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{{Short description|Type of work of printed fiction}}
{{Distinguish|Playbook}}
{{Distinguish|Playbook (disambiguation)}}
{{For|books historically used to record hunted game|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]].<ref>The Evolution of Fantasy Role-Playing Games
By Michael J. Tresca page 100</ref>


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]].
A '''gamebook''' is a work of fiction that allows the reader to participate in the story by making effective choices. The narrative branches along various paths through the use of numbered paragraphs or pages.

Gamebooks are sometimes called '''choose your own adventure books''' or '''CYOA''', the title of one particular long and popular [[List of Choose Your Own Adventure books|series by Bantam Books]].


==Description==
==Description==
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").
The story is read through a series of text sections, and at the end of a text section, the reader is usually presented with a choice of narrative branches that they may follow, with each option containing a reference to the number of the paragraph that should be read next if the option is chosen. The reader may eventually reach a concluding paragraph which will bring the narrative to an end. In most gamebooks only one (or if more than this, a distinct minority) of the concluding paragraphs will end the narrative with a "successful" ending, with the others ending the narrative with a "failure" ending.<ref name="fightingfantasygamebooks.com">{{cite web|title=What Is Fighting Fantasy?|url=http://www.fightingfantasygamebooks.com/index.php?option=com_content&view=article&id=7&Itemid=37|work=Fighting Fantasy|publisher=ICON (Wizard) Books Ltd|accessdate=27 May 2012|author=Staff|year=Unknown}}</ref>

At the other end of the spectrum are what amounts to "solitaire [[role-playing game|RPG]] adventures" or "adventure gamebooks",<ref name="gamebooks.org">{{cite web |url=http://www.gamebooks.org/show_faqs.php |title=FAQs – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20120315174056/http://gamebooks.org/show_faqs.php |archive-date=2012-03-15 |url-status=dead }}</ref> 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 (gamebooks)|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".<ref name="fightingfantasygamebooks.com">{{cite web|title=What Is Fighting Fantasy?|url=http://www.fightingfantasygamebooks.com/index.php?option=com_content&view=article&id=7&Itemid=37|work=Fighting Fantasy|publisher=ICON (Wizard) Books Ltd|access-date=27 May 2012|author=Staff}}</ref> 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 usually written in the [[Second-person narrative|second person]] with the reader assuming the role of a fictional character. The titles are usually published in series containing several books, although individual gamebooks have also been published. While the books in many series are stand-alone narratives, others continue the narrative from the previous books in the series.
Gamebooks are typically written in the [[Second-person narrative|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.
There are three types of gamebooks. The first is the branching-plot novel (an example of this is the ''[[Choose Your Own Adventure]]'' series of gamebooks), which require the reader to make choices but are otherwise like a regular novel. The second type is the [[role-playing game]] solitaire adventure (an example of this is the ''[[Tunnels and Trolls]]'' series of gamebooks), which combines the branching-plot novel with the rules of a role-playing game, allowing the game to be played without a [[Gamemaster]] but requiring the purchase of separate manuals. The third type is the adventure gamebook (examples of these are the ''[[Fighting Fantasy]]'' and ''[[Lone Wolf (gamebooks)|Lone Wolf]]'' series of gamebooks), which combines the branching-plot novel with simple role-playing rules included with each book.<ref name="gamebooks.org">{{cite web
|url=http://www.gamebooks.org/show_faqs.php
|title=Frequently Asked Questions on gamebooks.org
}}</ref>


==History==
==History==
===Pioneering efforts (1940s–1970s)===
The gamebook format was speculated on before it actually existed. Argentinian author [[Jorge Luis Borges]]' ''Examen de la obra de Herbert Quain'', published in 1941, featured a fictional author, whose novel is a three-part story containing two branch points, thus having nine possible endings.<ref>{{cite web
|url=http://www.gamebooks.org/show_item.php?id=7380
|title=Examen de la obra de Herbert Quain on gamebooks.org
}}</ref><ref name="Miscellaneous Works by Jorge Luis Borges">{{cite web
|url=http://www.gamebooks.org/show_series.php?id=1045
|title=Miscellaneous Works by Jorge Luis Borges on gamebooks.org
}}</ref> Borges' later work ''El jardín de senderos que se bifurcan'' ("[[The Garden of Forking Paths]]") describes a Chinese writer who goes into seclusion to write a book and construct a maze, the twist being that the end result is a combination of the two, but in one item the fictional novel is a maze-like narrative which only makes sense if read in the correct manner. Borges' fictional book requires the reader to use deduction to determine the correct order of reading, rather than providing instructions like the modern gamebook.<ref name="Miscellaneous Works by Jorge Luis Borges"/><ref>{{cite web
|url=http://www.gamebooks.org/show_item.php?id=7381
|title=El Jardín de senderos que se bifurcan on gamebooks.org
}}</ref>


