Pohl for the Fan Hugo!

One of the miracles of the modern world is that Frederik Pohl has a blog. Nicely chatty and interesting it is too, with much about the early days of science fiction fandom, which is enough reason for Jo Walton to nominate him for the fan Hugo. Fanzine turned blog File 770 finds this ä bit special”:

All very true. So haven’t you stopped to wonder why has he never been nominated for Best Fan Writer in any of the 40+ years the category has existed? Certainly not because his writing isn’t good enough. Nor that he failed to write about fandom — surely we all remember his autobiography “The Way the Future Was.” The real question is whether a long-time pro like Fred Pohl would take the nomination as a compliment. This enforced egalitarianism is not always welcomed by pros. Recall that Harlan Ellison turned down his Best Fan Writer nomination.

This is a bit like, as we say it Dutch, looking for nails at low tide, raising objections for the sake of objecting, rather than from genuine concern. Anybody familiar with Frederik Pohl and sf fandom enough to worry about the fan Hugo should know about his long involvement with fandom, even longer than his career as a filthy pro. The fact that he started a blog in his late eighties on which most of his posts are about his love for fandom, the history of how he get involved with fandom and science fiction and so on is a rather large clue as well that Pohl has no problems with fandom.

He’s also about the only living link with First Fandom still present and active – honouring him for this work by nominating him for a fan Hugo does not seem an insult to me and I doubt very much he would think differently. Doesn’t necessarily mean he needs to win it too, but the nomination is at very least a signal that people in fandom like and appreciate what he’s doing. Good on Jo to do so.

The idea that pros are pros and fans are fans and they’re separate species is a filthy modern heresy (for some values of modern). Pohl surely is somebody who knows otherwise. File 770 should know otherwise.

The only real objection you could make to Pohl’s nomination is the idea that people will then vote for him based purely on name recognition. Since this is a long existing problem that has never stopped anybody before, i wouldn’t worry too much about it though.

Whiny fans are whiny

The best reason to celebrate the fact that Dollhouse Joss “feminist” Whedon’s latest crappy science fiction show with dodgy sexual policies was cancelled, is the giant whingefest its fans went on when K. Tempest Bradford voiced her pleasure at its disappearance. Best bit:

It’s a matter of simple courtesy: when someone’s best friend dies, you don’t say, “Well, it’s for the best–he was a real DOUCHE,” even if it’s one-hundred percent true. Show some respect for the recently departed, or at least show some respect for the recently departed’s grieving friends.

Dear oh dear. The crybaby faction in fandom is alive and well. Fair enough that fans of the show will lament its loss, but to demand that everybody validate them in their grief is just toolish. And actually comparing it to the death of a friend is just plain stupid.

Plugh

Somewhere Nearby is Colossal Cave: Examining Will Crowther’s Original “Adventure” in Code and in Kentucky:

Abstract

Because so little primary historical work has been done on the classic text computer game “Colossal Cave Adventure”, academic and popular references to it frequently perpetuate inaccuracies. “Adventure” was the first in a series of text-based games (“interactive fiction”) that emphasize exploring, puzzles, and story, typically in a fantasy setting; these games had a significant cultural impact in the late 1970s and a significant commercial presence in the early 1980s. Will Crowther based his program on a real cave in Kentucky; Don Woods expanded this version significantly. The expanded work has been examined as an occasion for narrative encounters [Buckles 1985] and as an aesthetic masterpiece of logic and utility [Knuth 1998]; however, previous attempts to assess the significance of “Adventure” remain incomplete without access to Crowther’s original source code and Crowther’s original source cave. Accordingly, this paper analyzes previously unpublished files recovered from a backup of Woods’s student account at Stanford, and documents an excursion to the real Colossal Cave in Kentucky in 2005. In addition, new interviews with Crowther, Woods, and their associates (particularly members of Crowther’s family) provide new insights on the precise nature of Woods’s significant contributions. Real locations in the cave and several artifacts (such as an iron rod and an axe head) correspond to their representation in Crowther’s version; however, by May of 1977, Woods had expanded the game to include numerous locations that he invented, along with significant technical innovations (such as scorekeeping and a player inventory). Sources that incorrectly date Crowther’s original to 1972 or 1974, or that identify it as a cartographic data file with no game or fantasy elements, are sourced thinly if at all. The new evidence establishes that Crowther wrote the game during the 1975-76 academic year and probably abandoned it in early 1976. The original game employed magic, humor, simple combat, and basic puzzles, all of which Woods greatly expanded. While Crowther remained largely faithful to the geography of the real cave, his original did introduce subtle changes to the environment in order to improve the gameplay.

When my dad got his first computer back in ’87 through a work sponsorship deal, he got a diskette from a cow-orker (one of those old floppy 51/4 inch ones) with oodles of classic games, including Adventure. The hours I’ve sat behind the pc with tracing paper and pencil to sketch my way through the maze. Once, when I was really, really bored at a job I might have even downloaded the VMS version of Adventure to the Alpha system I was working on as a way not to die of boredome waiting for something to do…

(Found via Michel.)