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Gamebook
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. 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 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 a ...
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Lone Wolf (gamebooks)
''Lone Wolf'' is a series currently consisting of 31 gamebooks, created by Joe Dever and initially illustrated (books 1–8) by Gary Chalk (illustrator), Gary Chalk. Dever wrote the first 29 books of the series before his son Ben, with help from French author Vincent Lazzari, took over writing duty upon his father's death. The first book was published in July 1984 and the series has sold more than 12 million copies worldwide. The story focuses on the fictional world of Magnamund, where the forces of good and evil are fighting for control. The main protagonist is Lone Wolf, last of his caste of warrior monks known as Kai Lords, although in latter books the focus shifts on one of his pupils as the main character. The book series is written in the second person and recounts Lone Wolf's adventures as if the reader is the main character. Original publication (1984-1998) Development and popularization Joe Dever was seven years old when he became a fan of the British comic series Trig ...
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Fighting Fantasy
''Fighting Fantasy'' is a series of single-player role-playing gamebooks created by Steve Jackson and Ian Livingstone. The first volume in the series was published in paperback by Puffin in 1982. The series distinguished itself by mixing Choose Your Own Adventure–style storytelling with a dice-based role-playing element included within the books themselves. The caption on many of the covers claimed each title was an adventure "in which YOU are the hero!" The majority of the titles followed a fantasy theme, although science fiction, post-apocalyptic, superhero, and modern horror gamebooks were also published. The popularity of the series led to the creation of merchandise such as action figures, board games, role-playing game systems, magazines, novels, and video games. Puffin ended the series in 1995, but the rights to the series were eventually purchased by Wizard Books in 2002. Wizard published new editions of the original books and also commissioned six new books over tw ...
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Fabled Lands
Fabled Lands is a series of fantasy gamebooks written by established gamebook authors Dave Morris and Jamie Thomson and published by Pan Books, a division of Macmillan in the mid 1990s. Cover art was by Kevin Jenkins with Russ Nicholson and Arun Pottier providing maps and illustrations. Originally planned as a twelve-book series, only six were released between 1995 and 1996 before the series was cancelled. The first two books were also printed under the name ''Quest'' in the U.S. by publishers Price Stern Sloan. A Kickstarter campaign was launched in 2015 in order to fund the production of a seventh book, which reached its base target within 45 minutes. Overview The ''Fabled Lands'' books deviated from other mainstream gamebooks (such as the Fighting Fantasy or Lone Wolf series) in a number of ways. The most notable of these was the open-ended, free roaming gameplay. Other gamebooks gave the character a linear quest, with some leniency in how they went about accomplishing it ...
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Steve Jackson's Sorcery!
''Sorcery!'', originally titled ''Steve Jackson's Sorcery!'', is a single-player four-part adventure gamebook series written by Steve Jackson and illustrated by John Blanche. Originally published by Penguin Books between 1983 and 1985, the titles are part of the '' Fighting Fantasy'' canon, but were not allocated numbers within the original 59-book series. ''Sorcery!'' was re-published by Wizard Books in 2003, and later adapted into a video game series by Inkle from 2013 to 2016. Publication history The ''Sorcery!'' series was published by Penguin Books (and later by their Puffin Books imprint) as four individual titles, beginning in 1983 with ''The Shamutanti Hills'', followed by ''Kharé: Cityport of Traps'' and ''The Seven Serpents'' in 1984, and ''The Crown of Kings'' in 1985. Each title could be played as an individual adventure or as part of the overall story arc. The series was supported by the ''Sorcery! Spellbook'', published in 1983, which was eventually incorpor ...
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Choose Your Own Adventure
''Choose Your Own Adventure'' is a series of children's gamebooks where each story is written from a second-person point of view, with the reader assuming the role of the protagonist and making choices that determine the main character's actions and the plot's outcome. The series was based upon a concept created by Edward Packard and originally published by Constance Cappel's and R. A. Montgomery's Vermont Crossroads Press as the "Adventures of You" series, starting with Packard's ''Sugarcane Island'' in 1976. ''Choose Your Own Adventure'', as published by Bantam Books, was one of the most popular children's series during the 1980s and 1990s, selling more than 250 million copies between 1979 and 1998. The series has been translated into 40 languages. When Bantam, now owned by Random House, allowed the ''Choose Your Own Adventure'' trademark to lapse, the series was relaunched by Chooseco. Chooseco does not reissue titles by Packard, who has started his own imprint, U-Ventu ...
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Consider The Consequences!