===Origins===
Branching-path books first emerged in the late fifties, although the first uses of the format were educational rather than literary. The idea of using specially prepared books to allow students to learn without a teacher is credited to American behavioral psychologist [[B. F. Skinner]]. The way this type of [[programmed learning]] works is:
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".<ref>{{Cite web|url=https://rubensteinlibrary.tumblr.com/post/165617259862/consider-the-consequences-by-doris-webster-and|title=Rubenstein Library |date=September 2017 |publisher=[[Duke University]] }}</ref> 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.<ref>{{Cite web|url=https://www.latimes.com/archives/la-xpm-1995-01-25-ca-29612-story.html|title=Theater Review : Rand's 'Night of January 16th' Has a Good Day in Court|date=January 25, 1995|website=Los Angeles Times}}</ref><ref>{{Cite book | url=https://books.google.com/books?id=oX8hmVw_yXYC&q=branching+path+narrative&pg=PA323 | title=Routledge Encyclopedia of Narrative Theory| isbn=978-1134458400| last1=Herman| first1=David| last2=Jahn| first2=Manfred| last3=Ryan| first3=Marie-Laure| date=2010-06-10| publisher=Routledge}}</ref>


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.<ref>{{cite web |url=http://www.gamebooks.org/show_item.php?id=7380 |title=Item – Examen de la obra de Herbert Quain – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20161203233436/http://gamebooks.org/show_item.php?id=7380 |archive-date=2016-12-03 |url-status=dead }}</ref><ref name="Miscellaneous Works by Jorge Luis Borges">{{cite web |url=http://www.gamebooks.org/show_series.php?id=1045 |title=Series – Miscellaneous Works by Jorge Luis Borges – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20161206210138/http://gamebooks.org/show_series.php?id=1045 |archive-date=2016-12-06 |url-status=dead }}</ref> 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.<ref name="Miscellaneous Works by Jorge Luis Borges"/><ref>{{cite web |url=http://www.gamebooks.org/show_item.php?id=7381 |title=Item – El Jardín de senderos que se bifurcan – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20161204124048/http://gamebooks.org/show_item.php?id=7381 |archive-date=2016-12-04 |url-status=dead }}</ref> 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.<ref>{{cite web|url=http://www.fightingfantazine.co.uk/|title=The Early History of Gamebooks: Discoveries|publisher=Fighting Fantazine|access-date=2016-09-19}}</ref>
<blockquote>Students choose from multiple-choice answers and then are prompted to proceed to another page of the book depending on their answer. If a correct answer is given, students move on to another page with more information to learn and more questions to answer. An incorrect answer leads to comments on why the answer is incorrect and a direction to return to the original question to make another selection."<ref>{{cite web|url=http://psychology.jrank.org/pages/505/Programmed-Learning.html |title=Programmed Learning - Operant Conditioning, Students, and Answers - JRank Articles |publisher=Psychology.jrank.org |date= |accessdate=2012-10-22}}</ref></blockquote>


[[Programmed learning]] materials have been recognized as an early influence on the development of branching path books.<ref>{{cite web|url=http://www.sf-encyclopedia.com/entry/gamebook |title=Media : Gamebook : SFE : Science Fiction Encyclopedia |website=Sf-encyclopedia.com |access-date=2017-01-06}}</ref> 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.<ref>{{cite web |url=http://www.gamebooks.org/show_series.php?id=457 |title=Series – TutorText: Doubleday Series – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20161206195013/http://gamebooks.org/show_series.php?id=457 |archive-date=2016-12-06 |url-status=dead }}</ref>
The TutorText series of interactive textbooks, published in the United States and United Kingdom between 1958 and 1972, used this method to teach a wide variety of subjects to a mainstream audience.<ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=457
|title=TutorText on gamebooks.org
}}</ref> Programmed learning books were acknowledged by Steve Jackson and Ian Livingstone as an influence on the development of fiction gamebooks.


