It's something I have believed and have especially reflected on when my mother died a couple years ago. I have wondered for some time whether she could have been happier had "x" happened instead of "y".
She had such a bad childhood that I contemplated what it would be like to clone her and raised her as my daughter. How different might her life be if she had a healthy, happy family.
But I keep coming to the conclusion that she was an inherently unhappy person and, that while plenty of life-events may have made things worse for her, in the end I think perhaps she was "fated" to be unhappy after all.
So the idea was a "Choose your own adventure" where you more or less end up in the same place regardless. Maybe a bit wealthier, maybe with 2 instead of 3 kids — but the fundamentals were already "cast".
(And anyway, upon further reflection I came to see how much my oldest daughter is more or less my mom. We raised her as best we can and yet shades of my mom's "genetics" are clearly there.)
I didn't want to be miserable - I was autistic, ADHD, and brain damaged, but undiagnosed on all counts.
A family member who I'm very close with was adopted from South America. He doesn't speak Spanish, but had managed to find his biological family. He wants to visit them sometime, and had asked me to come along as a translator.
Will be interesting to see how similar he is from his biological siblings, in terms of personality. I've gotten the impression his biological family is quite poor, and he was raised in one of the richest countries in the world. Cultures are very different too, Scandinavia Vs south America.
If nurture matters at all, he'll be different from his biological siblings. If not, we should be able to isolate a "awesome bro-dude" gene from his biological family's DNA.
Wouldn't that be cool?
I believe that is true, both in the technical physical sense, and as having a solid implication for the experience of existence.
That was the best thing about those books. We got to go down all the paths. Have all those lives.
While I also feel like there is some sort of stability in what is at our core, I also believe that the choice of words is paramount to the meaning and impact. Your mother might have ended up miserable in most or all the scenarios you can conjure, but where does the choice of variables stop in your thought experiments? What might appear as a stable trajectory might only just be a local optimum, and "unzooming" or adding new variables/dimensions can reveal entirely different outcomes right outside of our mind's immediate reach.
What surprised me was that there were actual bugs in some of the books. For example, some editions of "Vampire Express" have a typo that leads you to the wrong page, breaking some paths of the adventure.
I still have the script, it was quite incredible, for a short while. A record of my wonder upon first encountering language models.
The golden days of open ended coherent consistent real-time dungeon mastering/world building are in the not too distant future.
I love the framing of them in this article as the gateway drug to interactive entertainment.
The first text adventure I encountered was a future friend's multiple choice adventure, starting in a cave, called "The Cave".
With that as inspiration, began years of my own text adventures, from multiple-choice to broad grammars and vocabularies. "Command English" is what I called my grammar. The first starting at the entrance of a cave. Later versions, almost always involving caves. And mazes.
In high school I worked on a massive adventure called "The Wanderer", with all of my innovations. With an important cave that had to be rapelled down to from a cliff edge. Until the day I was working on it after school, and saved my latest version to disk before going home. At which point the computer dutifully saved as much as it could, before running out of disk space, informed via a text response of my poor choice in the real world, and left me with nothing.
My enthusiasm for creating adventures suffered a fatal blow.
I already have a few from the library - one title for each series:
* Marcel Groenewege: Schaduwkraai
* Jack Heath - 300 minuten
* Tim Collins - Verraders in de ruimte
* Dustin Brady, Het geheim van spookeiland.
This is interesting because, without knowing this was the birth of CYOA, I actually arrived at this solution with my daughter. Actually, even better: it was her idea. Bedtime stories are better if she's an active participant and the main character of the story, with me controlling all NPCs. It can be exhausting: re-telling a story can be done on autopilot (the only risk is falling asleep) but creating an adventure on the fly is both very rewarding and extremely energy draining.
Boy, will we have a lot of fun when she's a bit older and I introduce her to roleplaying games!
I've tried looking for these, but I've always run up against a brick wall. There's a good chance it was a European thing (I was there that year, and can't remember if I brought it or acquired it).
Any chance the HN hive mind has heard of something like this?
vunderba•1h ago
As an adult I spent a lot of time thinking about how I seem to have the same rough success ratio at making life decisions as I did when I was a child reading choose-your-own-adventure books.
dooglius•1h ago