Spelunking the history of Adventure

May 26th, 2011 10:25 AM
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Get Lamp, Jason Scott's documentary on the history of text adventures is interactive fiction, is comprehensive, spanning two DVDs and multiple episodes.

But it doesn't cover everything, nor should it: any published work has to retain its focus or else spiral out of control, losing everyone's interest along the way. Fortunately, as with everything else in life, for that which we want to know more about, there's the Internet.

Most impressive is Julian Dibbell's 5,000+ words dissertation on the life and times of Stephen Bishop, a slave in pre-Civil War Kentucky. That doesn't sound like a text adventure tale, but it is in fact the origin of Colossal Cave. Bishop was assigned the role of tour guide of Mammoth Cave, the cavern that served as the basis for the original text adventure. Bishop wasn't merely a spelunker, though, but an imaginative and empathetic storyteller who brought the cave to life with the creative names and yarns he spun for his tourists. Consider this example:

Bishop made the most of this ability to size people up, making sure all comers got the spectacle they felt they'd paid for. Most were easily satisfied; others came hungry to explore uncharted cave. Bishop catered to them all, at times bringing the more adventurous along with him on his discoveries — at others, apparently, letting them think they were discovering territory he had in fact already surveyed. As expert as he was in exploring, in other words, he was expert, too, in delivering what was then a novel sort of product but is now known familiarly (to students of latemodern marketing culture, anyway) as the commodified experience.

A map of the entire Colossal Cave, courtesy Mari Michaelis.Those qualities could be just as easily ascribed to Will Crowther, who, almost 150 years later, also brought people to Colossal Cave, except in digital form. Having previously been married to the woman with whom he'd explored Mammoth Cave, the place naturally held memories that made it difficult to revisit after the divorce. With his introduction to Dungeons & Dragons, Crowther thought he might meld his two pastimes into a new game he could play with his children. Thus was born Colossal Cave.

Dibbell's work is a brilliant and sweeping narrative, reminding us of the recurring themes of exploration and imagination throughout humanity's history, how unrelated threads can weave together, and how much older are stories are than we often realize. It's well worth the time of any gamer or historian — or just anyone who can appreciate an engrossing story.

(Hat tip to Jason Scott)

The return of interactive fiction

November 18th, 2010 10:09 AM
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Text adventures, or interactive fiction, are currently en vogue, as evidenced by more than the release of the medium's own documentary. Beyond GET LAMP and its niche market, IF has been making appearances in even mainstream media, leading the way for new and exciting developments in this classic gaming genre.

My cousin, bless her heart, emailed me this clip from the CBS sitcom Big Bang Theory, asking, "Do you remember these games, or are they before your time?"

I suspect most of BBT's geeky audience will recognize and appreciate this nod to gaming's textual origins, as even modern gaming has taken to acknowledging its roots. Earlier this month, Activision released the highly anticipated first-person shooter, Call of Duty: Black Ops (or CoD:BlOps for short). The game includes an Easter Egg: hidden within but accessible from a virtual computer terminal in the game's militaristic setting is none other than Zork itself. This treat is made possible by Activision's purchase of Infocom in 1986, seven years after the company was founded and three before it was shut down.

Although this bonus feature is an amazing opportunity to introduce the current generation of gamers to interactive fiction, Jason Scott points out an inherent flaw in the context in which Activision has chosen to do so. Players of CoD:BlOps are expecting an intense, fast-paced, and violent experience, filled with twitch reactions and realistic graphics. To ask them to slow down, sit at a virtual keyboard, and be challenged by the puzzles of Zork only brings into contrast how far gaming has come, and the obstacles IF now faces.

Nonetheless, those obstacles are being tackled — and overcome — by the likes of Andrew Plotkin. This IF designer, interviewed in GET LAMP, recently set out to use Kickstarter to raise enough money to quit his day job and dedicate himself to creating text adventures for Mac, PC, and iPhone. He hoped to raise $8,000 in 30 days; in the first twelve hours, he raised $12,000.

Many of Plotkin's current works can be played on his homepage, where we should expect to find the fruits of his labors continue to be published once his sabbatical begins.

In the meantime, if you want to try a point-and-click interface that explores abstract concepts in an interactive fiction-like experience, try A House in California, loosely based on the Apple II classic Mystery House. It's one example of how far IF actually has come in the past three decades — even if it is no Call of Duty.