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 [[Rayuela|''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).<ref>{{cite web|url=http://www.gamebooks.org/show_item.php?id=1846 |title=Item – Un conte à votre façon – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref><ref>{{cite web |url=http://www.gamebooks.org/show_item.php?id=1847 |title=Item – The Theater Tree: A Combinatory Play – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20160304112759/http://www.gamebooks.org/show_item.php?id=1847 |archive-date=2016-03-04 |url-status=dead }}</ref><ref>{{cite web |url=http://www.gamebooks.org/show_series.php?id=292 |title=Series – Miscellaneous Works by the Oulipo – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20161206223600/http://gamebooks.org/show_series.php?id=292 |archive-date=2016-12-06 |url-status=dead }}</ref><ref>{{Cite web|url=http://librojuegos.org/2015/10/juego-de-cartas-de-max-aub-por-cuadernosvigia/|title=Juego de cartas, de Max Aub, por @CuadernosVigia}}</ref> 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]].<ref>{{cite web|url=http://www.isfdb.org/cgi-bin/title.cgi?873656 |title=Title: The Lost Nose: A Programmed Book |website=Isfdb.org |access-date=2017-01-06}}</ref><ref>{{cite web |url=http://www.ansible-editions.co.uk/authors/sladek.htm |title=About John Sladek |website=Ansible-editions.co.uk |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20170223005907/http://www.ansible-editions.co.uk/authors/sladek.htm |archive-date=2017-02-23 |url-status=dead }}</ref><ref>{{cite web|url=http://www.gamebooks.org/show_item.php?id=1709 |title=Alien Territory |publisher=Gamebooks.org |access-date=2012-10-22}}</ref>
It is difficult to pin the origins of fiction gamebooks down to a specific time and place, since there were nearly simultaneous early developments in several different languages and countries. If we leave aside the programmed learning books, the idea of using the format for literary purposes seems partly to have been motivated by a heightened interest in literary experimentation during the sixties. The experimental French literary group "the [[Oulipo]]", active during the 1960s, discussed the gamebook format, under the name "tree literature". Within the Oulipo the idea was proposed by [[François Le Lionnais]] and was first implemented by [[Raymond Queneau]] in his short story "Un conte à votre façon". The Oulipo also applied the idea to theatre, with [[Paul Fournel]] and [[Jean-Pierre Énard]] implementing this in the form of ''The Theater Tree: A Combinatory Play''.<ref>{{cite web
|url=http://www.gamebooks.org/show_item.php?id=1846
|title=Un conte à votre façon on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_item.php?id=1847
|title=The Theater Tree: A Combinatory Play on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=292
|title=Miscellaneous Works by the Oulipo on gamebooks.org
}}</ref>


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.<ref>{{cite web|url=http://www.gamebooks.org/show_item.php?id=1650 |title=Item – Lucky Les – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref><ref>{{cite web|url=http://www.gamebooks.org/show_series.php?id=244 |title=Series – Lucky Les – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref><ref>{{cite web|url=http://www.gamebooks.org/show_series.php?id=1214 |title=Series – Miscellaneous Works by Dennis Guerrier – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref><ref>{{cite web|url=http://www.gamebooks.org/show_item.php?id=4341 |title=Item – Den mystiska påsen – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref><ref>{{cite web|url=http://www.gamebooks.org/show_series.php?id=640 |title=Series – Den mystiska påsen – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref><ref>{{cite book | url=https://archive.org/details/histoirescommetu0000helg | isbn=9782081605879 | title=Histoires comme tu voudras | year=1978 }}</ref>
Another early example of use of the form for literary experimentation is the work of American writer [[John Sladek]], who towards the end of the sixties published the short stories ''Alien Territory'' and ''The Lost Nose: a Programmed Adventure''.<ref>http://www.ansible-editions.co.uk/authors/sladek.htm</ref><ref>{{cite web|url=http://www.gamebooks.org/show_item.php?id=1709 |title=Alien Territory |publisher=Gamebooks.org |date= |accessdate=2012-10-22}}</ref>


===Breakthroughs and popularization===
At nearly the same time, there were other early developments which were meant as mass entertainment. ''Lucky Les'', a book by [[E.W. Hildick]] published in 1967, constitutes an example. The book allowed the reader to determine the fate of a fictional cat by making choices and turning pages accordingly.<ref>{{cite web
<!-- Please note this page concerns ALL gamebooks, including "adventure gamebooks". Do not shunt off Fighting Fantasy to the "type" section - it is a central series to this article -->
|url=http://www.gamebooks.org/show_item.php?id=1650
|title=Lucky Les on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=244
|title=Lucky Les (2) on gamebooks.org
}}</ref> In this same vein, author Dennis Guerrier and some collaborators tried their hand at the medium in 1969, with an interactive thriller, a political simulation and programmed solitaire games Boxes and Noughts and Crosses (which show the influence of programmed learning methods).<ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=1214
|title=Miscellaneous Works by Dennis Guerrier on gamebooks.org
}}</ref> Another early example was ''Den mystiska påsen'', a Swedish book published in 1970, which involved a bag of stolen gems.<ref>{{cite web
|url=http://www.gamebooks.org/show_item.php?id=4341
|title=Den mystiska påsen on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=640
|title=Den mystiska påsen (2) on gamebooks.org}}</ref> In 1971, Italian author [[Gianni Rodari]] wrote Tante Storie per Giocare, a book of fantasy tales for children which allowed them to choose among several endings.


