Origins There are several examples of early works of art with branching narratives. The romantic novel
Consider the Consequences! by Doris Webster and
Mary Alden Hopkins was published in the United States in 1930, and boasts "a dozen or more" different endings depending on the "taste of the individual reader". The 1936 play
Night of January 16th by
Ayn Rand, about a trial, is unusual in that members of the audience are chosen to play the jury and deliver a verdict, which then influences the play's ending: guilty or not guilty. Also quite early on, the possibility of having stories branching out into several different paths was suggested by
Jorge Luis Borges in his short story "
An Examination of the Work of Herbert Quain" (1941). This story features an author whose novel is a three-part story containing two branch points, and with nine possible endings. Another story by Borges, titled "
The Garden of Forking Paths" (1941), also describes a book with a maze-like narrative, which may have inspired the gamebook form. The children's book
Treasure Hunt, published in 1945 in Britain under the name of "Alan George" (probably a pseudonym), is another early example of a story with multiple paths for the reader to follow.
Programmed learning materials have been recognized as an early influence on the development of branching path books. This learning method was first applied in the
TutorText series of interactive textbooks, published from the late 1950s up until the early 1970s. These books present the reader with a series of problems related to a particular area of study, allowing him or her to choose among several possible answers. If the answer to a problem is correct, the reader moves on to the next problem. If the answer is incorrect, the reader is given feedback and is asked to pick a different answer. This educational technique would form a basis for many later narrative gamebook series. During the 1960s, authors from several different countries started experimenting with fiction that contained multiple paths and/or endings. Some literary works in this vein include the French-language novel ''L'ironie du sort
(1961) by Paul Guimard, the Spanish-language novels Hopscotch
(1963) by Julio Cortázar and Juego de cartas
(Card Game, 1964) by Max Aub, and the works of the French literary group known as the Oulipo (1967). Other early experiments include the short stories "Alien Territory" and "The Lost Nose: a Programmed Adventure" (both 1969) by John Sladek, the novel The French Lieutenant's Woman (1969) by John Fowles, and the collection of short stories titled Tante storie per giocare'' (Many Tales to Play With, 1971) by Italian author
Gianni Rodari. Although the latter experimented with the format of engaging the reader through a second-person perspective or branching narratives, the 1960s and '70s also saw the publication of several books from across Europe that met the criteria for gamebooks as understood today, and prior to the Choose Your Own Adventure series. The earliest of these was
Lucky Les (1967) by British author
E.W. Hildick, which has been called "likely the first fully-fledged gamebook" as it comports entirely with the standards later expected by readers, and self-identified in its blurb as a game in book form. Other early innovators included
State of Emergency by Dennis Guerrier and Joan Richards (1969), the Swedish-language book
Den mystiska påsen (The Mysterious Bag, 1970) by Betty Orr-Nilsson, and the French-language book
Histoires comme tu voudras (Stories as You Want Them, 1978) by Marie-Christine Helgerson, among others. Despite their relative lack of involvement, compared to British and American authors, in gamebooks as a cultural phenomenon, French authors and their experimental novels (as above) were nonetheless prominent in the format's precursors and embryonic stages.
Breakthroughs and popularization In the US,
The Adventures of You series appeared in 1976–77, with two titles that would later become part of the groundbreaking
Choose Your Own Adventure series:
Sugarcane Island by
Edward Packard and
Journey Under the Sea by
R. A. Montgomery.
Tabletop role-playing games such as
Dungeons & Dragons were another early influence that would contribute in major ways to the development of the gamebook form. The first module which combined a branching-path narrative with a set of role-playing game rules was
Buffalo Castle for the
Tunnels & Trolls system (1975). Buffalo Castle was innovative for its time, as it allowed the reader to experience a role-playing session without need for a referee. It has been followed by many other solitaire adventures for the T&T system, as well as solos for other tabletop role-playing games. The first commercially successful series of gamebooks was the
Choose Your Own Adventure series establishing the "American" gamebook tradition. The "British" tradition, as exemplified by the
Fighting Fantasy series, was, by contrast, slightly younger. British gamebooks differ from the American tradition by having rules more strongly influenced by the game mechanics of roleplaying games.
The US (late 1970s–) The Adventures of You, a two-book series, authored by
Edward Packard and
R.A. Montgomery and initially published by Vermont Crossroads Press, laid much of the groundwork for the later surge in popularity of the gamebook format.
