Before Video Games Took Over, We Had Gamebooks and Text Adventures
Before open worlds and dialogue trees, there was a page number and a blinking cursor.
Today, interactive storytelling is everywhere.
Video games let us explore vast worlds, make meaningful choices, and shape the stories we experience. Whether we’re navigating branching conversations in role-playing games or building our own adventures in sandbox worlds, we’re used to the idea that stories can be interactive.
But long before modern video games took over, readers and players were already choosing their own paths. They just did it with books and blinking cursors.

Turn to Page 56
If you grew up in the 1980s, there’s a good chance you encountered a gamebook series like Choose Your Own Adventure, Which Way Books, Twistaplot, or Endless Quest.
The premise was simple. You weren’t just reading a story. You were participating in it.
At the end of a section, you might be asked:
If you enter the cave, turn to page 56.
If you return to the village, turn to page 17.
Every choice created a new path. Every path led to a different outcome. Today’s interactive books, including the Pick Your Own Quest® series, still use that same magical formula.
But books weren’t the only place interactive storytelling was evolving.
Before Zork, There Was Adventure
While researching my nonfiction book, Write Your Own Quest: The Ultimate Guide to Writing Your Own Interactive Adventure, I spent time exploring one of the earliest interactive stories ever created: Colossal Cave Adventure.
Written between 1975 and 1977 by Will Crowther (and later expanded by Don Woods), Colossal Cave Adventure is widely considered the first interactive fiction game.
Instead of turning pages, players typed commands.
The game began like this:
The Game >> YOU ARE STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK BUILDING. AROUND YOU IS A FOREST. A SMALL STREAM FLOWS OUT OF THE BUILDING AND DOWN A GULLY.
You type >> go south
And the game would describe what happened next.
There were no graphics. No mouse. No controller. Just text and imagination.
The Game Had Personality
One of the things that surprised me most about Colossal Cave Adventure was its sense of humor. Take this snippet:
You type >>> go west
The Game >>> YOU FELL INTO A PIT AND BROKE EVERY BONE IN YOUR BODY!
The Game >>> NOW YOU’VE REALLY DONE IT! I’M OUT OF ORANGE SMOKE! YOU DON’T EXPECT ME TO DO A DECENT REINCARNATION WITHOUT ANY ORANGE SMOKE, DO YOU?
You type >>> yes
The Game >>> OKAY, IF YOU’RE SO SMART, DO IT YOURSELF! I’M LEAVING!
Modern players often think of early computer games as primitive.
But Adventure had something many modern games still struggle to achieve: Voice.
The game felt like it was talking directly to you. Sometimes it even argued with you.
Enter Zork
If Colossal Cave Adventure laid the foundation, Zork helped popularize the genre. Zork became a cultural phenomenon in the early computer era and introduced countless players to interactive fiction.
Like Adventure, Zork relied entirely on text. Players explored underground passages, collected treasures, solved puzzles, and occasionally met unfortunate ends.
Unlike gamebooks, there wasn’t a list of choices waiting for you. There was simply a blinking cursor.
The game asked: What do you do next? And whatever happened next depended on what you typed.
That simple idea felt revolutionary.
Before the Quest Marker
One thing modern readers might find surprising is that players often drew maps while playing. There was no minimap available. No GPS. No glowing objective marker telling you where to go.
If you wanted to survive Colossal Cave Adventure or Zork, you frequently needed to sketch your own map and keep track of where you’d been.
In many ways, exploring the cave became its own adventure.


Get Lamp
If you’re curious about this era of gaming history, I highly recommend the documentary Get Lamp (2010).
Named after one of the most famous text-adventure commands, the film explores the history of interactive fiction through interviews with the people who created and played these games. It’s a fascinating look at a form of storytelling that helped shape everything that followed.

The Same Question
Looking back, gamebooks and text adventures weren’t competitors. They were cousins.
One offered a page number. The other offered a blinking cursor.
But both were asking the same question: What happens if the reader gets to choose?
Whether you’re reading Choose Your Own Adventure, exploring Zork, mapping Colossal Cave Adventure, or creating modern interactive books like Pick Your Own Quest®, the appeal remains the same.
We don’t just want to hear the story. We want to step inside it.
Long before open worlds and dialogue trees, there was a page number and a blinking cursor. And somehow, that was enough.




I'm detecting an AI misadventure, here...
You wrote a book about writing your and similar books? That's like a magician giving away his/her secrets. :P Oh well.
Thanks for the ample information, though. I may need to do some historical rabbit-hole-ing here.
I have painful memories of those old text-based computer games... I can still see the one that involved a sort of fairy-tale world, a swamp, an axe and a cottage befitting Snow White and the Seven Dwarves. I was proud I could use the axe and climb a tree. But, that's about all I achieved before I grew frustrated without more idea how to work the game.
You left out a few of the other book series I enjoyed. One was the Fighting Fantasy series, which went on to make 50 books in its main run and other books and magazines to fit the genre. There was another series that had a strong focus on dragons, putting one on the covers; it's name slips my mind. And, no, it wasn't Dungeons and Dragons.
Can you satisfy my curiosity? Did you post a link to your article in Notes or did it share the link automatically?