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 (writer)|Edward Packard]] and ''Journey Under the Sea'' by [[R. A. Montgomery]].
===Popularization (1970s-onwards)===
====Branching-path books====


[[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.
However, the popularization of fiction gamebooks began in the seventies, spearheaded by several developments in the English-speaking world. The Tracker series of gamebooks, possibly the first fiction gamebooks to be published as a series, featured interactive adventures covering a range of genres.<ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=456
|title=Tracker Books on gamebooks.org
}}</ref> Twelve titles were released in the United Kingdom during the period ranging from 1972 to 1980. Aimed at older children, they can be considered a precursor to the more popular [[Choose Your Own Adventure]] series.


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.<ref>{{Cite web|url=http://gamesvsplay.com/a-brief-history-of-gamebooks/|title=A Brief History of Gamebooks &#124; Games Vs Play}}</ref>
American author [[Edward Packard]] claims to have come up with the idea of branching-path novels while telling bedtime stories to his three children in the late sixties. He wrote his first such book, ''[[Sugarcane Island]]'' in 1969, and it saw publication in 1976, thus beginning the ''The Adventures of You'' series. It was soon joined by ''[[Journey Under the Sea]]'' by [[R. A. Montgomery]].


====The US (late 1970s–)====
Both authors took the idea of creating interactive books to [[Bantam Books|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.<ref>{{cite web|url=http://www.gamebooks.org/show_series.php?id=30 |title=Choose Your Own Adventure |publisher=Gamebooks.org |date=2004-06-09 |accessdate=2012-10-22}}</ref> The series reached the peak of its popularity with children in the eighties. 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 (novel series)|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 Inc.|TSR]], who released several branching-path novels based on their own role-playing games. The most famous TSR series was [[Endless Quest]]. Another strong competitor was [[Ballantine Books|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, and also 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.
''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 Books|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.<ref>{{cite web |url=http://www.gamebooks.org/show_series.php?id=30 |title=Choose Your Own Adventure |publisher=Gamebooks.org |date=2004-06-09 |access-date=2012-10-22 |archive-url=https://web.archive.org/web/20130129070809/http://www.gamebooks.org/show_series.php?id=30 |archive-date=2013-01-29 |url-status=dead }}</ref> 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 (novel series)|Time Machine]]'' and ''[[Be An Interplanetary Spy]]''). Many other American publishers released their own series to compete with CYOA.
Branching-path books also started to appear during the eighties in several other countries, including Spain, France, the United Kingdom, Reunion, Mexico, Chile and Denmark. 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 nineties. Translated editions of Choose your Own Adventure and other Western series only appeared in Eastern European countries after the fall of socialism.<ref>www.gamebooks.org</ref>


One of the most popular competitors seems to have been [[TSR (company)|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 Books|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.
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.


====The UK (early 1980s–)====
The branching-path book commercial boom dwindled in the early nineties, 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 185 titles. The first run of the series ended in 1998.<ref>{{cite web
{{More citations needed section|date=June 2019}}<!-- Please note this page concerns ALL gamebooks, including "adventure gamebooks". Do not shunt off Fighting Fantasy to the "type" section - it is a central series to this article -->
|url=http://www.gamebooks.org/show_item.php?id=162
|title=Sugarcane Island on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_item.php?id=163
|title=Journey Under the Sea on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=28
|title=The Adventures of You on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_item.php?id=518
|title=The Cave of Time on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=30
|title=Choose Your Own Adventure on gamebooks.org
}}</ref> Also noteworthy is the Give Yourself Goosebumps series, based on the famous [[Goosebumps]] property. This branching-path series was very popular in the nineties.


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.<ref>{{Cite web|url=https://www.bbc.co.uk/news/magazine-28865399|title=The retro cult around Fighting Fantasy gamebooks|date=2014-08-25|website=BBC|access-date=2018-07-19}}</ref><ref>{{cite web|url=http://www.fightingfantasy.com/fffaq.htm#Concept%20created|title=Fighting Fantasy FAQ |date=2005-11-27 |access-date=2011-12-12 |url-status=dead |archive-url=https://web.archive.org/web/20051127132716/http://www.fightingfantasy.com/fffaq.htm#Concept%20created |archive-date=November 27, 2005 }}</ref>
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.


