• Second-guessing such decisions were the essence of the fun

    Fighting Fantasy came about after a representative of Penguin visited a "games day" event in 1980. "They were fascinated by a hall jam-packed with 5,000 people playing Dungeons & Dragons," says Livingstone, "They asked us to write a book about the hobby of role-playing."Next Generation Firewall

    Instead, Jackson and Livingstone convinced Penguin that a game book, which simulated the experience of role-playing, would be more effective. This book was The Warlock of Firetop Mountain, and the Fighting Fantasy series was born.

    Fighting Fantasy employed, ahem, a non-linear, second-person narrative with a branching storyline. After reading a section, the reader would be invited to make a decision about how the story progressed. These choices could range from deciding which way to head down a corridor or whether to help a fair maiden (an invariably fatal decision in Fighting Fantasy).offshore company hong kong

    Each decision would be associated with a section number that the reader would then subsequently read. These entries would continue the story into a series of branching narratives that would lead on to further adventures. Or an untimely demise.

    For example: "Walking along the path you hear footsteps and arguing voices ahead of you. If you wish to meet their owners, turn to page 317. If you would rather hide in the bushes and let them walk by HKUE DSE , turn to 300."

    If you went to page 300, you saw "two pairs of pair of spindly legs in tattered cloth shuffle past you and the voices soon fade into the distance".

    But page 317? "You encounter a pair of hobgoblins which you must FIGHT!"

    Second-guessing such decisions were the essence of the fun. Would the apparently innocuous decision lead to a grisly encounter? Or would the dangerous-sounding option actually get you out of trouble?

    Livingstone recalls sitting on a bus during the 1980s watching people read Fighting Fantasy. He was amused to see them bookmarking pages with their fingers in order to undo decisions which concluded with failure or death.

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