For those unfamiliar with the term “gamebook” it’s still entirely
possible that you’ve read them without realising what they were. You may have
encountered books that use terms like “interactive fiction” or “pick-a-path.” For
those of you who haven’t, the central concept of these books is fairly
simple—when you have finished reading a section of text, you will usually be
presented with a choice about your next action. After making your decision, you
turn the numbered page or paragraph relevant to your choice. For example:
You are in the forest,
searching for signs of wildlife amongst the trees. There is a cave nearby that
looks as thought it may be worth exploring. Suddenly, you see a large bear
passing through the trees, heading towards your direction. It does not seem to
have spotted you yet, but you are wary of what might happen if it does.
My own first encounter with gamebooks came though the Choose Your Own Adventure series,
courtesy of my primary school library. This was the early 1990s—well before the
craze had died down, but probably after the biggest heights of the genre’s
success had been reached. While my experience of that particular series remains
a fond childhood memory, reading those books sparked something in me that I
have never quite forgotten.
Many years later after purchasing an iPhone, I was browsing
the App Store and came across a number of gamebook series that had been recently
re-released in digital form. After downloading a few and reading/playing them
again, I started to whether these books might be making some sort of comeback. Though
I was aware of fragments and minor snippets of the genre’s history, I started
to wonder about more of the details and what had become of some of its
prominent proponents. So I went browsing the World Wide Web to see what sort of
information turned up.
I didn’t go too far before I stumbled across a familiar name:
Edward Packard. Arguably the great-grandfather of the modern gamebook, Mr.
Packard was one of the most prominent authors of the Choose Your Own Adventure series—his book, The Cave of Time, launched the original series.
“The idea of a book in which you the reader are the protagonist and make choices leading to branching story lines and multiple endings came to me in the course of making up bedtime stories for my kids,” says Mr. Packard. “I thought of possible options, asked them what they would do, and followed up on the consequences of each choice, which in each case produced new problems, requiring new choices.”
The resultant book was named
It wasn’t long before other publishers saw potential in the format. Imitators of the basic CYOA format abounded, transporting readers through all manner of adventures. Spy fiction, sword & sorcery, science fiction, western, martial arts—if you could imagine it, odds were you could find a title that would let your childhood fantasy be fulfilled.
Many of these imitative series traded in original titles, but
it wasn’t long before a huge number of licensed properties also found their way
to the bookshelves. Doctor Who, Dungeons & Dragons and Young Indiana Jones were amongst the
many to receive a gamebook makeover. As might be expected, some franchises were
better fits for the format than others--amongst the strangest of all was Famous Five and You, a series which saw
you solving mysteries alongside Enid Blyton’s famous child sleuths.
Though most of these books limited themselves to simple linear choices, other authors saw the format as an opportunity to create more in-depth experiences similar to pen-and-paper role-playing and text adventure computer games. Dave Morris, who co-created cult 90’s series Fabled Lands with Jamie Thomson, feels that the format’s popularity was innately linked to the gaming technologies of the time.
“The big '80s gamebook craze was mainly a response to people
wanting the interactivity of videogames, but at a time when videogames were
crude by today's standards,” he explains. “Gamebooks filled that gap.”
One of the most prominent of this type of gamebook was the Fighting Fantasy series, created by
Steve Jackson and Ian Livingstone. Incorporating dice, special items and
character statistics into the pre-existing Choose
Your Own Adventure format gave gamers the ability to dive into a fantasy
adventure without the inconvenience of lengthy load times. The first book in
the series, The Warlock of Firetop
Mountain, was a huge success--the series that followed would eventually be
translated into 25 languages and sell over 16 million copies.
As with any trend, the mainstream popularity that gamebooks
enjoyed did not last forever, though they enjoyed far more impressive lifespans
than the fickle whims of children usually allow. Choose Your Own Adventure ceased publication in 1998. Fabled Lands suffered cancellation after
only six books of a projected thirteen. Though collections lived on in the
hands of dedicated owners and public libraries, the peak era of the gamebook
came to an end during the 1990s.
Fortunately, gamebooks have not stayed absent from the bookshelves for long. Though the current range available cannot compete with the glut of titles available that was once available, several high-profile series have found their way back to the bookstore in the last few years--Choose Your Own Adventure, Fighting Fantasy and Fabled Lands amongst them. It is perhaps notable that titles based on licensed properties do not seem to have undergone a similar level of revival. From a nostalgic point of view it is very pleasing to see these titles on the bookshelf again, but with the ever-increasing costs of printing hard copies and the gradual rise of e-readers, all of those interviewed for this article seemed sceptical that the genre would ever return to its former levels of print popularity.
Electronic formats look to be the future if gamebooks are to
maintain a presence in today’s marketplace. Fighting
Fantasy has released five of its titles on the App Store to an enthusiastic
reception. 2011 saw Fabled Lands make
its electronic debut. Edward Packard has revised some of his popular Choose Your Own Adventure books under
the U-Ventures brand. A new series
from Melbourne-based Tin Man Games, Gamebook
Adventures, has also met with considerable acclaim—it now boasts eight
titles under its belt.
For his own part, Dave Morris remains confident that gamebooks
will retain a following:
“I don't think they'll be selling millions and millions of
copies like in the '80s, but I do believe there is a solid market out there
that want[s] this stuff and we are keen to write it for them.”
Thanks to Mr. Dave
Morris and Mr. Edward Packard, Richard and Mikael from Megara Entertainment, Rose Estes and Neil
Rennison of Tin Man Games.
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