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Notes -
Choose your own adventure books exist, but I think that whole genre just fits way better with a game. Multiple ending options based on how you played just makes sense within a game.
Any stories that play off the actions of the player are going to be more powerful in game form. Bioshock is a good example here, but far from the only one in the genre. Dishonored is another one where choosing to be non-violent, or staying completely hidden will change minor details in the following levels.
More power and game changes depending on choices is the thing I'm pointing at. Because choose-your-own-adventure books can't change the experience depending on the choices.
Dishonored is a great example too. The game offers the player all these fun powers to brutally murder enemies, which makes the decision to endure a stealth low-revenge play-though aligns the player-as-human and player-as-morality-in-game decision making. Someone playing blind might not realize that the action-fight at the end is a consequence of their actions in the game.
Dishonored also has a unique video-game feature of choices that take creativity to recognize as a choice at all. Like the mission in Dishonored where Corvo signs up to duel a party-goer, and first to death wins. But the player can use sleep-darts instead of lethal-darts to win the duel without killing the other person.
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