Newbie: How to find out if a game you're making is a gamebook or text adventure?

Hey, I'm a COMPLETE newbie here. "Here" being this site and the WHOLE DANG CONCEPT OF SIMPLE GAME BUILDING. I don't know ANYTHING about transcripts, functions, gamebooks, text adventures...what's the difference between the latter two anyway? I'm trying to make a Disney Fairies Pick-your-path, and I've already got most of the intro down, like if you're a boy or girl, and what talent you choose. But I can't remember if I'm doing a gamebook or text adventure, and I'm not sure how to check! Yeah...like I said, I have a LOT to learn. Help please?


TA has "rooms"
GB has "pages"


Choose your own adventures is mostly done with a gamebook, where you choose from options. A text adventure is typing in commands.


I use to say that Gamebooks are for telling a story, while Text Adventures (Parsers) are for challenging the player with puzzles.

As you are gettig your inspiration from "Choose your path" stuff, I guess your best bet is using the Gamebook mode. In time, after you understand the possibilities of Quest, you will find there are ways to create a Gamebook using the Text Adventure mode, what opens certain funtions, like allowing you using more complex scripts, or just managing inventory. I am working on something like that righ now: a Gamebook using the Text Adventure mode.

But until you get comfortable with Quest and the making of Interactive Fiction, perhaps it is better you stick to what you need. Actually, my recomendation is forgetting about Quest for now and focusing of the word processor (Like Microsoft Word) and a branching tool (Like ChatMapper) and work on your story, tracking branching and taking notes of everything you would possibly need. After it is done, you worry about how placing it all in Quest. If not, you will have a creative block, focusing on things you don't really need right now.


Yeah Deckrect, I have been distracted for 7 years.😁👍


I understand you, Forgewrigth. I said that because I faced the same problem for a long, long time too. I begun flirting with Quest around 2011, but I took too long for understanding the adequate production process too. My real work only begun when I started typing a story and then understanding there are many more challenges besides Quest to master.


Forgewright, that sounds like me. My first game was 90% complete. Took a break and then was away for a bit due to unforeseen circumstances and then when I got back they had updated the editor and it wrecked my game. Could of been an easy fix I am sure, but I had moved on. Now back again working on other projects.


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