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Post by bloodbeasthandler on Mar 11, 2019 18:36:34 GMT
Maybe a bit silly to draw absolute conclusions from just three gamebooks – Scorpion Swamp, Demons of the Deep and Robot Commando. But anyway... agree, disagree, amplify as you wish.
1 Multiple victory endings. Always. For example defeat pirates with specialised fish, unleash the undead or set a dragon on them. 2 Generally fair combats, lower SKILL adventurers could and should apply. 3 Innovative. Spell gems, and different robots to be piloted. 4 Could be set anywhere or for any gamebook brand? Fantasy ones not really Titan based. [not a criticism, Titan was undeveloped when he was writing]
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Post by deadshadowrunner on Mar 11, 2019 23:30:13 GMT
5) Pushed the boundaries of gamebook design. In terms of allowing free rein in exploration, even allowing for revisiting areas. Structurally, his books can be seen as the predecessors to Fabled Lands. Less so for Demons of the Deep.
6) Greater emphasis on game than story.
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kieran
Baron
Posts: 2,458
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Mar 12, 2019 10:24:33 GMT
That's very true about Fabled Lands. Wonder if Steve inspired Dave Morris and Jamie Thomson at all or the similarities are just coincidental?
7) Quirkiness - Demons of the Deep and Robot Commando are both quite weird concepts for the series. Sky Lord and Spectral Stalkers are the only books I would consider similarly weird.
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