In an ecosystem that's been almost entirely consumed by upgrade treadmills and habit loops, it's a perfect counterpoint that is about storytelling and gameplay that's all about emphasizing craft.
I think that’s part of why the Souls games (and later Elden Ring) have such a fascinating fusion of East and West. Isolation necessitates imagination.
https://projectaon.org/staff/christian/gamebook.js/
which was, admittedly, a strange idea (an experimental mix between a gamebook and interactive fiction), which I explained there:
http://cjauvin.blogspot.com/2013/03/suspension-of-parser-dis...
Nowadays I would use an LLM for that, of course.
As we already had this book-independent character sheet, we decided to re-use it for the next book, carrying over all inventory and stats from the previous book, amassing a huge hoard of useful items during our journey across books.
One could call this 'cheating' - but it made the game much more fun and creative for us. What I hated about the books was that you could take a wrong turn at the beginning of the book, only to realize this at the end. "If you have a small silver key and a rope, continue on page 33, if not: you die.". Of course we got the key - we collected a few of them in previous books. And the whip we got in another book should work as a rope, too.
Does anyone remember the similar Narnia books? They were sort of in between CYOA and something like FF which are almost like a solo RPG
https://en.wikipedia.org/wiki/Lone_Wolf_(gamebooks) https://en.wikipedia.org/wiki/Steve_Jackson%27s_Sorcery!