Another notable UK gamebook series is ''[[Lone Wolf (gamebooks)|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.<ref>{{cite web | last = Blake| first = Jonathan | title = Joe Dever | work = The Kai Monastery | date = 1998-01-01 | url = http://web.ncf.ca/as300/dever.html| access-date = 2006-07-03}}</ref> However the books were also inspired by medieval texts such as ''[[Gawain and the Green Knight]]'' and ''[[Le Morte d'Arthur]]''.<ref>{{cite web | last = Denver| first = Joe| title = Lone Wolf: Joe Dever Frequently Asked Questions| work = Joe Dever Letter| date = 1993-08-28 | url = http://www.projectaon.org/en/pdf/misc/LW_misc.pdf| access-date = 2006-07-15}}</ref>
===Outside the English-speaking world===


''[[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.<ref>{{Cite web|url=https://www.goodreads.com/book/show/864782.Castle_of_Darkness|title=Castle of Darkness|website=Goodreads|access-date=2019-04-09}}</ref>{{better source needed|date=April 2019}}
Despite the domination of works that have been translated into 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).{{cn|date=May 2012}}


==== Outside the English-speaking world (mid 1980s–) ====
In the 1990s, after the dismantling of [[Communism]] in relevant countries, the gamebook genre became highly popular in [[Bulgaria]] for approximately ten years.<ref name=list>{{cite web|author=Hakop &amp; J0K3RA |url=http://www.citadelata.com/index.php?show=63 |title=Цитаделата |publisher=Citadelata.com |date=2006-11-15 |accessdate=2012-10-22}}</ref> In the West, the genre is believed to have peaked in popularity many years prior to this occurrence.<ref name="gamebooks.org"/> Whilst internationally well-known 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.
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]] and in Japan (e.g. [[Tokyo Sogensha]]'s ''Super Adventure Game'' series and [[Futabasha]]'s ''Bouken Gamebook'' series).
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.<ref name=list/><ref>{{cite web|url=http://www.gamebooks.org/show_country.php?id=18 |title=Items Published in Bulgaria |publisher=Gamebooks.org |date= |accessdate=2012-10-22}}</ref> This tradition persisted after their nationality was publicly disclosed. A smaller number of [[Hungary|Hungarian]] authors also adopted Western pseudonyms, in addition to "official titles" that were also in English.<ref>{{cite web|title=Items Published in Hungary|url=http://www.gamebooks.org/show_country.php?id=21|work=Demian's Gamebook Web Page|publisher=Demian Katz|accessdate=27 May 2012|author=Demian Katz|year=1998-2012}}</ref>


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.
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.


==== Eastern Europe (late 1980s–) ====
===Variations===
Translated editions of ''Choose your Own Adventure'', ''Fighting Fantasy'' and other English-language series only appeared in Eastern European countries after [[Revolutions of 1989|the fall of Communism]].<ref>{{cite web|url=http://www.gamebooks.org |title=Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref>
====Mainstream fiction====
[[Heather McElhatton]] published a bestselling<ref>{{cite web|url=http://www.boston.com/ae/books/blog/2007/06/paperback_ficti_27.html |title='&#39;Boston Globe'&#39; bestseller list for paperback fiction: June 5, 2007 |publisher=Boston.com |date=2007-06-05 |accessdate=2012-10-22}}</ref> gamebook for adults in 2007, called ''[[Pretty Little Mistakes|Pretty Little Mistakes:A Do-Over Novel]]''. It was followed by a sequel titled ''Million Little Mistakes'' published in 2010.<ref>[http://minnesota.publicradio.org/display/web/2010/09/06/mcelhatton/ Kerr, Euan. "Author lets readers choose what to do with lottery millions" ''[[Minnesota Public Radio]]'' September 26, 2010]</ref>


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 "[https://masz-wybor.com.pl/gry-ksiazkowe/ Masz Wybór]" (publishing house which has been operating since 2010).<ref>Beniamin Muszyński „Gry książkowe”, [w:] Literadar #16, s. 12.</ref>
====Erotica====
Various [[erotica|erotic gamebooks]] have been published by major publishers. In 1994 ''Derrière la porte'' by Alina Reyes was published by [[Pocket Books|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.


In the 1990s, the gamebook genre became highly popular in [[Bulgaria]] for approximately ten years.<ref name=list>{{cite web|author=Hakop & J0K3RA |url=http://www.citadelata.com/index.php?show=63 |title=Цитаделата |publisher=Citadelata.com |date=2006-11-15 |access-date=2012-10-22}}</ref> 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.
====Role-playing solitaire adventures====