(Hat tips to Andy Molloy and Jason Scott)

Leaping into the Lion's den

October 25th, 2010 2:35 PM
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Those who learn history may help us avoid it, but sometimes, the details escape prediction. When I interviewed Jason Scott for Computerworld, I asked him about closed systems like Facebook and the iPad. His response:

People think Facebook is an unstoppable juggernaut … and we have to fight, because if we don't, it'll always be like this … It's really bad to flip out, as if this were life and death. We're doing the same thing with the iPad, all this crapola of closed system vs open system, with people rooting for companies like they're sports teams. At the same time there was the Altair and the Atari 800 and the Apple II, we still had the Atari 2600 and the NES — two completely closed systems that worked dependably. We lived with it, it was fine, and now they're gone and there are other things. So yeah, Facebook is pretty terrible with privacy, and I'm bothered by the number of people who happily defend ease over freedom, but Facebook won't survive more than another five years in their current form. You won't recognize them in five years, they'll be something completely different. They can't survive as they are. Look at MySpace or Friendster or Orkut. There's a lot of space in the ecosystem. I'm not too worried. We won't even be thinking about it by October.

If Scott was referring to Facebook, then he may've been right, as there hasn't been nearly as much discussion about the social network's privacy controls lately as there was in the spring. But if he meant the iPad, well — I guess he didn't see Lion coming.

Apple's next Macintosh operating system will feature an inbuilt App Store, similar to what iTunes already offers for iOS devices. Already, alarmists are asking: is this the end of the Mac as an open platform?

I don't believe it is, but Apple isn't alone in moving toward more closed architectures — almost everything today's consumer uses is meant to be used as its designer intended. This approach may be more elegant for the end user, but it's also more restrictive, prohibiting innovative workflows and custom solutions to individual problems. At KansasFest 2010, I moderated a panel on this very topic, after being inspired by an article Ivan Drucker wrote for Juiced.GS.

Closed systems aren't just frustrating for end users. Such proprietary natures discourage curiosity and learning — essential skills for any future programmer or artist, as recently noted by Wil Wheaton in a Geek a Week podcast interview (time indices 16:21–19:36). The former Star Trek star reminisced about fiddling with shortwave radios and how easy it was for kids to take things apart and learn how they worked. "It's a shame that so many things are so closed down and locked down these days," said Wheaton. "That kid that 25 years ago would be inspired by reverse-engineering a game on their Apple IIe is going to have a lot more difficult time doing the same thing today."

The emergent popularity of computer science has given many more students and at many more ages the opportunity to learn computer programming, but those formal structures are far different from the self-taught programmers of a previous generation who could LIST their favorite software, study it, and even modify it. Doing so on a modern Mac is already nearly impossible, and I don't see the Mac App Store worsening the situation. But it does suggest a continuing formalization of the relationship between vendor and user, and a further demarcation between user and programmer.

The year 2010 began with the unveiling of the Apple iPad and ended with the potential diminishment of the Mac as an open platform. Neither digital historian nor Starfleet ensign can see the future these announcements will usher.

Beyond GET LAMP

August 19th, 2010 12:55 PM
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If there was ever a year to attend KansasFest, 2010 was it. Besides a fantastic keynote by former Beagle Bros president Mark Simonsen and the triumphant return of Bite the Bag, every attendee received a free copy of Jason Scott's two-DVD text adventure documentary, GET LAMP. How cool is that?

Scott's work has made interactive fiction into a hot topic, with plenty of buzz around the net. Episode #8 of the video podcast Gameshelf (iTunes) looks briefly at modern incarnations of the genre, including where to play it online for free without needing an emulator or interpreter, with recommendations of specific beginner games, such as Dreamhold. In the Gameshelf episode, you can see an Apple II at 1:33, just after watching an awkward gameplay session of Action Castle, the live-action text adventure that was played at KansasFest 2010's Friday night banquet.

A melding of Scott's two interests, text adventures and dial-up BBSs, can be found in the game Digital: A Love Story, available for free on Mac, Windows, and Linux. The game tells a narrative in the form of a dial-up bulletin board, which was largely a lost medium in the life of the game's young creator, Christine Love. Scott interviewed her this summer about her work researching and creating the game.

There's more that can be said about text adventures than can fit in any one blog post or even one documentary, so expect this topic to be revisited time and again here and elsewhere. And if you still haven't seen GET LAMP, it may be coming to a city near you.

(Hat tip to Taking Inventory)

Grilling Jason Scott

July 26th, 2010 12:07 PM
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I heard of BBS: The Documentary before I knew of Jason Scott. I reviewed the film for my first issue as editor of Apple II publication Juiced.GS and thought a good follow-up would be to interview its creator. My first interview with Jason ran in December 2006, though it wasn't until the inaugural ROFLCon in April 2008 that I got to meet the man himself. I found him colorful, knowledgeable, opinionated — and, most of all, passionate. He's somebody I found worth keeping tabs on, which is why Computerworld publishes my second interview with him today, the week that his second film, GET LAMP, debuts. Less than half of what Jason and I discussed fit into Computerworld's print edition, just like the "PAX cut" of his film shown at KansasFest was only an excerpt of his larger work. Fortunately in the latter case, the final product will be shipped free to all KansasFest 2010 attendees by the end of next month. I can't wait to review Jason's latest accomplishment for Juiced.GS.

