Choose Your Own Adventure
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Choose Your Own AdventureInteractive FictionChildhood Nostalgia
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Choose Your Own Adventure
Interactive Fiction
Childhood Nostalgia
The article discusses the history and impact of Choose Your Own Adventure books, sparking a nostalgic discussion among commenters who share their fond memories and creative experiences with the series.
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As an adult I spent a lot of time thinking about how I seem to have the same rough success ratio at making life decisions as I did when I was a child reading choose-your-own-adventure books.
It's something I have believed and have especially reflected on when my mother died a couple years ago. I have wondered for some time whether she could have been happier had "x" happened instead of "y".
She had such a bad childhood that I contemplated what it would be like to clone her and raised her as my daughter. How different might her life be if she had a healthy, happy family.
But I keep coming to the conclusion that she was an inherently unhappy person and, that while plenty of life-events may have made things worse for her, in the end I think perhaps she was "fated" to be unhappy after all.
So the idea was a "Choose your own adventure" where you more or less end up in the same place regardless. Maybe a bit wealthier, maybe with 2 instead of 3 kids — but the fundamentals were already "cast".
(And anyway, upon further reflection I came to see how much my oldest daughter is more or less my mom. We raised her as best we can and yet shades of my mom's "genetics" are clearly there.)
I didn't want to be miserable - I was autistic, ADHD, and brain damaged, but undiagnosed on all counts.
A family member who I'm very close with was adopted from South America. He doesn't speak Spanish, but had managed to find his biological family. He wants to visit them sometime, and had asked me to come along as a translator.
Will be interesting to see how similar he is from his biological siblings, in terms of personality. I've gotten the impression his biological family is quite poor, and he was raised in one of the richest countries in the world. Cultures are very different too, Scandinavia Vs south America.
If nurture matters at all, he'll be different from his biological siblings. If not, we should be able to isolate a "awesome bro-dude" gene from his biological family's DNA.
Wouldn't that be cool?
I believe that is true, both in the technical physical sense, and as having a solid implication for the experience of existence.
That was the best thing about those books. We got to go down all the paths. Have all those lives.
What surprised me was that there were actual bugs in some of the books. For example, some editions of "Vampire Express" have a typo that leads you to the wrong page, breaking some paths of the adventure.
I still have the script, it was quite incredible, for a short while. A record of my wonder upon first encountering language models.
The golden days of open ended coherent consistent real-time dungeon mastering/world building are in the not too distant future.
The first text adventure I encountered was a future friend's multiple choice adventure, starting in a cave, called "The Cave".
With that as inspiration, began years of my own text adventures, from multiple-choice to broad grammars and vocabularies. "Command English" is what I called my grammar. The first starting at the entrance of a cave. Later versions, almost always involving caves. And mazes.
In high school I worked on a massive adventure called "The Wanderer", with all of my innovations. With an important cave that had to be rapelled down to from a cliff edge. Until the day I was working on it after school, and saved my latest version to disk before going home. At which point the computer dutifully saved as much as it could, before running out of disk space, informed via a text response of my poor choice in the real world, and left me with nothing.
My enthusiasm for creating adventures suffered a fatal blow.
At the time, those computers had no hard drives or larger capacity disks. So my avenues for recovery and further progress were limited.
Reality decided I had learned enough in that direction, is a teleological interpretation. But also a realistic viewpoint.
I have no regrets.
Today (literally today) I am working on a grammar/parser that allows exploration of some interesting math I came up with. The beauty of being able to navigate an abstract world with real complexity, seek and encounter genuine surprises, interactively at the speed of keystrokes, captures a lot of the joy of those games! With the addition of a crafting element.
Wow, that sucks!
When I was a kid, I had an 8k Commodore PET. I wrote a text adventure game for it, but I ran out of RAM after implementing the parser, inventory, and three rooms.
Well, it worked, but there wasn't much to do, other than follow the Wumpus around....
I already have a few from the library - one title for each series:
* Marcel Groenewege: Schaduwkraai
* Jack Heath - 300 minuten
* Tim Collins - Verraders in de ruimte
* Dustin Brady, Het geheim van spookeiland.
[1] https://www.projectaon.org/en/Main/Books
https://en.wikipedia.org/wiki/Lone_Wolf_(gamebooks)
I've tried looking for these, but I've always run up against a brick wall. There's a good chance it was a European thing (I was there that year, and can't remember if I brought it or acquired it).
Any chance the HN hive mind has heard of something like this?
PDFs may be found online…
Some feature a branching storyline while in others the paragraphs are arranged in a 2D grid-like fashion and you can visit an earlier place multiple times.