Sugarcane Island by Edward Packard was written in 1969 but did not see publication until 1976. This became a series when
Journey Under the Sea by R. A. Montgomery was published in 1977. Two standalone gamebooks authored by Packard would follow, both published by Lippincott:
Deadwood City (1978) and
The Third Planet from Altair (1979). While these early efforts apparently achieved some popularity with readers, they (and the gamebook format in general) still did not have a publisher with the marketing strength required to make them available to mass audiences. Packard and Montgomery took the idea of publishing interactive books to
Bantam, and thus the
Choose Your Own Adventure (CYOA) series was born in 1979, beginning with
The Cave of Time. The series became immensely popular worldwide and several titles were translated into more than 25 languages. The series reached the peak of its popularity with children in the 1980s. It was during this period that Bantam released several other interactive series to capitalize on the popularity of the medium (a few examples are:
Choose your Own Adventure for Younger Readers,
Time Machine and
Be An Interplanetary Spy). Many other American publishers released their own series to compete with CYOA. One of the most popular competitors seems to have been
TSR, who released several branching-path novels based on their own role-playing games. The most famous TSR series was
Endless Quest (1982–). Another strong competitor was
Ballantine with their
Find Your Fate series, which featured adventures in the
Indiana Jones,
James Bond and
Doctor Who universes. Famous author
R. L. Stine wrote several books for this line, including
The Badlands of Hark, as well as for other series such as Wizards, Warriors and You. Several
Choose your Own Adventure spin-offs and many competing series were translated into other languages.
The UK (early 1980s–) One of the most influential and popular gamebook series was the
Fighting Fantasy series, which started in 1980 when a
Puffin Books representative saw a hall full of 5,000 people playing
Dungeons & Dragons and asked Ian Livingstone and Steve Jackson to make a book about role-playing games. They instead offered the idea of a book which simulated the experience of roleplaying games. Within a year they presented a book under the name of
The Magic Quest to Puffin which Puffin agreed to publish. Having spent six more months developing the concept it was published under the name of
The Warlock of Firetop Mountain in 1982. Another notable UK gamebook series is
Lone Wolf, developed by Joe Dever in 1984. Like
Fighting Fantasy, the writer was an experienced
Dungeons & Dragons player who developed the setting of Lone Wolf for his campaigns. However the books were also inspired by medieval texts such as
Gawain and the Green Knight and ''
Le Morte d'Arthur''.
Grailquest is a series of gamebooks written by J.H. Brennan (also beginning in 1984) that were also inspired by the Arthurian legends. Set mainly on Avalon they make use of a dice based system.
The Way of the Tiger, a Japan-themed gamebook series by Mark Smith and Jamie Thomson (starting in 1985), is also a notable UK publication.
Outside English-speaking countries (mid 1980s–) Branching-path books also started to appear during the 1980s in several other countries, including Spain, France, Italy, Mexico, Chile, Denmark and Japan. Despite the domination of works that have been translated from English in most non-English-speaking countries, a sizable number of original gamebooks—both individual books and series—have been published in various countries; this is especially the case in
France (e.g. the
La Saga du Prêtre Jean series) and in Japan (e.g.
Tokyo Sogensha's
Super Adventure Game series and
Futabasha's
Bouken Gamebook series). In some other countries, publication both of translated series and of original books began in later years. For example, the first original books in Brazil and Italy seem to have appeared in the 1990s.
Eastern Europe (late 1980s–) Translated editions of
Choose your Own Adventure,
Fighting Fantasy and other English-language series only appeared in Eastern European countries after
the fall of Communism. Since the mid-1980s, about 90 gamebooks have been published in
Poland, not only as printed books, but also as comics, e-books or mobile applications. The author of the largest number of titles (20) is Beniamin Muszyński. Polish gamebooks are regularly written by their fans and published online by "Masz Wybór" (publishing house which has been operating since 2010). In the 1990s, the gamebook genre became highly popular in
Bulgaria for approximately ten years. Whilst internationally well-known series such as
Choose Your Own Adventure and
Fighting Fantasy were translated for the Bulgarian market, the works of numerous Bulgarian gamebook authors were most popular with readers. During the popularity peak of gamebooks in Bulgaria, Bulgarian publishing houses believed that only Western authors would sell and, as a consequence, virtually all Bulgarian gamebook authors adopted English pseudonyms. This tradition persisted after their nationality was publicly disclosed. A smaller number of
Hungarian authors also adopted Western pseudonyms, in addition to "official titles" that were also in English. In [Romania] Lucian Zup wrote The Run from the clock where the reader have to chose between multiple choices regarding the time and also Double Cat where a classical narrative is interrupted by the various games for the reader to go on to the next levels. Several adventure gamebooks have been released in the
Czech Republic and
Russia. In
Azerbaijan, Narmin Kamal's novel, ''Open It's Me'', offers the reader a choice to either read the book as a random collection of thirty-nine short stories about the same character, or as a single novel. A photo of the book's hero is published on the final page and the author asks the reader questions about the character.
Decline and resurgence (1990s onward) The branching-path book commercial boom dwindled in the early 1990s, and the number of new series diminished. However, new branching-path books continue to be published to this day in several countries and languages.
Choose Your Own Adventure went on to become the longest running gamebook series with 184 titles. The first run of the series ended in 1998. R. A. Montgomery started rereleasing some
Choose Your Own Adventure titles in 2005. His company has also released some new titles. New books and series continue to be published in other countries to this day. Examples are the
1000 Gefahren series in Germany and the
Tú decides la aventura series in Spain. The sixtieth and "lost" entry in the
Fighting Fantasy series,
Bloodbones, was finally published by Wizard in 2006. In recent years, the format may be getting a new lease on life on mobile and ebook platforms. ==Types==