. These two adventures are meant to be used with the rules of Dungeons and Dragons.

Solitaire's role-playing adventures also exploded in the eighties. Many role-playing rules include solo adventures that are meant to teach the rules system to the players. Some companies release solitaire adventure lines for their own games. Examples of games with a productive solitaire line are Dungeons & amp; Dragons, GURPS, Das Schwarze Auge, DC Heroes, and Call of Cthulhu. Some third-party publishers continue to release solo adventures for established RPG systems (including Judges' Guild, who released solos for Advanced Dungeons and Dragons). Solitaire adventures are also quite often featured in professional RPG and fanzine magazines. Some solo adventures (like for Tunnels & Trolls, Dungeons & Dragons, and Das Schwarze Auge) have been translated into other languages.

As with other types of gamebooks, the production of solitaire RPG adventures declined dramatically during the nineties. However, new solos continue to be published to this day. Some companies continue to produce solo adventures for Tunnels & amp; Troll. There are also new solo adventures for various systems, and even some are influenced by solo Fantasy trips (such as those by Dark City Games). The Internet has provided channels to distribute solitaire adventures, with free adventure and commercially available as an electronic document.

Gamebook Adventure

Gamebooks adventure incorporates elements from the book Select Your Own Adventures and solitaire role playing adventures. These books involve branched road formats to move between parts of the text, but the reader creates characters as in role-playing, and completes the action using a game-system. Unlike solitaire role-playing adventures, gamebook adventure covers all the rules needed to play in every book. Gamebook adventures are usually not divided into numbered pages, but more to the numbered text part, so some sections can fit in one page, or one section can include multiple pages.

The Warlock of Firetop Mountain was published in 1982, the first of what became the series of Fantasy series of gamebooks, one of the first adventure game series. With over 60 titles, including various spin-offs, the series popularized gamebook formats in the UK and many other countries, such as Canada, Australia, New Zealand, South Africa, Singapore, USA, Portugal, Tanzania, Brazil, Spain, France, Germany , Italy, Denmark, Israel, Japan, and after the fall of communism, Eastern Europe.

Gamebook adventures boomed in publishing in the eighties, especially in England, the United States, Italy and France. English series such as Fighting Fantasy , Lone Wolf , and The Way of the Tiger are translated into several languages ​​and become very popular around the world. The explosion dropped dramatically in the nineties, with Fabled Lands becoming the last major British gamebook series. In the 2000s, the series re-emerged Fighting Fantasy and Lone Wolf , and earned some commercial success.

Several authors in various countries continue to publish adventure gamebooks in the late 2010s. Notable examples are German fantasy writers Wolfgang Hohlbein and Markus Heitz, as well as British writer Jonathan Green.

StoryNexus interface (here used for Cabinet Noir). | IF Interfaces ...
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See also

  • Gamebook list
  • Adventure games
  • Interactive novels
  • Interactive movies
  • Visual novel

Writing a Gamebook Part 1 - YouTube
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References


The Forgotten Spell | Gamebook Adventures
src: gamebookadventures.com


External links

Catalog of
  • Demian Katz from gamebook
  • samizdat.cc/cyoa/- Visualize the analysis path of ten game books "Choose your own adventure"
  • Source of the article : Wikipedia

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