My shortest story is around 9000 words. 31 separate pages with 30 choices. Each path goes 4 pages deep. This is a length 3 size story, it was written in a few days and it still has a respectable rating despite being over a decade old.

Have you ever imagined yourself as the main character in a TV show? My Story allows you to do just that! Pick your favorite genre, customize your avatar, and choose your relationships in our interactive stories where your choices determine the ending!


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I'm thinking of attempting to write a Batman 'choose your own adventure story.' Any general tips about how to write 'choose your own adventure stories' would be great, as the idea of creating multiple pathways and giving the reader the ability to navigate them has always interested me.

Playing My Story: Choose Your Own Path goes something like this: at the beginning, you'll find yourself standing inside a library where you can pick the stage in Mona's life that you want to read. For example, you can start with her first day in college, her pregnancy, when she entered the workforce, one of her romances. As a bonus, you can customize her look so you can actually empathize with her even.

Once you've chosen your starting point, it's time to have fun. You'll see simple animations along with the narrative so it's easier for you to follow along. At certain points of the story, Mona will find herself having to make certain decisions. These decisions are important because they affect the outcome of the story: should you be nice or rude to your roommate? should you give that boy the time of day or just ignore him? all these decisions will determine Mona's destiny.

Page 25: You scrub your hands across your eyes and push yourself back to your feet. The path takes you on a short, downhill curve, and winds around to the door of an inn. The Quill and Ink, reads the sign over the door. You smile, and enter.

Page 62: The only story you know is your own, you say, and you must continue on to know how it ends. You make your excuses, and stand one more round before you leave to ensure there will be no hurt feelings, and, more importantly, no knives in the back as you walk through the door.

The air is crisp, and you are refreshed. The moon limns the trees in silver, and makes clear your path. You hear music, so beautiful that at first you wonder if you are dreaming. The pound of the drums speeds the pulse of your heart and the skirl of the strings pulls you through the night.

Page 114: You continue walking, three steps more. Then a hand slips into yours, and the story ends as all stories must: with the snip of a thread and the crossing of a river. You pay the ferryman with coins plucked from your own eyelids.

My advice would be to have one path that leads to a complete story, and is maybe the only path that leads to that ending or something. Let all other paths be tales. And then somehow find a way to let the reader know there is a preferred path to get to that one ending so they know to look for it.

To that end, here is another suggestion about structure. Have one storyform. Use it for all paths. This way, all of the signposts will align and the story will feel right no matter what path you take.

Multiple endings are a somewhat common gameplay mechanic, but choose your own adventure games take it a step further. Often times, they channel the butterfly effect, a theory that suggests that something as small as a butterfly flapping its wings can alter the future.

While some games give the impression that your choices matter when they actually don't, choose-your-own-adventure games are almost entirely based on the decisions that you make. This list includes games that actually care about what you have to say!

Updated November 8, 2022 by Jacqueline Zalace: We've updated this guide with even more choose your own adventure games. Now, you can find a wide range of genres, so you are bound to find something that you like.

XCOM's story is really nothing to write home about, but that's because the real story is you, the player, and your journey building up a sizable resistance to the invading alien menace. With permadeath, every move you make in a battle could have significantly negative effects on the rest of your playthrough.

Outside of the battlefield, the way you choose to develop your HQ determines what abilities and equipment you have access to. The brutal difficulty might be a putoff for some, but few games feel this rewarding.

RPGs in the 1990s were fairly linear. The 1995 turn-based tactical RPG Tactics Ogre: Let Us Cling Together stands as an outlier for how drastically your dialog choices can affect the outcome of the story. One wrong word can mean the death of a major character. The story is extremely grounded for a JRPG, lending to the grit.

Our story graphs are dense and complicated. We jump from node to node as the heroes of our own journey. Some paths are more comfortable and more pleasant than others. There are some gruesome, illogical endings. There are unreachable islands in our graph. That's ok.

An exciting ocean-themed choose-your-path STEM adventure for emerging readers! Take a journey to the ocean's twilight zone in Search for a Giant Squid ! An exciting mixture of action and non action, this choose-your-own-adventure-style story allows readers to take on the mantle of a teuthologist looking for a giant squid in its natural habitat. Once readers pick their submersible, pilot, and dive site, the adventure begins!

ENTERTAINMENT FOR HOURS:The topic combined with eleven unique endings make this book feel new each time you read it! Every path you choose will lead to a different outcome, learning new facts about marine life along the way.SPARKS INTEREST IN STEM: This introduction to the career of marine zoologist lets developing readers dip their toes into being a teuthologist-a scientist who studies cephalopods such as octopus, squid, and cuttlefish!THE FIRST IN A SET: Watch for the next choose-your-own-path book, all about mushrooms and mycology: the study of fungi!A DEEPER STEM DIVE: Teaches not just about giant squid, but about the many people needed to undertake this type of scientific expedition.INCLUSIVE APPROACH: Research shows children need to see it to be it." The images in the book showcase a broader range of inclusivity than many STEM titles.

While interactive books can be a great storytelling strategy, they also work for nonfiction books! In this pick-a-path Lonely Planet title, readers decide on a vehicle and then make some choices with it. Some will lead to a dead end, and some will take them around the world!

Demian's Gamebook Web Page has a very large list of choose-your-path style books, so I searched for books whose title or description has the word "park" (but without 'Jurassic') by putting the following into a google search:

You stand, scattering bread from your unfurling cloak. "I'm going," you say, "and he with me." The Lady looks from your face to the bread & back. Her kind smile reappears. -You may take him & any treasure you choose, she says. If you can tell which he is.

The earring is very cold, and as you step onto the auroral bridge you wonder for a moment if it will support your weight. It does, though it is also very cold. And, bundling your cloak about yourself you follow the caryatids up the green path in the sky as the snow begins.

The "Black Mirror: Bandersnatch" film, which debuted Friday on the streaming service, is a surprise in more ways than one. Announced only one day before the debut, "Bandersnatch" also isn't a typical "Mirror" story. It is an interactive "choose your own adventure" film, where the viewer is forced to make choices that alter the direction of the story, much like the popular series of books from the 1980s and 1990s.

There's no denying it's fun to play along during "Bandersnatch." The film follows Stefan (Fionn Whitehead), a troubled young video game programmer in the 1980s who is trying to adapt a choose your own adventure book into a game (get it?).

The choices start simple, like deciding what cereal Stefan will eat or what music he'll listen to, and become graver as the narrative does, and eventually the stakes are life and death. On a computer, you simply click on the choice you want to make. The technology is supported by many devices, but not Apple TV or Chromecast. Netflix claims in a press release that there are over 1 trillion permutations (although with the caveat that it's a mathematical reality due to the number of choices, but there aren't really that many story paths). There are five main endings you can achieve, and if you take the "default" path, it should take about 90 minutes. For me, it was a bit shorter.

But as fun as the technology is to play around with, does it actually help with the storytelling? On the surface, "Mirror" is an ideal outlet for experimenting with interactive watching, considering the anthology series is about the dangers of technology. But for longtime watchers of the series, created by Charlie Brooker, it feels as though this kind of technology is exactly what "Mirror" might advocate against. Without spoiling the path that I took, I will say that the film does get a little self-referential and briefly touches on the ethics of this kind of storytelling, but it takes a hard left turn away from that theme almost instantly, and thus the effect is disappointing. 006ab0faaa

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