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.<ref name=list/><ref>{{cite web |url=http://www.gamebooks.org/show_country.php?id=18 |title=Items Published in Bulgaria |publisher=Gamebooks.org |access-date=2012-10-22 |archive-url=https://web.archive.org/web/20130129125352/http://www.gamebooks.org/show_country.php?id=18 |archive-date=2013-01-29 |url-status=dead }}</ref> This tradition persisted after their nationality was publicly disclosed. A smaller number of [[Hungary|Hungarian]] authors also adopted Western pseudonyms, in addition to "official titles" that were also in English.<ref>{{cite web|title=Items Published in Hungary|url=http://www.gamebooks.org/show_country.php?id=21|work=Demian's Gamebook Web Page|publisher=Demian Katz|access-date=27 May 2012|author=Demian Katz|year=1998–2012|archive-url=https://web.archive.org/web/20120508210604/http://www.gamebooks.org/show_country.php?id=21|archive-date=8 May 2012|url-status=dead}}</ref>
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 and Trolls]]'' system, beginning with the book ''[[Buffalo Castle]]'' in 1976, making ''Tunnels and 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.<ref>{{cite web
|url=http://www.gamebooks.org/show_item.php?id=2703
|title=Buffalo Castle on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=111
|title=Tunnels and Trolls on gamebooks.org
}}</ref> They were very successful among players of role-playing games and inspired many imitators. Starting in the seventies, several solo modules were released for other games (one of the most famous is The Solo Dungeon for Dungeons & Dragons).


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.
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.


=== Decline and resurgence (1990s onward) ===
Solitaire role-playing adventures also experienced a boom in the eighties. 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. 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.
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.<ref>{{cite web|url=http://www.gamebooks.org/show_item.php?id=162 |title=Item – Sugarcane Island – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref><ref>{{cite web|url=http://www.gamebooks.org/show_item.php?id=163 |title=Item – Journey Under the Sea – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref><ref>{{cite web|url=http://www.gamebooks.org/show_series.php?id=28 |title=Series – The Adventures of You Series – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref><ref>{{cite web|url=http://www.gamebooks.org/show_item.php?id=518 |title=Item – The Cave of Time – Demian's Gamebook Web Page |website=Gamebooks.org |date=2014-08-01 |access-date=2017-01-06}}</ref><ref>{{cite web |url=http://www.gamebooks.org/show_series.php?id=30 |title=Series – Choose Your Own Adventure (1979–1998) – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20161202171739/http://www.gamebooks.org/show_series.php?id=30 |archive-date=2016-12-02 |url-status=dead }}</ref>


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.
As was the case with other types of gamebooks, the production of solitaire RPG adventures decreased dramatically during the nineties. 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 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.


{{main|interactive fiction}}
====Adventure gamebooks====
In recent years, the format may be getting a new lease of life on mobile and ebook platforms.<ref>{{cite news|author=Keith Stuart |url=https://www.theguardian.com/technology/gamesblog/2011/jan/11/interactive-fiction-ebooks-apple-kindle |title=Interactive fiction in the ebook era &#124; Technology |newspaper=[[The Guardian]] |access-date=2017-01-06}}</ref>


==Types==
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.
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===
''[[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<ref>{{cite web
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.<ref>{{cite web|url=http://www.gamebooks.org/show_series.php?id=689 |title=Series – Barcelona máxima discreción – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06}}</ref> Published in the 1980s, this series was only available in Catalan and Spanish.
|url=http://www.gamebooks.org/show_item.php?id=37
|title=The Warlock of Firetop Mountain on gamebooks.org
}}</ref><ref>{{cite web
|url=http://www.gamebooks.org/show_series.php?id=11
|title=Fighting Fantasy on gamebooks.org
}}</ref> and many other countries, like 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. Also in 1982, American author Jeffrey C. Dillow published solo adventures in book format for his High Fantasy role-playing game which, unlike previous RPG solitaire adventures, included all rules required for play. These did not prove to be as popular as the Fighting Fantasy books.


[[Heather McElhatton]] published a bestselling<ref>{{cite web|url=http://www.boston.com/ae/books/blog/2007/06/paperback_ficti_27.html |title=''Boston Globe'' bestseller list for paperback fiction: June 5, 2007 |publisher=Boston.com |date=2007-06-05 |access-date=2012-10-22}}</ref> gamebook for adults in 2007, called ''[[Pretty Little Mistakes|Pretty Little Mistakes: A Do-Over Novel]]''. It was followed by a sequel titled ''Million Little Mistakes'' published in 2010.<ref>[http://minnesota.publicradio.org/display/web/2010/09/06/mcelhatton/ Kerr, Euan. "Author lets readers choose what to do with lottery millions]" ''[[Minnesota Public Radio]]'' September 26, 2010</ref>
Adventure gamebooks experienced a publishing boom in the eighties, most notably in the United Kingdom, the United States 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 nineties, with Fabled Lands being the last major British gamebook series. In the 2000s, the Fighting Fantasy and Lone Wolf series started being reissued, with some commercial success. Several authors in different countries continue to publish adventure gamebooks to this day. Notable examples are German fantasy authors [[Wolfgang Hohlbein]] and [[Markus Heitz]], and British author [[Jonathan Green (writer)|Jonathan Green]].


