I've been sick for a week now and am finally recovering enough to touch the computer for more than a few minutes ^^. What happened during this time off/out is that I looked at very old magazines... and finally rediscovered my very old CYOA books. To avoid confusion, I'm talking about the Fighting Fantasy types (http://en.wikipedia.org/wiki/Fighting_Fantasy) dealing with typical roleplay settings and not other book series that might actually be labelled CYOA
(actually, I'm discovering all the books released under the same label in France were released in more distinct labels in the UK/US ô_o...)
Anyway, let's put down one of my main questions first (and put it in bold just in case ^^) :
Is anyone here with a good grasp of litterature, and having played one of these books, able to give an approximate word count for them?
I know they have varying length, some often doubling in size compared to others (at least it appears so when looking at the book depth), but I'm curious as to wether these books would make huge VNs, medium VNs, or rather short VNs finished in 10 or 15 minutes.
Currently, I find most of them rather short (that is, ignoring the fact you usually die a lot if you don't know how to solve them) but I might have missed the fact I spend an hour reading one maybe.
Now that this comparison question is out of the way, I'm also looking for any sort of comments about the series if you've ever gone through them. Do you have good memories of them? What was good, what was annoying? Did you play with dice or did you skip skill tests and fights assuming you won? Did you play it fair or did you keep fingers between pages to be able to... rollback? :3 (or "reload" for a more videogame-generic term
Did you have favourite series maybe? A few english names I can recall are Fighting Fantasy (the biggest and most diverse one), Lone Wolf, Virtual Realities, Blood Sword, Dragon Warriors (well this one was actually a RPG), Grailquest...
Heck, here's the Wikipedia list of series : http://en.wikipedia.org/wiki/List_of_gamebooks
Have you picked one of these recently and what did you think of it then? Did it shatter the good memories or reinforced them?
My own favourite from all the ones I retried so far (about 10 from various series) was Dead Among the Dead Men by Dave Morris from the Virtual Reality series (http://www.amazon.co.uk/Virtual-Reality ... 0749714859)
(funnily, the french cover is flipped... go figure XD). This particular series does away with one thing I found annoying in the other series : dice. Oh gosh, losing just because of a bad dice roll gets annoying very quickly ^^;... And I never really enjoyed the regular fights where you pretty much put the book down, launch dice forever and finally are able to go on with the story..... or not! Geh, stupid death ^^;... I remember I hated that even as a kid. Okay... the fact I played during pauses at school probably also meant I couldn't go throwing dice, but hey :p... I remember definitely cheating and going back if a choice proved to be immediately bad (sometimes you went through 3 paragraphs before dying so I still got tricked...).
Anyway, as an adult with its fair share of arbitrary deaths in many games, I just couldn't stomach the format of most of the books... let's not even talk about having to draw maps ^^;...
But this particular book? Well, first it's a pirate adventure, which I'm clearly partial to ^^;... and it uses no dice. Instead, you build a character with 4 abilities (among Sailing, Marksmanship, Fencing, Brawl, Mythology, Survival, etc...) and these abilities will often lead to specific bits of story, if you have them, depending on the situation. Sometimes, you can even choose wether to use them or not, which means you need to think about the best course of action. There's still fighting but it's very simple : you lose a predetermined amount of HP depending on equipment (magical stuff most of the time) and sometimes abilities (Marksmanship and Fencing help a lot to reduce damage).
Let's just say that I felt it was fair. Death felt a lot more like something I brought upon myself or the result of utter bad luck.
With all the annoying rules out of the way, it made me want to explore what the book had to offer a lot more... and it did deliver on alternate paths and little secrets (with a lot of epic magic objects as rewards).
Of course, I can't help but make a link with VNs
The biggest difference is probably the gaming aspect : gamebooks are a lot more difficult (death abounds!) and have actual rules apart from the paragraph jumping (though most of these, annoying on paper, would be mostly automated in a virtual environment)... and choices are a lot more numerous! Even though gamebooks are written like novels, VNs feel a lot wordier
As for my favourite one, I realize the diceless approach actually makes it the closest one to VNs from all the series... maybe the reason why I liked it so much?
PS : I'm putting this in the Game Makers' Corner because there's an emphasis on the link between old gamebooks and more modern game making... but this is also for nostalgia which has nothing to do with game making





