It all starts with an ordinary, nearly featureless duck whose life the player influences.
Every once in a while, the story hits a panel with multiple arrows around it. This is a branching point where the player gets to decide how the story progresses by clicking on one of the two (or three) panels pointed at by an arrow.
The story then continues in this fashion until it reaches an ending. There are 16 possible endings in total, and the player is encouraged to discover all of them.
And to make the experience more fun, there are also 12 achievements and 7 hats to collect along the way!
A Duck Wants:
- Arty Things
- Become an Artist
Hat: Crash Helmet
- Performance Art
Achievement: It's a bird! It's a plane!
- Try Cartooning
No wait, it's just a bird.
- Become a Writer
Achievement: Author! Author!
- One Last Try
Hey, catchy title!
Hat: HeadsetAchievement: Working nine to five
What a way to make a living.
- Science Stuff
- Dimension Jump
Achievement: Quacks in spacetime
Whoa... Déja vu.
Achievement: The leap home
- Work Together
Achievement: Best of all possible worlds
- Charitable Foundation
It really is rather lovely.
Achievement: Spruced up goose
- Duck Mansion
What could possibly go wrong?
- Bermuda Pentangle
Achievement: A duck's best friend
- Work Together
Bread may be grand but it won't pay for rental
- Kitten Cove
Achievement: Diplomatic solution
- Demand a Duel
- Try Diplomacy
Well, at least you tried...
A Simple Life
- Chase Fish
- One Last Try
Going to need a bigger boat.
- Chase Ladies
- Play the Field
Achievement: All new, all different
- Reinvent Self
Who needs a hat anyway?
Achievement: Love's labour's won
- Seek Lost Love
If at first time you don't succeed...
- Settle Down
- Play the Field
This work provides examples of:
- 100% Completion: Discovering all possible storylines is about the only thing there is to do in the game.
- Alternate Self: The "Bermuda Pentangle" and "Dimension Jump" storylines merge allowing you to meet your alternate self.
- Another Side, Another Story: The "Bermuda Pentangle" and "Dimension Jump" storylines eventually merge, as do "Become a Writer" and "Chase Fish" allowing the player to experience the events twice, from each self's perspective. Note that the story actually ends differently for each self.
- Arson, Murder, and Jaywalking: The Kitten Cove is referred to as a "hive of scum & villainy ... and kittens"
- Big First Choice: Right after the forth panel, the player has to choose between "A Simple Life", "An Education", and "High Adventure". This choice then shapes the entire rest of the story.
- Bland-Name Product: In one version of the "Science Stuff" storyline, the duck invents a dPod.
- Buffy Speak: In "An Education", the duck can choose to study either "Arty Things" or "Science Stuff".
- Cool Helmet: The crash helmet in "Performance Art".
- Cosmetic Award: The 7 hats.
- Deliberately Monochrome.
- Dressed to Plunder: The rapid promotion in "High Adventure" earns the duck an eyepatch and a pirate hat.
- The pirate queen in "Kitten Cove" also wears a pirate hat.
- The End: Every ending consists of a single panel that simply reads "END".
- Effortless Achievement: The 12 achievements.
- Eyepatch of Power: The duck gets one in "High Adventure" when being promoted from cabin duck to first duck.
- First Girl Wins: The duck reunites with his First Love in "Seek Lost Love".
- First Love: The result of choosing to "Chase Ladies". It's then up to the player to decide whether it's going to be successful ("Settle Down") or not ("Play the Field").
- Golden Ending: The "Charitable Foundation" storyline includes the "Best of All Possible Worlds" achievement.
- HeelFace Turn: Choosing to "Play the Field" eventually results in a downward spiral making the duck resolve to change. There are two ways to do this: "Seek Lost Love" or "Reinvent Self".
- Multiple Endings: There are 16.
- One-Word Vocabulary: The duck says nothing but "Quack!" or slight modifications thereof.
- Promptless Branching Point: A lot of the branching points can be considered this.
- Story Branching: Obviously, since the game is a Gamebook, a genre story branching is integral to.
- Story to Gameplay Ratio: Very high. Gameplay is virtually limited to the branching points where the player decides how the story progresses. However, the game aims for 100% Completion which forces the player to discover all the remaining choices sooner or later anyway.
- Talk Like a Pirate: Averted in "High Adventure" where the duck still says nothing but "Quack!" even as a pirate.
- Writer's Block: Choosing "Retire" within the "Become a Writer" storyline eventually leads to this.