Some contemporary literary novels have used the gamebook format, including [[Kim Newman]]'s ''[[Life's Lottery]]'' (1999) and Nicholas Bourbaki's ''If'' (2014).<ref>{{cite web|url=http://electricliterature.com/interview-nicholas-bourbaki-author-of-if/ |title=INTERVIEW: Nicholas Bourbaki, author of ''If'' |publisher=ElectricLiterature.com |date=2014-11-08 |access-date=2014-11-12}}</ref>
===Computers and online gamebooks===
In the late 1980s, a new type of non-linear text-based storytelling, known as the [[addventure]], was created by Allen Firstenberg with collaborative, [[Round-robin story|round robin]]-style authorship in mind. The idea has led to the creation of large, web-based archives of potentially neverending stories linked together by [[hyperlink]]s.


===Education===
The entire [[Visual Novel]] genre, mostly dominant in Japan, could be described as branching-path stories with added graphics and music.
In 2011, McGraw-Hill Education began releasing adaptations of the original ''[[Choose Your Own Adventure]]'' titles as [[graded reader]]s. 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.<ref>{{cite web|last=Ferlazzo|first=Larry|title=The best places to read and write "choose your own adventure" stories|date=3 May 2009 |url=http://larryferlazzo.edublogs.org/2009/05/02/the-best-places-to-read-write-choose-your-own-adventure-stories/|access-date=5 December 2012}}</ref>


===Erotica===
Production of new gamebooks in the West decreased dramatically during the nineties (though it has never stopped altogether). More recently some companies have attempted to revive the medium by releasing computerized gamebooks for several platforms, including the [[iPhone]].
Various [[erotica|erotic]] gamebooks have been published by major publishers. In 1994 ''Derrière la porte'' by Alina Reyes was published by [[Pocket Books|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===
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.<ref>{{cite web |url=http://www.gamebooks.org/show_item.php?id=2703 |title=Item – Buffalo Castle – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20161203175906/http://gamebooks.org/show_item.php?id=2703 |archive-date=2016-12-03 |url-status=dead }}</ref><ref>{{cite web|url=http://www.gamebooks.org/show_series.php?id=111 |title=Series – Tunnels and Trolls – Demian's Gamebook Web Page |website=Gamebooks.org |date=2012-06-12 |access-date=2017-01-06}}</ref> 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]]'', ''[[The Dark Eye (role-playing game)|Das Schwarze Auge]]'', ''[[DC Heroes]]'', and ''[[Call of Cthulhu (role-playing game)|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===
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.<ref>{{cite web |url=http://www.gamebooks.org/show_item.php?id=37 |title=Item – The Warlock of Firetop Mountain – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20120107113727/http://gamebooks.org/show_item.php?id=37 |archive-date=2012-01-07 |url-status=dead }}</ref><ref>{{cite web |url=http://www.gamebooks.org/show_series.php?id=11 |title=Series – Fighting Fantasy – Demian's Gamebook Web Page |website=Gamebooks.org |access-date=2017-01-06 |archive-url=https://web.archive.org/web/20161204225457/http://www.gamebooks.org/show_series.php?id=11 |archive-date=2016-12-04 |url-status=dead }}</ref>

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.<ref>{{cite web|url=https://amazon-presse.de/Top-Navi/RSS/Pressedetail/amazon/de/Digitales/Books/181011_PM_Kindle-Storyteller-Award_Gewinner-2018/ |title=Lemonbits gewinnt mit 'Die Monstertrickserin' den Sonderpreis Kindle Storyteller X |website=amazon-presse.de |date=2018-10-11 |access-date=2019-03-31}}</ref>

==Online adaptations==

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==
==See also==
* [[List of gamebooks]]
* [[Adventure game]]
* [[Interactive movie]]
* [[Interactive fiction]]
* [[Interactive fiction]]
* [[List of gamebooks]]
* [[Nonlinear narrative]]
* [[Visual novel]]
* [[Visual novel]]
* [[Interactive movie]]
* [[Adventure]]
* [[Adventure game]]


