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There remains the possibility that we can't concoct
a complete design for an interactive title. After all, the technology is
constantly changing and interactive multimedia as a genre has yet to reach
any stable definition that would allow us to build products in a predictable
fashion.
This view is expressed rather eloquently by Michael Moon, "Of the many challenges
faced by the studio producing interactive works," he says, "three are most
pertinent today:
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As individuals, we lack a clear understanding
of makes a great interactive title. The interactive producer today is like
the film director in 1923. We're still inventing cameras and making fundamental
discoveries about film and sound.
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Interactive multimedia has yet to find its own
unique creative and production process. Developing interactive titles combines
the complexity of software development, which benefits from small, tightly
focused teams, with the complexity of a feature film production, which supports
iterative layers of work by numerous highly skilled specialists. The domains
of software and film pose very different requirements for managing work.
Software demands intensive communication among the core programmers, reflecting
the fact that one misplaced bit can cause the entire program to crash. Film
emphasizes product over process, requiring good project coordination, traffic
management, and resource management.
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The market for interactive products is new and
relatively immature. Producers in the Hollywood sense understand the delicate
interplay between creative expression and bottom-line profitability. They're
able to optimize the development of a given product to reflect its intended
market. For the most part, multimedia publishers lack this degree of experience
and a market in which they can apply it."
Moon makes some excellent points. However, I question
the equation of film c. 1923 and multimedia today. Are the principles that
underlie interactive presentation still so thoroughly uncodified? Is every
title a completely new invention? Are we still making fundamental discoveries
about tools and processes?
Let's look at a couple of interactive titles starting with Broderbund's
successful Living Books line of CD-ROMs. These interactive children's books
present stories in text and animation that can be viewed in a linear or
interactive fashion. Broderbund created a Living Books engine that has served
as the foundation for the entire product line. Although newer releases feature
better animation and interactive design, the basic technology is much the
same today as it was when Just Grandma and Me was published in 1992.
The differences largely have been creative, and the creative emphasis has
made Living Books a reliable purchase for parents.
Take another example, Cyan's breakthrough adventure game Myst. The
company's first title, Manhole, presented a magical world of characters
and places to explore. This black and white HyperCard title was one of the
first ever to use a user interface in which objects in the scene serve as
interface elements. If you want to go through a door, you click on the door.
If you wanted to talk to Mr. Rabbit, you click on Mr. Rabbit. It sounds simple,
but it was an original idea in 1988. Cyan refined this virtual-world concept
to include animation with Cosmic Osmo and Spelunx. Myst
combined the transparent interface with evocative imagery, inviting interactions,
and a great story to produce on of the best-selling CD-ROMs yet.
The road from Manhole to Myst does parallel the progress of
technology. Black and white illustrations became color 3D renderings. Music
segments became longer, audio quality crisper. Nonetheless, the real advances
were in the creative arena. Cyan created a challenging adventure game without
using opaque interface elements such as a menu or inventory - no mean feat.
I once got into an argument with a successful game developer at Art Teco
1. It began something like this:
Me: "Would your CD-ROM adventure have been
successful if you had published it five years ago for a black and white
Macintosh?"
Him: "No."
Me: "It's not art, then."
(Huge argument follows.)
Actually, I think his title would have been fun on a black and white Mac
five years ago. I also think he missed the point. Sure, you wouldn't want
to ship an adventure game in black and white today. But using the latest
technology doesn't guarantee success any more than shooting a film in Panavision
wins you an Oscar.
The success of the title in question is a result of the experience of playing
it. And what is that experience? It's the interface, puzzles, dialog, story,
and - art. By art I mean more than the sounds and pictures. I mean the design
of the interactive experience. The artist masters tools, but artistic expression
transcends the tools, be they hammer and chisel or parallel processors.
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