The Fighting Fantasy gamebooks followed a non-linear format you started at the beginning and ended at the end, but in between you would flit backwards and forwards through the pages, picking choices at the conclusion of each passage which could either take you to glory (turn to 246) or spell certain doom (your adventure ends here). This liberating and intoxicating sense of involvement was also central to the appeal of Steve Jackson and Ian Livingstone's Fighting Fantasy line of interactive gamebooks, first established in 1982 - ironically, a time when the video game industry appeared to be tiptoeing dangerously close to oblivion. In games, the player is able to directly impact the world with their own actions. Outside of watching alternative endings on DVD, the outcome of a movie cannot be influenced by the viewer likewise, a great album's track listing can be randomised, but the songs remain the same. It's what differentiates video games from other mediums of entertainment.
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