''Consider the Consequences!'' (published 1930) is a romantic novel in the form of an interactive novel or gamebook by the American writing partnership of (1885–1967) and Mary Alden Hopkins (1876–1960). It is the earliest known gamebook, and has 43 different endings. Publication The 146-page hardback was published by The Century Company in the United States, priced $1.50. The book's central characters are Helen Rogers and her two male suitors, Jed Harringdale and Saunders Mead. The reader's first decision is which of the three characters' viewpoints to adopt. The book was favorably reviewed, among others, in '' The Tampa Times'', the '' Santa Ana Register'' (who called it "a freak book"), the ''Detroit Free Press'', ''The San Francisco Examiner'', and ''The Salt Lake Tribune''. Legacy On July 6, 2018 the book was read on air on KZSC radio in Santa Cruz, USA, by James Ryan, who has researched the book and its authors, and his wife Nina, with choices made by the st ...
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Edward Packard (writer)
Edward Packard (born February 16, 1931) is an American author, creator of the ''Choose Your Own Adventure'' book concept and author of more than 50 books in the series. The genre that Packard invented, in which the reader chooses what happens, has come to be called "interactive fiction". Packard wrote many other children's books as well, and is also a lawyer, essayist, and poet. He continues to write books, and blogs regularly on his website, edwardpackard.com. Born in Huntington, New York, he is a graduate of Princeton University and Columbia Law School. Packard came up with the original idea of writing interactive second-person fiction — in which the reader is the protagonist ("''you'' are the hero") and makes choices that affect how the story unfolds — while he was thinking up bedtime stories for his children. (While telling them a story, making it up as he went along, he would enlist their help by pausing to ask them, "What do you think happened next?", and they would ...
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Visual Novels
A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustrations and a varying degree of interactivity. The format is more likely referred to as a visual novel game. Visual novels originated in and are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006. In Japanese, a distinction is often made between visual novels (NVL, from "novel"), which consist primarily of narration and have very few interactive elements, and adventure games (AVG or ADV, from "adventure"), which incorporate problem-solving and other types of gameplay. This distinction is normally lost outside Japan, as both visual novels and ADV-style adventure games are commonly referred to as "visual novels" by international fans. Visual novels are rarely produced exclusively for dedicated ...
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Interactive Fiction
Interactive fiction (IF) is software simulating environments in which players use text Command (computing), commands to control Player character, characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing video game, role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "Text mode, text-only", however, graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles. Due ...
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Hypertext Fiction
Hypertext fiction is a genre of electronic literature characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories. Its spirit can also be seen in interactive fiction. The term can also be used to describe traditionally published books in which a nonlinear narrative and interactive narrative is achieved through internal references. James Joyce's '' Ulysses'' (1922), Enrique Jardiel Poncela's ''La Tournée de Dios'' (1932), Jorge Luis Borges' '' The Garden of Forking Paths'' (1941), Vladimir Nabokov's ''Pale Fire'' (1962), Julio Cortázar's '' Rayuela'' (1963; translated as ''Hopscotch''), and Italo Calvino's '' The Castle of Crossed Destinies'' (1973) are early examples predating the word "hypertext", while a common pop-culture example is the ''Choose Your Own Ad ...
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The French Lieutenant's Woman
''The French Lieutenant's Woman'' is a 1969 Postmodern literature, postmodern historical fiction novel by John Fowles. The plot explores the fraught relationship of gentleman and amateur naturalist Charles Smithson and Sarah Woodruff, the former governess and independent woman with whom he falls in love. The novel builds on Fowles's authority in Victorian literature, both following and critiquing many of the conventions of period novels.Warburton 166. The book was the author's third, after ''The Collector'' (1963), and ''The Magus (novel), The Magus'' (1965). ''American Libraries'' magazine counted the novel among the "Notable Books of 1969". Subsequent to its initial popularity, publishers produced numerous editions and translated the novel into many languages; soon after the initial publication, the novel was also treated extensively by scholars. The novel remains popular, figuring in both public and academic conversations. In 2005 Time (magazine), ''Time'' chose the book as ...
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John Fowles
John Robert Fowles (; 31 March 1926 – 5 November 2005) was an English novelist, critically positioned between modernism and postmodernism. His work was influenced by Jean-Paul Sartre and Albert Camus, among others. After leaving Oxford University, Fowles taught English at a school on the Greek island of Spetses, a sojourn that inspired '' The Magus'' (1965), an instant best-seller that was directly in tune with 1960s "hippy" anarchism and experimental philosophy. This was followed by '' The French Lieutenant's Woman'' (1969), a Victorian-era romance with a postmodern twist that was set in Lyme Regis, Dorset, where Fowles lived for much of his life. Later fictional works include '' The Ebony Tower'' (1974), '' Daniel Martin'' (1977), '' Mantissa'' (1982), and '' A Maggot'' (1985). Fowles's books have been translated into many languages, and several have been adapted as films. Early life Birth and family Fowles was born in Leigh-on-Sea in Essex, England, the only son a ...
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