(One thing that has stuck with me is a bad ending in one of them, where you are captured and the last choice you make is whether you want to sit in a small cage or stand in a tall and narrow cage for the rest of your life. I mean come on)
Other options on my bookshelf include "Fighting Fantasy" (including the famous "Creature of Havoc") — https://laurencetennant.com/bonds/creatureofhavoc.html
Or "Middle-Earth Quest" (1985-ish) — https://gamebooks.org/Series/270/Show
Or "SwordQuest" (1985) — https://gamebooks.org/Series/333/Show
Or "Fabled Lands" (1996) — https://en.wikipedia.org/wiki/Fabled_Lands
https://en.m.wikipedia.org/wiki/Steve_Jackson's_Sorcery!
#5 The Mystery of Chimney Rock, page 60: https://archive.org/details/mysteryofchimney00pack/page/60
I'm 56. I first discovered these in maybe 1980 or 81? These books were foundational to my sense of creativity, and expectations of entertainment. I had discovered D&D the year prior, and this was fuel to the fire. To this day, when I'm bored, I create my own adventure, and don't rely on computers, film, books, etc... these books taught me how to become self-sufficient and self-entertaining. Funny, the same year I also discovered Douglas Adams and I think Gary Numan's Cars was still on KC Kasem's top 20. 1979-1982: genesis of identity.
Also, this was the last good incarnation of the trope I'd seen in a while: https://www.cracked.com/blog/choose-your-own-adventure-on-dr...
Source: https://en.wikipedia.org/wiki/Edward_Packard_(writer)
I really quite enjoyed his 'Nine Things I Learned in 90 Years' essay: https://edwardpackard.com/wp-content/uploads/2025/09/Nine-Th...
https://www.scribd.com/document/717863174/The-Way-of-the-Tig...
https://en.wikipedia.org/wiki/Way_of_the_Tiger
A book that allows you to _do things_ is finally a challenge to the allure of the tablet and the Switch.
Wonder if anyone ever took a crack at this
You start at the "entrance" paragraph, where there are four or five choices — or, if you don't like any of those, you can just type in your own choice. The game then prompts you for what happens when someone selects that choice; and choice and consequence both go into some database on the server end, ready to be served to the next player. Anyway, you can follow the existing paths until you get to a dead end, at which point the game tells you to create at least two more choices and responses, so the next player will get to play a little longer.
As Gwern writes:
> So [any] player can ‘author’ an adventure by carefully curating a premise and then choosing actions and backing up and editing, creating a full-fledged scenario [...]
And that's exactly how it felt: By going down different paths at the start, you could navigate into a "Lovecraftian horror" subtree, an "alien abduction" subtree, a "romance" subtree, etc.
The technology at play here is just a minor extrapolation of the BASIC era's "Guess An Animal" game [1].
Plugging an LLM into the thing seems... well, frankly, it seems unnecessary. The core engine/database doesn't need an LLM for anything; the only thing the LLM would help with is coming up with new choices and new response paragraphs "less tediously" than we could do it in the 1990s. But the uncharitable way to describe that is: you could use an LLM to fill your CYOA game with AI slop, instead of hand-crafted texts that are meaningful to some real person in the world. ...Well, OK, maybe an LLM could provide a first rough pass on content moderation; or power a diagnostic like "Your new choice seems similar to this existing choice: [X] Are you sure you want to add this branch?". So there's places for LLMs in this. But I wouldn't use an LLM for content.
Several years ago I finally decided to try reimplementing the-thing-I-recall-being-named-"The-Neverending-Story" myself [2]; but I didn't get far, because (A) I've been too lazy to do anything requiring server-side hosting since Heroku went belly-up, and (B) opening such a thing up to the public means you're getting into the content-moderation business (Gwern also alludes to this) and ain't nobody got time for that. (See also "Why do you require an email address?" in [1].)
The guy in [3] doesn't think that [4] is the same website; but that's exactly the sort of locked-down, account-required, highly walled interface I'd have expected it to evolve into over the past 20 years. (However, it seems to have been essentially walled since <=2004, according to the Wayback Machine: [5].)
[1] - https://www.animalgame.com/play/faq.php
[2] - https://github.com/Quuxplusone/NeverendingStory
[3] - https://www.reddit.com/r/tipofmytongue/comments/ezx6kh/tomtw...
[4] - https://infinite-story.com/
[5] - http://web.archive.org/web/20040318190551/http://www.choose-...
You’re right that really it’s collaborative production that’s the heart, and there’s no real benefit to LLMs.
