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Topic: Choose your own adventures

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6 DEC 2009 at 2:51am

Agustín Cordes

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Originally Posted By Jenny100 (6 DEC 2009 1:37am)
Do you remember any of the titles of the books that featured branching paths rather than sudden deaths?
What were some of your favorites?

There are countless examples of them. In the typical CYOA collection, most works from Edward Packard and R.A. Montgomery could branch wildly between reads with "good" endings: The Cave Of Time, Space And Beyond, The Race Forever, and then more sophisticated works such as The Mystery Of Ura Senke.

The Spanish collection Multiaventura was arguably even better in this regard. They were brilliantly designed in that you could follow multiple paths that merged into one final sequence. Another example of great gamebook design was the Tenopia and Frome series: only one ending, the book itself being a continual read until you had figured out the right path.

Those were such great times...

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6 DEC 2009 at 3:13am

Andromus

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The Time Machine series had no deaths as well, as the main character would time travel out of potentially fatal situations to safer areas.


 


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6 DEC 2009 at 3:45am

Agustín Cordes

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That's true! I had forgot about those

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6 DEC 2009 at 1:15pm

Simo Sakari Aaltonen

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Originally Posted By Jenny100 (6 DEC 2009 1:37am)
Do you remember any of the titles of the books that featured branching paths rather than sudden deaths?
What were some of your favorites?

Actually my experience of gamebooks is not all that vast, but I seem to recall the Marvel and Sherlock Holmes books I mentioned were good this way (I hope my memory is not too distorted due to my preference for this type of material over sword and sorcery), and so were the two Asterix books I have played.

Checking on the latter, I found this page:

http://www.asterix.co.nz/take_a_look/gamebooks/index.html

Apparently there were two different Asterix gamebook series, a black-and-white novel-sized one, and a full-colour comic-album-sized one. I have only played the latter, and had a good time with them. But now I know there are two more in the series I never saw before!

These all feature some dead ends, but not nearly as many as the first two Fighting Fantasy books I tried and gave up on.
[url=http://www.telltalegames.com/forums/album.php?u=57439][i]King's Quest[/i] & [i]Space Quest[/i] galleries (Telltale Forums)[/url]&&&&[url=http://www.adventurecompanion.com]The Adventure Companion[/url]

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6 DEC 2009 at 5:11pm

Halcyon

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The larger CYOA's were for ages 4-8.
http://tinyurl.com/yjkx8qo

The regular paperback sized CYOA's were for ages 9-12 (and they stretched this into the teens later, when teens began reading the very popular teen horror series of the time)
http://tinyurl.com/yfrnuyy

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6 DEC 2009 at 5:47pm

Steve Veasey

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Originally Posted By Jenny100 (4 DEC 2009 3:33am)
Originally Posted By TAS (3 DEC 2009 6:48pm)
These are kids books, you know, designed to motivate readers and get them involved.  Most adults would find them lackluster, but kids love them (there are two lines, one for teens and one for younger kids).  They were extremely innovative and commercial for their time.

I've only seen the ones for younger kids. But I still don't understand the attraction. Threading my way through multiple "losing" scenarios in order to get the best ending -- it sounds too much like avoiding multiple dead ends in a game.

Originally Posted By maum (3 DEC 2009 1:08pm)

I used to cheat miserably and always go back on myself to avoid those situations. I also used to cheat in combats...  

Like reloading a save?


Jenny, I played these games when I was 14-18 years old and I seemed to have a lot more patience with the 'sudden death syndrome' that you are talking about then than I do now. The thing was, that even if you had to start over, you could choose one of several different paths anyway to reach your goal so there wasn't the sinking feeling of reaching 'game over' and realising you hadn't saved for a couple of hours..


Maum, I think it it all depended on your original dice roles to set your starting levels for Strength, Luck, Magic etc..Also there was usually a special skill you could choose (like mind reading or animal trackng) that would help in certain situations. Apparently you could get through the books even with terrible starting levels but I always managed to run into something much more powerful than me early on and had to 'reload'. Also once you had 'won' the game you could go back and try to find the 'sneaky, avoid combat at all costs' route for the weaker characters so there was much more replayability than you get in modern computer AG's..

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