Jason Scott at KansasFest 2009

It is actually not typical for this keynote speaker to put his audience to sleep.

I have not sought to complete my familiarity with Jason's non-cinematic productions, so it was by happenstance that I recently stumbled across an MP3 recording of "Apple II Pirate Lore", a presentation he gave in 2003:

[This is an] overview of the Apple II Piracy Community of the early to mid 1980's, presented at the 5th Rubi-Con Conference in Detroit Michigan. Subjects covered include the unique aspects of the Apple II microcomputer architecture and culture, the methods of removing copy protection from software packages of the Apple II, and a very large helping of trivia. To illustrate some aspects of the "crack screens" and other Apple II graphics, an Apple II clone and several programs were provided. Speech delivered on March 29, 2003.

The file is almost exactly 46 minutes in length and discusses the stratification and traditions of early computer users and hackers. What generalizations can we make about Apple II users, and what motivated some of its users to become hackers? What language and practices existed within that subset of users? Jason delivers his speech eloquently while using but not relying on visuals, making his presentation surprisingly effective as an audio-only recording.

Most important to me, this presentation clarifies why Jason made a great keynote speaker at KansasFest 2009. Sure, Apple II users are part of a broader retrocomputing community of which Jason is a member — but his experience with the Apple II is personal and memorable. This small bit of knowledge quickly transformed my perception of him from that of an outsider to that of a peer.

When interviewing Jason about GET LAMP for Computerworld, he told me, "A lot of my stuff was slow-simmering and is now coming to a boil." I'm glad to see the fruition of more of his work, because I know the Apple II community to which be belongs will benefit.

The history of Usenet

May 24th, 2010 1:34 PM
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Last month, I attended ROFLCon II, a conference that originated two years ago at MIT as an occasion to study and discuss the nature and propagation of Internet memes, such as LOLcats. The event afforded me the opportunity to meet many of my heroes, from Matt Harding to Jason Scott (who I'd next see giving the keynote speech at KansasFest 2009). At the first ROFLCon, Scott presented a session, "Before the LOL", on the history of digital communications. The full presentation is available online, as is a four-minute video summary.

ROFLCon: Before the LOL

ROFLCon: Before the LOL

In 2010, Scott returned to ROFLCon and was part of a panel on the history and heroes of the Usenet. His panel consisted of celebrities both lauded and loathed, from Brad Templeton, former chairman of the Electronic Frontier Foundation, to Laurence Canter, the Internet's first commercial spammer. Despite the variety of backgrounds and reputations, it was an enjoyable and revealing session for all present.

ROFLCon II: Heroes of Usenet

ROFLCon II: Heroes of Usenet

I covered ROFLCon II for Bostonist.com, but with 13 pages of notes from 11 different sessions, I was able to summarize only a fraction of what I learned that weekend. My writeup unfortunately did not touch upon the Usenet session, which brought back memories of using my Apple IIgs, a 2400-baud modem, and ProTERM to dial into my local ISP and access a variety of newsgroups. Although I was not active in comp.sys.apple2 (aka csa2), I made regular use of the other resources Usenet provided, and I lament its unpopularity today.

I'm talking about the sense of an intimate community that existed before everyone and their mother got onto the Internet. Usenet was also a valuable reference for anyone looking to discuss shared interests. Today, if you had a modern Mac support question, where would you go to ask it — discussions.info.apple.com maybe? For cooking advice, you might think allrecipes.com — but there are no message boards there, only recipes and comments on same. The Grateful Dead? I wouldn't even know where to start. For more esoteric topics, like the Apple II, you have several options, from Applefritter forums to the Low End Mac mailing list — but which one do you choose?

I'm not against diversification of resources or even multiple communities, but there is no standard today. By contrast, with Usenet, you could take a single identity to multiple newsgroups and find all the information you needed. The tools for reading these boards made it effortless to keep track of as many as you wanted — something that modern message boards still have difficulty reproducing. (As a community manager for Computerworld.com, I still long for the powers I had as a CLI sysop.) Scott's session had me yearning to return to the days of the text-based reader tin. (Unfortunately, I can't get the Mac OS X installation instructions to work.)

When I graduated from college and lost my shell access, I never explored how else I might access Usenet. It wasn't until a few years ago, when I discovered Google Groups offers Usenet messages via RSS, that I again started lurking in csa2. RSS is my preferred method of content delivery, and depending on your ISP, you too may need to look into such alternatives, as fewer of them are offering their own news servers to which to connect your NNTP client. Even Duke University, which originated Usenet in 1979, is shuttering its newsgroups.

Regardless of your access method, Usenet is still available, and csa2 has shed its former reputation as a flame pit and has become a cordial environment in which to ask questions, pose problems, and suggest solutions, from the esoteric to the mundane. As long as people keep using it, there will be those dedicated to keeping it alive. Usenet isn't going anywhere — heck, if we're lucky, it could even be the basis of Wikipedia's successor.