Augmentology" a concise manual of reality for our digital age."

Mark Hancock,_Augmentology: Interfaccia Tra Due Mondi_

[Sponsored by The Ars Virtua Foundation/CADRE Laboratory for New Media]


The Guardians of the Tradition are an Art Games guild that recently created Sidequest!: A Classic Cyberpsychedelic Text Adventure. In Sidequest! you – as the game character William Crowther – crawl through a generative, cut-up and recombined twisty little maze of passages through timespace that criss-crosses multiple networks. Examples of these networks include: Mammoth Cave, ARPANET, The Stanford Artificial Intelligence Lab (SAIL) and The Hollow Earth. This Art Game is playable online as well as being Free & Open Source Software Art.

The Guardians of the Tradition (or simply [TGOTT]) formed in 2009 after an invitation to participate in the “Play Up!” exhibition at the Jack Olson Gallery, Northern Illinois University School of Art. “Play Up!”, curated by Mike Salmond, featured work by Eddo Stern, Ben Chang and The Guardians of the Tradition. The Games Guild is made up of jonCates, Jake Elliott and Tamas Kemenczy.

In 2006, [TGOTT] member Tamas Kemenczy created a text adventure engine/editor called Forklore, a collaborative platform for writing forked narratives via telephones. For our text adventures in Sidequest! Tamas employed a more generative approach so as to keep the game narratives coherent while also creating a significantly randomized, responsive and psychotropic narrative environment. This environment can collapse and regenerate depending on the gameplay. We define parameters (in order to keep the actions/subjects coherent) by keeping track of the avatar, chosen actions and the subjects acted upon. We use that ‘game data’ to generate text adventures (having the generated text adventures self-reflexively/recursively reflect the underlying state of the machine).

Sidequest! finds you, William Crowther, crawling through a generative twisty maze of passages, all different. The maze of passages is sometimes:

  • the caves William Crowther explored with his daughters prior to his divorce
  • the physical network of computers that constituted ARPANET
  • the original location of The Stanford Artificial Intelligence Lab (SAIL)
  • the mythical/mystical Hollow Earth
  • a cyberpsychedelic cutup of all these places/networks.

Will Crowther wrote Colossal Cave Adventure in 1975/1976. Colossal Cave Adventure is recognized as the classic/original text adventure that established this genre of gaming/Interactive Fiction. Patricia and Will Crowther:

  • traversed a tight passage between two networks of caves previously thought to have been unconnected in 1972
  • helped map Mammoth Caves in Kentucky
  • contributed to the field of spelunking
  • were in love
  • married
  • had two daughters (Sandy, born in 1967, and Laura, born in 1970)
  • by the mid-1970′s were divorced when Will Crowther wrote “Colossal Cave Adventure”.

Apparently Will wrote Colossal Cave Adventure to recreate his shared experience of crawling through/exploring cave systems (based on Mammoth Caves). His construction of the game was to allow himself and his girls a asynchronous existence in a virtual-memory-space after his divorce from Patricia. [TGOTT] are excited/inspired by the conceptual/emotional basis of this kind of game development and gameplay.