Well worth reading and thinking over and over and over!
And it is all these things that make gamebooks great, and unique. While there have been plenty of things that are similar, very few have proved quite as uniquely engrossing or successful at marrying the pretending to the rules as has the branching narrative. The early ‘80s turned out a lot of treasure hunts, and while Masquerade was beautiful to look at, readers weren’t enchanted by the magical escapism so much as caught up in an explosive collision of puzzle fever and expensive prizes. Picture puzzle books came in every shape and size in those days, Fighting Fantasy author Ian Livingstone even wrote one, but none of them had the same power to gleefully hijack your identity as the CYOA and FF-type gamebooks. In fact, in my view, the closest thing to a gamebook isn’t a book at all; it’s not even Dungeons&Dragons. It’s the text adventure video game – and its modern young nephews, the Interactive Fictions and all the text-based online games that seem to co exist happily and modestly in the same niche today.