A couple of days ago I discovered what undoubtedly is the best new site on the internet this year, namely this one.
On this site you can find the best information about Choose Your Own Adventure books I've seen so far. A CYOA book is a book that lets the reader make decisions and lets him choose his 'own' path through the story. It's basically one book but with many different readings.
What caught my eye, though, and my interest is this little excerpt on said site:
I kinda sorta like that explanation: "in time, people scale back the more gratuitous uses of this sort of glitz, moving from what’s possible to what best suits the material" and immediately had to think about the original Fallout games: were they mayhaps "more a rush toward the new than a well-considered balancing of storytelling and reader-directedness" as well? And is that why RPG's nowadays tend to favour linearity?
Discuss please.
On this site you can find the best information about Choose Your Own Adventure books I've seen so far. A CYOA book is a book that lets the reader make decisions and lets him choose his 'own' path through the story. It's basically one book but with many different readings.
What caught my eye, though, and my interest is this little excerpt on said site:
cyoa said:In scanning over the distribution of colors in this plot, one clear pattern is the gradual decline in the number of endings. [...] Another surprising change over time is the decline in the number of choices in the books. [...] I’d be very curious to know the reason for this progression toward linearity. Presumably the invisible hand was guiding this development, but whether the hunger was for less difficulty in the books or simply for something with more in the way of traditional storytelling is harder to unravel. I could also imagine that this balance between interaction and exposition was peculiar to the individual writers, so this could merely reflect a changing set of practitioners.
In another way, this trend mirrors the adoption of more recent new media. In the early days of the web, people flocked to what was unique to HTML, namely links, animated gifs, and the <blink> tag. A similar cautionless exuberance marked the appearance of affordable typesetting systems – the first time people without phototypositors had access to typefaces beyond a choice of monospaced typewriter fonts.
When a world of new possibilities has just opened, it’s hard to find the will for restraint. But, in time, people scale back the more gratuitous uses of this sort of glitz, moving from what’s possible to what best suits the material.
It could be that the glut of choices in the early books reflected more a rush toward the new than a well-considered balancing of storytelling and reader-directedness. As the genre developed, the choice-based structure ceased being so novel that it was an experiential end in itself. Perhaps only then could it recede into its proper role as a gameplay mechanic – all the more potent when used judiciously.
I kinda sorta like that explanation: "in time, people scale back the more gratuitous uses of this sort of glitz, moving from what’s possible to what best suits the material" and immediately had to think about the original Fallout games: were they mayhaps "more a rush toward the new than a well-considered balancing of storytelling and reader-directedness" as well? And is that why RPG's nowadays tend to favour linearity?
Discuss please.