Fighting Fantasy, the brand that defined the 80s gamebooks did exactly what it said on the tin: fantastical adventures with plenty of fights. But were those fights really necessary?
Game modes in digital gamebooks
Is it possible to create a modern digital gamebook that appeals to a wide variety of players — without alienating any of them? Probably not, but I think we could increase the odds that most players will enjoy them by designing gamebooks with multiple game modes: this would allow players to choose how they play.
Gamebooks: Game or Book?
I’ve been pondering gamebooks of old: not only what I liked about them, but what I loathed too. Mechanics were the biggest turn off for me, yet they are a defining part of what makes a game. This got me thinking: are gamebooks more game than book? Or is it the reverse?