The enduring allure of Choose Your Own Adventure books
newyorker.com
newyorker.com
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.
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 :)
Review (with spoilers, though not sure that concept applies here) by Interactive Fiction author Emily Short:
Years (decades) later, Netflix did their attempt at it, but saw the interactive bit flop so that majority of people just saw the "default" decisions made for them. Just never could find like-minded people to make this work to the level I was hoping.
It actually had answers for "Why would you want to do that?" and in ways that fans of the show's previous seasons would expect. From my experience, many of the other CYOA properties that Netflix attempted didn't have that multiple seasons of loyalty to wild "anything can happen" jokes and reasons to explore the interactivity in depth, but the UKS CYOA certainly had a lot of charm and fun.
(Aside: one of my favorite gags was the UKS CYOA's gag Netflix Skip Intro button.)
This was also my first program, except I quickly discovered that I didn't have the patience to type in a whole book. Gave up after a few pages.
My subsequent programs were meandering self-written choose-your-own-adventure stories, though without plot or anything. It was a lot more fun than mindlessly typing in a text, but also not anything of interest to anyone but me.
Same.
For me, these stories were durable and engaging. I could read a book more than once because it had lasting value still to be found. I was rather spoiled with tons of books that I really never read, but Choose Your Own Adventure surely contributed to my early literacy. That series was one that would often find me reading late at night in the bathroom while my family slept.
Leslie Jamison does an incredible job making Packard and Montgomery sound like flawed but fundamentally descent human beings. What a great piece of writing.
Our most active story, Story of a Stone, currently has 318 chapters, 1,064 pages, and a total word count of 265,964, or about the size of Ulysses by James Joyce. It has 4 unwritten choices, and a sprawl of 1.35 choices per non-concluding chapter.
Shameless plug, but: I've been working on a site that was inspired by CYOA (although not exactly the same): Storylocks.com [https://www.storylocks.com/]. It's a simple way for multiple people to write stories together. Fiction writers unite!
They also has the ability to “quick save” and go back to a decision point and try again. Some would even let you loop.
There are split opinions on the original CYOA authors. Pretty much everybody agrees that Edward Packard made very tight and well constructed stories. Many folks hate RA Montgomery's stories because they are weird and meandering, almost psychedelic. Personally that's why I always enjoyed them, even as a kid, but I think I'm in the minority.
At any rate I don't think many people feel the series started to decline until maybe #100+
Similarly, in the U.S., the popular 2010s licensed titles from Telltale Games were essentially electronic CYOA as well, since they were heavily narrative-driven and had simpler gameplay mechanics than traditional point-and-click adventure games.
https://www.reddit.com/r/visualnovels/comments/rzhbdz/from_s...
And from there not that far a leap to A Young Lady's Illustrated Primer from Diamond Age.
Choose Your Own Adventure books ask the reader to make choices based on the information they just read. So the reader has to make the attempt to comprehend. The books are usually light and fun as well, so that helps. When reading is not a chore, kids are more likely to do it.
Hypertext (and consequently, epub, etc) is the perfect medium for this. Is there any official ebook version of the original FF books?
Surprised there never was a crossover between Lone Wolf and Grey Star.
https://www.projectaon.org/en/Main/Home
That's 21 Lone Wolf books and 10 in the New Order books set in the same world, including one only published at the above site.
I've played some of them on my phone and it worked really well.
For personalized science education, might one wander the richly interwoven tapestry of stories that is science, following one's interests? I've shown people IBM's stop-motion cartoon drawn with atoms, https://www.youtube.com/watch?v=oSCX78-8-q0 , and they'd often ask about the ripples. IBM wrote supplementary content on them, perhaps because of such common interest. But when watching yt alone, its hard to engage, to follow up. Links in the description? Pop-up cards? With gaze tracking, one might notice the attention, and provide opportunity in that teachable moment. As if a mentor, tutor.
Gaze tracking without extra hardware is still rough. And patents. But slowly it's becoming something to explore.
Wikipedia just calls it an "adventure game". Feels like there must be a more specific name for the genre, but I don't know what it is.
Walking simulator I've heard applied to a bunch of different kinds of games, unfortunately. Mostly RPGs.
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.
Somewhat like The Little Schemer, but in larger chunks.
It's harder than it looks
https://store.steampowered.com/app/2128390/Leviathan_An_Inte...
The books gave the illusion of being branching, open worlds, but were often actually linear. Good story to play through, and really evoked the setting.
Oh well.
From two paths the story may take one will be less emotionally impactful than the other. Therefore, it will be suboptimal.
It also spoils the element of surprise. If you know exactly what is going to happen, it becomes less interesting. It also takes away from the character.
If you want user choice, create a video game.