It does feel like some classical explore/exploit algorithms could be interesting, but I imagine the challenge to any effort is really just getting enough high quality contributors
You died.
https://archive.org/details/magic-master-node-map
I simply didn't have enough fingers to bookmark previous pages if I made a choice which led to a bad ending. This was my first taste of depth-first search algorithm.
With the graph visualization as an oracle, I was able to explore all threads leading to all the different possible endings. You can read this book in OpenLibrary:
https://openlibrary.org/works/OL30096W/Choose_Your_Own_Adven...
I carried my childhood obsession with me all the way to Ghidra / IDA debugger which shows the disassembly blocks with arrows in its graph view.
I'm now a Reverse Engineer thanks to the Choose Your Own Adventure books I've obsessed over and read a lot as a kid. :D
... that's pretty cool.
I didn't become a reverse engineer but that landed me a job when I was explaining how I used networkx library and handled a couple of edges around detecting cycles during the interview :)
This kind of Interactive Fiction is still being developed today. If you like Star Trek you might enjoy my own choice-based game[0] but literally hundreds of games of various level of complexity are being produced every year.
[0] https://sheep.horse/voyage_of_the_marigold/
> In all the years I’ve spent studying and working with cryptography, I’ve never noticed a single pattern in which a cryptographic primitive ends up being used in real-world applications. Things are pretty chaotic. Before a theoretical primitive gets to be adopted, there’s a long list of people who get to handle the primitive and shape it into something consumable and sometimes safer for the public at large. How can I even explain that to you?
> Have you heard of Choose Your Own Adventure? It’s an old book series where you got to pick how you want to step through the story. The principle was simple: you read the first section of the book; at the end of the section, the book lets you decide on the path forward by giving you different options. Each option was associated with a different section number that you could skip directly to if you so chose. So, I did the same here! Start by reading the next paragraph and follow the direction it gives you.
> Where it all begins. Who are you? Are you Alice, a cryptographer? Are you David, working in the private industry and in need of a solution to your problems? Or are you Eve, working in a government branch and preoccupied by cryptography?
> You’re Alice, go to step 1.
> You’re David, go to step 2.
> You’re Eve, go to step 3.
> ...
(you can read that for free I believe)
[1]: https://livebook.manning.com/book/real-world-cryptography/ch...
Here is the Steam link: https://store.steampowered.com/app/3040110/Outsider/
For a bootstrapped AI project we stumbled into that same space, but from an unexpected angle. Our initial vision was grand, abstract: an interaction layer for stories. When we started building, we assumed gamers and tech folks would care. We were totally wrong, our early users, predominantly women 18 to 35 who grew up on Twilight, The Vampire Diaries, Supernatural etc. They were using our characters to practice difficult conversations, testing an episode where you’re the love interest, the savior or co conspirator.
Ppl were genuinely writing novella-length interactions daily. 60+ min avg sessions. 100 day streaks. Turns out the human need for deeper story-engagement is stronger and stranger than we imagined...
That being a book for kids compared to cheap pulp novels were meant for lowly-educated adults, but I would expect less for preteen books where a perfect mythos depiction wasn't always a thing.
Still, Hollywood movies and some Asian exploitation series weren't much better...
This is interesting because, without knowing this was the birth of CYOA, I actually arrived at this solution with my daughter. Actually, even better: it was her idea. Bedtime stories are better if she's an active participant and the main character of the story, with me controlling all NPCs. It can be exhausting: re-telling a story can be done on autopilot (the only risk is falling asleep) but creating an adventure on the fly is both very rewarding and extremely energy draining.
Boy, will we have a lot of fun when she's a bit older and I introduce her to roleplaying games!
It would be so, so much worse if the bends were when dissolved diarrhea came out of solution and formed diarrhea bubbles in your blood.
I love the framing of them in this article as the gateway drug to interactive entertainment.
We used to pore over it for hours trying to figure out anything- noticing certain patterns across the images.
https://www.cyoa.com
As others have noted, another interesting series of interactive/game books is the Fighting Fantasy series, some of which have been converted into smartphone and console games/apps:
https://www.fightingfantasy.com
(There are at least two prominent Steve Jacksons in gaming. Somewhat amusingly, and confusingly, American Steve Jackson, of Steve Jackson Games, happens to republishing the Fighting Fantasy books by British Steve Jackson and Ian Livingstone, both of Games Workshop fame.)
I hadn't heard of Lone Wolf gamebooks (https://magnamund.com) or Way of the Tiger (which was also apparently converted into software) until now! Are there any other interactive/game book series of note?