Post by account_disabled on Jan 6, 2024 8:09:30 GMT
A gamebook is a dynamic reading book, we could say, a book in which the reader participates in the story by making choices independently and not according to the usual rules set by the author. It is therefore not a linear reading of the story, because the reader himself can change it. Unlike a common book, therefore, the reader is not limited to following the path outlined by the author, but can make the characters perform other actions. Today we can talk about two types of gamebooks: paper gamebooks and digital gamebooks . Paper game books: they were popular in the 80s and 90s and the name Dungeons and Dragons will certainly be familiar to you. They were novels in the form of a game, in which readers could have fun by controlling the events and relying on their imagination.
They were written in the second person, so the real protagonist was the reader, who was seen asking questions about his next actions, each answer corresponding to a page number in the book, and so on until the end. Digital gamebook : the concept is the same as the paper one, but, being created for computers and iPads, digital gamebooks are also Special Data interactive, so just a touch is enough to go to the position corresponding to the choice made. Interactive gamebooks also have other features, such as game levels, music, internal games, statistics, videos, etc. Interactive storytelling (Text adventures or interactive fiction) Text adventure In short, interactive narratives are forms of storytelling developed like a game on a computer through simple text commands ("get out of bed", "turn on the light", "leave the room", etc.), therefore they are programs. They are defined as "formats" and not as actual types of games. What differentiates them from games is precisely the use of text to describe characters and objects in the setting and of a decoder to interpret the text typed by the player , thus allowing players to interact with characters and objects in the scene.
In interactive narratives, environments are made up of a linked series of "rooms", which indicate both internal and external places, are described with a series of details and also list the objects present with which the player can interact. It's like reading a book, but typing commands to make the characters make choices. Hypertext fiction (Hypertext fiction) Or hyper-story , a modern literature that uses the computer as a means of communication. In hypertextual narration there is a collaboration between reader and author, in which the writer provides the reader with linked web pages and the reader decides the order in which to read them. In some of these narratives the reader has the possibility of modifying the story by adding his own works. Even a website could be as definitive as a hypertextual narrative - although it is not characterized by a plot, but only by a main theme - because it does not offer the reader a unique way of reading, of using information, of navigating, but leaves it to the public free choice. An example of an interactive novel is SUNSHINE '69 by Bobby Rabyd, published in 1996.
They were written in the second person, so the real protagonist was the reader, who was seen asking questions about his next actions, each answer corresponding to a page number in the book, and so on until the end. Digital gamebook : the concept is the same as the paper one, but, being created for computers and iPads, digital gamebooks are also Special Data interactive, so just a touch is enough to go to the position corresponding to the choice made. Interactive gamebooks also have other features, such as game levels, music, internal games, statistics, videos, etc. Interactive storytelling (Text adventures or interactive fiction) Text adventure In short, interactive narratives are forms of storytelling developed like a game on a computer through simple text commands ("get out of bed", "turn on the light", "leave the room", etc.), therefore they are programs. They are defined as "formats" and not as actual types of games. What differentiates them from games is precisely the use of text to describe characters and objects in the setting and of a decoder to interpret the text typed by the player , thus allowing players to interact with characters and objects in the scene.
In interactive narratives, environments are made up of a linked series of "rooms", which indicate both internal and external places, are described with a series of details and also list the objects present with which the player can interact. It's like reading a book, but typing commands to make the characters make choices. Hypertext fiction (Hypertext fiction) Or hyper-story , a modern literature that uses the computer as a means of communication. In hypertextual narration there is a collaboration between reader and author, in which the writer provides the reader with linked web pages and the reader decides the order in which to read them. In some of these narratives the reader has the possibility of modifying the story by adding his own works. Even a website could be as definitive as a hypertextual narrative - although it is not characterized by a plot, but only by a main theme - because it does not offer the reader a unique way of reading, of using information, of navigating, but leaves it to the public free choice. An example of an interactive novel is SUNSHINE '69 by Bobby Rabyd, published in 1996.