Al-Khwarizmi wrote (in the Offering Typing and clicking Thread):
“That said, I don’t think it’s an interface problem but just that I don’t like the so-called choice-based IF at all. Games with a parser make me actually think, choice-based games don’t require that, they are just like exploring a maze, maybe backtracking from time to time.”
Would you see CYOA differently if more CYOA authors actually made the branch points divert the narrative in different directions, each leading to a different conclusion? This isn’t like a maze, which always has one path and exit. And what if the choices were “hard” to make:
You can research the Ghost of Zimbabu at the library, but by the time you finish the demon spawn may have already scared everyone out of town.
[I know; how many people use the library for research anymore? But work with me here. Pretend the story is set in 1980]
Just grab your Sword of Banishment, take on the ghost, and hope it sends the abomination back to hell. There just isn’t enough time to lolligag.
The particularly astute author will also sprinkle the text with a hint that the townsfolk are very reluctant to leave and imply that the PC has enough time to do the research.
I agree that too much CYOA out there resembles static fiction and the choices are superfluous and arbitrary. But would either of the two approaches mentioned above make CYOA more challenging? Would they distance it from static fiction sufficiently that some parser preferers give CYOA a second look? This assumes, of course, that said parserists don’t mind giving up the illusion that they have unlimited actions available to them.
Neil