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- <text id=93TT0296>
- <link 93TO0093>
- <title>
- Sep. 27, 1993: The Amazing Video Game Boom
- </title>
- <history>
- TIME--The Weekly Newsmagazine--1993
- Sep. 27, 1993 Attack Of The Video Games
- </history>
- <article>
- <source>Time Magazine</source>
- <hdr>
- CYBERTECH, Page 66
- The Amazing Video Game Boom
- </hdr><body>
- <p>Kid stuff has become serious business as Hollywood and Silicon
- Valley race to attract a new generation to the information highway
- </p>
- <p>By PHILIP ELMER-DEWITT--Reported by John F. Dickerson/New York and David S. Jackson/San
- Francisco
- </p>
- <p> The kids get it right away. Nobody has to explain to a 10-year-old
- boy what's so great about video games. Just sit him down in
- front of a Sega Genesis or Super Nintendo machine, shove a cartridge
- into the slot and he's gone -- body, mind and soul -- into a
- make-believe world that's better than sleep, better than supper
- and a heck of a lot better than school.
- </p>
- <p> Grownups, as a rule, don't get it. Which may be why the video-game
- craze has been seen by most adults -- including the captains
- of the entertainment industry -- as a dead end. For 20 years
- they have watched the advent of Pong and Pac-man, the rise and
- fall of Atari, the arrival of the Japanese, and have dismissed
- videogaming as a temporary detour far removed from the mainstream
- of modern American culture -- which is to say, movies and prime-time
- television.
- </p>
- <p> Until now. What once seemed like a passing fad for preteen boys
- has grown into a global moneymaking machine that is gobbling
- up some of the most creative talents in Hollywood and tapping
- the coffers of media and communications conglomerates eager
- to get in on the action. Video games rake in $5.3 billion a
- year in the U.S. alone, about $400 million more than Americans
- spend going to the movies. Globally, game revenues exceed $10
- billion each year, and the worldwide sales of a single hit can
- top $500 million. Last week players from Times Square to Paris
- to Tokyo queued up in stores to buy Mortal Kombat, one of the
- hottest (and most violent) games ever made. In the next few
- weeks, Disney/MGM will release the game version of Aladdin;
- Propaganda Films will debut Voyeur, a new kind of adult-oriented
- interactive movie; and a start-up company named 3DO will launch
- the riskiest merger of games and multimedia yet, with a $699
- superpowered machine designed to blast the market into new levels
- of graphic reality and financial risk.
- </p>
- <p> The video-game industry is being propelled forward by a technological
- imperative that is reshaping most forms of entertainment. America's
- telemedia giants -- from AT&T and Time Warner to Tele-Communications
- Inc. and the proposed Paramount-Viacom combo -- are spending
- billions to turn today's passive television broadcast system
- into a two-way, interactive information highway capable of delivering
- not just movies, sitcoms and news on demand, but the world's
- greatest video games as well.
- </p>
- <p> Suddenly a new medium -- and a new market opportunity -- has
- opened up in the place where Hollywood, Silicon Valley and the
- information highway intersect. Games are part of a rapidly evolving
- world of interactive amusements so new that nobody knows what
- to call them: Multimedia? Interactive motion pictures? The New
- Hollywood? And like the proverbial blind men feeling their way
- around the elephant, everybody involved in it has a different
- idea of what this lucrative beast is, depending on what part
- of it touches them. Hollywood executives tend to see the emerging
- market as a way to distribute movies and TV shows. Computer
- types see it as a way to get their machines into every home.
- Cable TV companies see it as a Pied Piper that will lure a generation
- of young viewers onto the data superhighway -- and get their
- parents to pay for pricey service connections and set-top cable
- boxes that might otherwise seem intimidating.
- </p>
- <p> But right now, it's the video-game designers who have the electronic
- ball. The rapid advance of technology in the past decade has
- given them a set of tools with almost unimaginable power: high-speed
- computer-graphics chips that can create millions of bright colors
- and flash them on a screen in a fraction of a second; digital
- compression schemes that can squeeze the equivalent of a complete
- set of an encyclopedia onto a single silver disc; fiber-optic
- cable that can beam limitless quantities of data around the
- world at nearly the speed of light; simulation techniques that
- can immerse players in a three-dimensional world of illusion.
- </p>
- <p> Like children with a new box of crayons, video-game makers are
- taking up these tools and using them to transform the cartoonlike
- earlier hit games -- Super Mario Brothers, Sonic the Hedgehog,
- Street Fighter II -- into something with lifelike action and
- plots. Meanwhile, the programmers have been joined by a new
- generation of Hollywood executives who, having tasted the power
- of computerized special effects, are eager to create a whole
- new form of entertainment that can be beamed over a cable line,
- bought in a cartridge or played from a compact disc. Both sides
- talk excitedly about making interactive movies with synthetic
- actors, of allowing players to take full control of the character's
- action and even, with the proper equipment, to enter a virtual
- reality in which they are the character.
- </p>
- <p> Over the past 18 months, two groups, one representing Silicon
- Valley, the other Hollywood, have been meeting at trade shows,
- visiting labs and quietly cross-fertilizing. Several prominent
- executives have jumped ship -- most notably Strauss Zelnick,
- who quit his job as president of 20th Century Fox Film Corp.
- this summer to head a video-game company called Crystal Dynamics.
