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In the early 1990s, a great change swept through the personal computer industry The compact disc arrived as a data storage medium
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The difference between then and now is this: Back in The Day, people would say, George, we re going to make a great game Then, one day, they started saying, George, we re going to make a demo that s going to blow those investors away Demo-making for investors is a totally different activity than game-making George Alistair Sanger, Legendary Audio Guy, The Fat Man
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Up to that time, the standard portable storage device was the floppy disk, which holds a little over a megabyte of information The compact disc can store over 650 megabytes of data, and it can be manufactured more quickly and cheaply than a floppy can Since they weren t writeable (at the time), compact discs weren t of any use to the consumer for storing their own data, but for software publishers, they were an ideal distribution medium They also had the advantage (again, at the time) of being uncopyable For a while, they virtually eliminated the kind of casual piracy that was common among computer owners CD-ROMs changed the PC game landscape enormously and, a little later, the console game landscape as well It was now possible to create really large games About the largest number of floppy disks ever shipped with a game was 12, for Ultima Underworld II, which together amounted to 25 megabytes of data once they were all decompressed Today, a single compact disc can hold 26 times that much information, even without data compression CD-ROMs allowed games to include photorealistic graphics, high-quality sound, and even small movies One of the first games to take advantage of this new technology was called The 7th Guest, and it was so spectacular in its day that people bought CD-ROM drives just to be able to play it
NTERACTIVE MOVIES COME AND GO
In the mid 1990s, a number of Hollywood studios entered the game business They already owned a lot of audiovisual content from their movies and television shows, and they thought that computer games would be an easy way for them to make more money out of this material It was not the first time that Hollywood had gotten into the game industry During the video game boom of the late 1970s, several movie studios had started game development divisions, but most of them got their fingers burned in the crash and never came back By 1994, some were ready to try again A number of people in the game industry were quite excited about the prospect of working with Hollywood, and so a new game concept was born, the interactive movie A number of interactive movies were produced, and some of them met with considerable financial success Taking advantage of the CD-ROM, they presented pictures and sound that were better than anything seen before After the initial excitement was over, however, the interactive movie was abandoned as a product concept The biggest problem was the cost of producing all the video needed for a branching storyline Back when games were all text you could write large numbers of scenes for very little money, but when it became necessary to film them all, the cost was prohibitive In addition, the CD-ROM, large as it is, still doesn t have enough room for all the video that a truly branching storyline requires As a result, the storylines of most interactive movies didn t branch very much which meant that they weren t really very interactive The term interactive movie oversold the concept without really delivering on its promise, and nowadays few
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