August 13, 2007
Check out Dennis G. Jerz’s excellent article about Adventure‘s cave and Adventure‘s code, (link updated) now out in the second number of Digital Humanities Quarterly and already trumpeted in Boing Boing.
The photos provide a nice hook and make a strong argument that it’s worthwhile looking at the real places digital works represent. These places are often not what we’d expect, and the differences can tell us something interesting about the places in question, or perhaps about our imaginations. Beyond the photos and the texts they correspond to, there is also some very nice analysis of the subculture of caving in this piece, and some compelling description of how it can be used to read the spaces and artifacts of the first text adventure. Finally, Jerz not only went to the earthy source of all interactive fiction cave-games; he took a parallel journey into Adventure‘s source code, uncovering a great deal about the remote collaboration between Crowther and Woods. Overall, there’s plenty for IF fans and digital humanists to explore, and treasures to find.