==References==
==References==
{{reflist|2}}
{{Reflist|30em}}


==External links==
==External links==
* [http://gamebooks.org/ Demian Katz' catalogue of gamebooks]
* [https://archive.org/details/gamebooks?tab=collection Game Books Collection] on the [[Internet Archive]]
* [https://www.gamebook.io/ Gamebook Platform] - Platform for gamebook creators, publishing and distribution
* [http://samizdat.cc/cyoa/ samizdat.cc/cyoa/] – Visualised path-analysis of ten "Choose your own adventure" game books
* [http://samizdat.cc/cyoa/ samizdat.cc/cyoa/] – Visualised path-analysis of ten "Choose your own adventure" game books
* [http://branchingpathbooks.com Branching Path Books] – Examples of branching path books
* [http://selectanadventure.com SelectAnAdventure.com] – Make your own online branching path story


{{Authority control}}
[[Category:Gamebooks]]
[[Category:Narrative forms]]


[[Category:Gamebooks| ]]
[[bg:Книга-игра]]
[[Category:Narrative forms]]
[[br:Levr-c'hoari]]
[[Category:Interactive fiction]]
[[cs:Gamebook]]
[[de:Spielbuch]]
[[es:Libro juego]]
[[eo:Solaventuro]]
[[fr:Livre-jeu]]
[[it:Librogame]]
[[he:ספר משחק]]
[[hu:Lapozgatós játékkönyv]]
[[ms:Permainan buku]]
[[ja:ゲームブック]]
[[pl:Gra paragrafowa]]
[[pt:Aventuras Solo]]
[[ru:Книга-игра]]
[[sv:Soloäventyr]]
[[zh:游戏书]]

Latest revision as of 07:13, 19 October 2024

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

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Origins

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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 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

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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–)

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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–)

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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]

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

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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 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–)

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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)

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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

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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

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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

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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

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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

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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

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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]

Online adaptations

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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

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References

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  1. ^ The Evolution of Fantasy Role-Playing Games By Michael J. Tresca page 100
  2. ^ "FAQs – Demian's Gamebook Web Page". 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.
  7. ^ "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.
  8. ^ 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.
  9. ^ "Item – El Jardín de senderos que se bifurcan – Demian's Gamebook Web Page". Gamebooks.org. Archived from the original on 2016-12-04. Retrieved 2017-01-06.
  10. ^ "The Early History of Gamebooks: Discoveries". Fighting Fantazine. Retrieved 2016-09-19.
  11. ^ "Media : Gamebook : SFE : Science Fiction Encyclopedia". Sf-encyclopedia.com. Retrieved 2017-01-06.
  12. ^ "Series – TutorText: Doubleday Series – Demian's Gamebook Web Page". Gamebooks.org. Archived from the original on 2016-12-06. Retrieved 2017-01-06.
  13. ^ "Item – Un conte à votre façon – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  14. ^ "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.
  15. ^ "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.
  16. ^ "Juego de cartas, de Max Aub, por @CuadernosVigia".
  17. ^ "Title: The Lost Nose: A Programmed Book". Isfdb.org. Retrieved 2017-01-06.
  18. ^ "About John Sladek". Ansible-editions.co.uk. Archived from the original on 2017-02-23. Retrieved 2017-01-06.
  19. ^ "Alien Territory". Gamebooks.org. Retrieved 2012-10-22.
  20. ^ "Item – Lucky Les – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  21. ^ "Series – Lucky Les – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  22. ^ "Series – Miscellaneous Works by Dennis Guerrier – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  23. ^ "Item – Den mystiska påsen – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  24. ^ "Series – Den mystiska påsen – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  25. ^ Histoires comme tu voudras. 1978. ISBN 9782081605879.
  26. ^ "A Brief History of Gamebooks | Games Vs Play".
  27. ^ "Choose Your Own Adventure". Gamebooks.org. 2004-06-09. Archived from the original on 2013-01-29. Retrieved 2012-10-22.
  28. ^ "The retro cult around Fighting Fantasy gamebooks". BBC. 2014-08-25. Retrieved 2018-07-19.
  29. ^ "Fighting Fantasy FAQ". 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.
  32. ^ "Castle of Darkness". Goodreads. Retrieved 2019-04-09.
  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)
  36. ^ "Items Published in Bulgaria". Gamebooks.org. Archived from the original on 2013-01-29. Retrieved 2012-10-22.
  37. ^ 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.
  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.
  40. ^ "Series – The Adventures of You Series – Demian's Gamebook Web Page". Gamebooks.org. Retrieved 2017-01-06.
  41. ^ "Item – The Cave of Time – Demian's Gamebook Web Page". Gamebooks.org. 2014-08-01. Retrieved 2017-01-06.
  42. ^ "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.
  43. ^ Keith Stuart. "Interactive fiction in the ebook era | Technology". The Guardian. Retrieved 2017-01-06.
  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. ^ "Item – Buffalo Castle – Demian's Gamebook Web Page". 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. ^ "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.
  52. ^ "Series – Fighting Fantasy – Demian's Gamebook Web Page". 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.
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