Engrossing but difficult to watch: “Man in Cave” documentary on caver Floyd Collins

I’m conflicted. This is a very well done animated documentary, creating visuals that were not part of the original press coverage of Floyd Collins, the caver trapped in Sand Cave in 1925, and the subject of the first media circus, fed by the emerging new medium of radio journalism. The animation adds sight gags and…

Into the depths of code. Algorithmic archaeologies and cave fantasies in video games

The full article (by Angelo Careriis) in French, but there is an English abstract, and Google Translate is just a few clicks away. By examining a mixed body composed of video games linked to the American hacker culture (Colossal Cave Adventure, Rogue, Dwarf Fortress), and some academic research that examine these objects with an experimental…

This Woman Inspired One of the First Hit Video Games by Mapping the World’s Longest Cave

The Medium headline calls Colossal Cave Adventure “one of the first the video games,” but it’s a stretch to use “video” to describe the modality of a command line text parser game. The former Patricia Crowther was very helpful to me when I interviewed her by telephone for my DHQ article. I could have written…

New “Adventure” Details from Will Crowther in Mammoth Cave Book

The new book from the University of Kentucky Press, Mammoth Cave Curiosities” A Guide to Rockphobia, Dating, Saber-toothed Cats and Other Subterranean Marvels, offers some new tidbits from Will Crowther about his ground-breaking 1970s computer game, “Colossal Cave Adventure.” In a subsection confidently headed “The First Computer Adventure Game,” we find this weaselly clunker: “Developed in…

Crowther’s Adventure: Tough Memes to Squash

Will Crowther, an RPG-er, created the first text-based adventure game for computers Colossal Cave Adventure in 1975.6 When Don Woods developed it into Adventure in 1976-1977 he added the Tolkienian elements of trolls and elves. —Helen Young, Journal of Tolkien Research Well, yes, but Crowther had already started with the Tolkenian elements of underground dwarves,…

The Course of True Fun Never Did Run Smooth: A Midsummer Night’s Dwarf Fortress Reflection

I am in rehearsals to play Oberon in a community theatre production of A Midsummer Night’s Dream. He is a fairy king who manipulates the lives of humans who wander into his realm. I am also playing Dwarf Fortress, an insanely complex game in which the player indirectly manages a community of dwarves. I’ve been surprised by the connections I’ve observed.

Cave Gave Game: Subterranean Space as Videogame Place | Electronic Book Review

Electronic Book Review just published an article I wrote with Dave Thomas, on cave space in video game ecology. Parts of this article are a companion to my 2007 Digital Humanities Quarterly article on the 1970s text computer game Colossal Cave Adventure. Crowther’s translation of real world caving experience into the digital medium provides a…

Photo of William Crowther, 2012

I just noticed that a few days ago, a Wikipedia user uploaded a photo to the bio for computing history legend Will Crowther. The caption reads “Will Crowther in fall of 2012 in the Shawangunk Mountains.” A bit of Google-fu leads to several photos showing Crowther is still climbing (the hobby he had long before…

Adventure Before Adventure Games: A New Look at Crowther and Woods’s Seminal Program

Lessard pushes back in useful ways against the notion that modern computer games emerged fullly-formed from the coding experiments of Will Crowther — a notion I’ve helped to promote (though of course I’m exaggerating as I present it here). I’ll want to read through the essay again in more detail, but here is part of…

The Evolution of Adventure: Make Game – Asio City

In the early 1970s William Crowther worked for the high-tech R&D company BBN Technologies as part of a team developing the ARPAnet; a computer network predecessor to the Internet. Crowther has never shown any desire to court celebrity for his achievements. Aside from a couple of interviews from books, Where Wizards Stay Up Late and Genesis II: Creation and…

Tantalizing Details for Colossal Cave Adventure Enthusiasts

The most detail I’ve ever seen about Will Crowther’s other creative projects; here, in a conversation dated 1996, he discusses “different ‘adventures’”, and reveals that he wrestled with many of the same challenges that interactive fiction programmers faced through the 1980s and on to the present. I have at various times made different “adventures.” Two…