Starting Up


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This book is designed to teach business principles in an entertaining format. There are no rules, so readers simply read through the book, flipping from chapter to chapter as the result of decisions. Because the book is about business, a financial summary listing net worth, revenues and expenses is given at the end of each chapter. Whenever the reader fails, he or she is given the opportunity to take the better path offered, and at the end of the book, the successful endings are ranked from best to worst. An index is included for readers who wish to find where in the book a particular concept was discussed.

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 Starting Up: An Interactive Adventure that Challenges Your Entrepreneurial Skills
Authors: David E. Rye and Craig R. Hickman
Illustrators: Thomas Nevy (cover design) and Myron J. Dorf (cover photo)
First Published: 1997
ISBN: 0-13-312240-9
Length: 326 pages (77 chapters)
Number of Endings: 41 (15 defeats and 26 successes)
Plot Summary: You have been laid off from your corporate job and decide to try your hand at being an entrepreneur.
My Thoughts: I think the idea of using the gamebook format for educational purposes is a good one, and this is certainly not the first time such a thing was tried. Unfortunately, this is a rather weak attempt. The writing is extremely bland, resembling a typical motivational business book more than a work of fiction; indeed, most dialogue seems to consist of people quoting motivational business books. The only characters who seem at all human (and that's saying very little) are the player character's family members, but they largely fade from sight after the first couple of chapters. Strong efforts are made to keep the player character gender-neutral, but this leads to awkwardness and seems odd considering that other details, such as age and number of children, are explicitly mentioned in the text. Of course, none of this would matter if the business elements were really strong, but I was unimpressed. I was hoping for a real simulation of running a business, but since there is so much text, so few choices and no game system, it all feels rather arbitrary. It also doesn't help that I didn't like the blunt, self-assured way the authors presented their philosophies or that I came across some rather dated subjects (especially regarding computers). Perhaps a more business-oriented, entrepreneurial soul than myself would get something out of all this, but it's a waste of time for the average gamebook fan.


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