"Packard and Montgomery were determined to make the books feel 'real.' Whereas most children's literature comes out of an educational tradition, which requires 'good' choices to result in victory and 'bad' choices to result in death, they wanted to keep the reader guessing. 'My intent was to try to make it like life as much as possible,' Packard says. 'I didn't want it to be a random lottery but I didn't want it to be didactic so that if you always did the smart thing you always succeeded. I tried to balance it.'"
In Slate, Grady Hendrix remembers Choose Your Own Adventure books.
Saturday, February 19, 2011
"The Gateway Drugs of Interactive Entertainment"
Labels:
1970s,
1980s,
books,
children,
cultural history,
games,
literature,
twentieth century
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