CD-ROMs, we hardly knew ye.
In the mid-1990s, the CD-ROM seemed poised to
become a major delivery system for a new kind
of hybrid entertainment -- promising to
transform the production and distribution
pipelines much as VHS-format videocassettes
had in the 1980s, when numerous mini-majors
and independent studios emerged and
"straight-to-video" and foreign markets opened
up new opportunities for screenwriters.
WGA members helped create several blockbuster
CD-ROM titles, and the Guild actively
evangelized in the game and multimedia
industries, attempting to secure an even
bigger foothold in the world of New Media.
A typical, high-flying company of the time was
7th Level -- which adapted the Monty Python
and Ace Ventura franchises to interactive CD-
ROM formats and grossed millions of dollars
with each title.
Flash forward to 1999 ... and the news that
7th Level has just renamed itself
7thStreet.com -- after an
85% drop in revenues between 1997 and 1998. In its announcement of
the name change, the company said it had
abandoned the CD-ROM market entirely, to focus
on developing Internet- based educational
tools.
It is a mistake to say that the CD-ROM no
longer exists as an Entertainment delivery
system. But the CD-ROM is no longer the
significant shaper of New Media, and with the
benefit of hindsight, it's easy to see that
it's approaching the end of its evolutionary
dominance. What led to its demise, and what
has taken its place? First, a few of the
reasons for the CD-ROM's rapid fall from
grace:
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Full motion video (FMV).
Ironically, the very reason that many
screenwriters were initially recruited to work
in the CD-ROM world also became the reason
they weren't invited back to the party. The
gaming and edutainment communities realized
that if you employ Hollywood production
techniques, you'd better employ Hollywood
talent: someone who's been there and done
that, someone who understands how to extract
emotion, suspense, and humor out of script
pages, makeup, boom mikes and videotape. But
Hollywood production techniques and Hollywood
talent require Hollywood money, an absolutely
terrifying discovery for companies who -- only
a few years earlier -- would spend just a few
thousand dollars to bring a game to market. In
addition, FMV often had the effect of
suppressing or flattening the new elements of
interactivity and immersion,
the elements that made this genre new and
exciting to begin with. (Budget and time make
it impossible to shoot dozens of scenario
variations; in addition, the relentless
realism of FMV often defeated the illusion
that the player was in the game.)
Games flourished when they offered
something movies and TV couldn't (i.e.,
interactivity). Once they began competing on
the same turf, they were bound to lose: choppy
15fps windowed video is no match for the
visual splendor of Titanic or The Matrix.
-
A glut of bad titles.
Fostered partially because many gaming
companies used FMV, but refused to pay
Hollywood money -- meaning non-WGA writing,
non-DGA directing, and non-SAG acting. In
addition, the rapid market growth generated an
overproduction of mediocre product: the same
perverse market mechanism witnessed in the
1980s (when all those "straight-to-video" and
low-budget movie titles dragged down one
independent studio after another) and seen
more recently in the Hong Kong movie industry.
-
Difficulty of use.
Something the programmers could never
resolve. Installations too often stalled or
crashed a system, or even wiped out critical
system data. Nobody would buy a music CD if
its use routinely trashed a CD player, and
nobody would watch "Ally McBeal"
if it caused
all other programming to be translated into
Latvian. Pop in a videotape or a Nintendo
cartridge and they work, just about every
time. Winner: anything but CD-ROMS.
Several new Industry developments converged to
put the final spin on the CD-ROM wind-down:
-
"Next generation" game consoles.
Sure, the old Super Nintendo was no match
for the visual experience PC CD-ROM could
deliver, but the new Sony Playstation and
Nintendo 64 are pretty close -- and
they are way cheaper and way easier to use.
-
3D acceleration.
Game developers turned to FMV because it was
a huge advance from the two-dimensional
"sprites" and "side-scrolling" that games had
used previously (if you haven't lately, try to
look at an old Sega or Atari 2600 game -- at
one time, they were considered a wonder, but
now they look awfully primitive). But FMV
wasn't terribly pliant or interactive.
Technology improving like it always does, game
designers could suddenly deliver an actual
three-dimensional computer- generated world.
Sure, it isn't exactly real,
but it responds in a very real way, and is
constantly different and unpredictable, since
it renders its environment "on the fly" in
real-time.
-
The Web.
A little slow, and a step backwards in the
assets it can deliver (i.e., if you think
video sucks on a slow CD-ROM drive, you should
see the lags and frame drop- out rate in a
dial-up connection). But it works most of the
time, and it's easy to use (click on a link,
click Back, click Forward). And as a producer,
you've eliminated packaging costs, shelf space
costs, and distribution costs. You can update
and improve the product easily.
Screenwriters were in the front lines when the
CD-ROM revolution got going. But that
revolution came and went, and another one is
underway. Where do screenwriters fit in, and
what lessons can be drawn from the rise and
fall of CD-ROMs? Stay tuned for
next month's column...