- This fall dozens of these ventures are at last starting to roll
- out real products. Among the attractions coming soon to a living-room
- screen near you:
- </p>
- <p> -- Mortal Kombat, whose release last week in a $10 million Hollywood-style
- media blitz set off a nationwide debate about the escalating
- violence in video games (see box). The brutal kick-and-punch
- game is expected to bring in more than $150 million by Christmas
- -- roughly equivalent to ticket sales of a hit movie like The
- Fugitive.
- </p>
- <p> -- Aladdin, which may be the most beautiful video game ever
- made, features the first game characters hand-drawn by Disney's
- studio artists. Aladdin's release will be closely tied to that
- of the home-video version of the movie, which Disney predicts
- will be the best-selling videotape in history.
- </p>
- <p> -- Voyeur, a kinky murder mystery created by the Hollywood production
- company that made Madonna's Truth or Dare, stars Hollywood veterans
- Robert Culp (from the old I Spy series) and Grace Zabriskie
- (from Twin Peaks). A true hybrid, it shows real motion pictures
- on the screen while players control which of hundreds of twists
- and turns the plot will take.
- </p>
- <p> The most closely watched video-game event of the season is not
- a game at all, but the arrival of a new game player. Next week
- Panasonic will introduce a VCR-size black box called REAL Multiplayer,
- designed by the hot Silicon Valley start-up company 3DO. With
- a 32-bit processor, packing twice the punch of the 16-bit Super
- Nintendo and Sega Genesis systems, and two special-purpose graphics
- chips, the Multiplayer is the most powerful video-game system
- ever marketed to the home. That in itself is no guarantee of
- anything. Other companies have tried and failed to use sheer
- power to steal the hearts and minds of the Nintendo generation,
- and this machine carries the added disadvantage of a price tag
- seven times as large as that of a Sega or Nintendo. But the
- industry -- and Wall Street -- is taking 3DO seriously, in large
- part because the company is backed by some of the biggest players
- in the information-highway business and headed by one of America's
- most charismatic entrepreneurs.
- </p>
- <p> Trip Hawkins, founder and chairman of 3DO, was one of the first
- to see that Hollywood and the video-game industry were headed
- toward a happy collision. With his salesman patter and show-biz
- smile, he has for years been telling anyone who would listen
- that video arcades were more popular than movie houses -- and
- he would rattle off the numbers to prove it. As chairman of
- Electronic Arts, a leading maker of video games (and the first
- to treat its programmers like rock stars), he also railed against
- the electronics industry for failing to agree on a single video-game
- standard -- a failure that kept the industry locked in the Beta-versus-VHS
- stage. When nobody appeared interested in building the machine
- of his dreams, he set out to build it himself. He kept thinking,
- he says, of an old New Yorker cartoon showing two vultures sitting
- glumly on a limb. "I'm sick and tired of waiting," one says
- to the other. "Let's go kill something."
- </p>
- <p> Hawkins set out to combine the visual power of a Hollywood movie
- with the interactivity of a video game. His solution, whether
- it succeeds in the marketplace or not, points in the direction
- that all interactive media are likely to go.
- </p>
- <p> Hawkins will sell his games on compact discs -- the same silver
- platters that have taken over the music business and been adapted
- as storage devices for machines built by Sega, Philips, Commodore
- and all the major computer manufacturers. But unlike most of
- his competitors, Hawkins sees CDs as a temporary solution. Ultimately,
- he says, interactive motion pictures will be delivered to home
- game machines not on a disc but through the fiber-optic networks
- being built by cable and telephone companies. This summer he
- announced plans to sell a new version of the Multiplayer that
- plugs directly into a coaxial cable, where it can serve both
- as a cable TV and VCR controller and as a gateway to the information
- highway.
- </p>
- <p> It was in part the clarity of Hawkins vision of that highway,
- and how video games fit on it, that made him so attractive to
- investors -- and to more than 350 of the cleverest video-game
- designers in the business. His early backers include AT&T, Time
- Warner and Matsushita (which owns Panasonic and Universal, one
- of the biggest Hollywood studios).
- </p>
- <p> Unfortunately for Hawkins and his partners, he is not the only
- one with his eye on the information-highway prize. Atari has
- announced a $200 game system called Jaguar that could steal
- some of 3DO's sparkle this fall. Both Sega and Nintendo are
- rumored to have 3DO-class machines in development. And last
- month Nintendo announced plans to leapfrog ahead with a game
- machine built around a 64-bit chip, which has twice the power
- of 3DO's.
- </p>
- <p> Sega, meanwhile, has made a couple of deals that could prove
- prescient. In one, Time Warner and Tele-Communications Inc.
- have agreed to create a special Sega channel on their cable-TV
- systems that would give subscribers access to 50 games each
- month. In another important pact, Sega has allied itself with
- AT&T to create a special cartridge called the Edge 16 that would
- enable Sega Genesis owners to compete with similarly equipped
- players anywhere in the world over ordinary telephone lines.
- </p>
- <p> John and Shelly Bain already have a pretty good idea of what
- that's like. Almost every night after dinner, instead of clicking
- on their TV set and waiting to be entertained, they sit down
- at their computers and entertain themselves. Dialing a local
- access number from their San Francisco living room, they enter
- the virtual amusement park of the ImagiNation Network, a combination
- Las Vegas, Nintendo and Sunday-afternoon social club, where
- they can compete against fellow computer users in everything
- from bridge and blackjack to medieval role-playing fantasies.
- </p>
- <p> The Bains are video-game addicts by almost any definition of
- the word. Shelly, 40, pays $129.95 a month to spend unlimited
- time on the network, while John, 43, a police officer, pays
- $79.95 for a 90-hour-a-month package. The two of them spend
- hour after hour perched in front of their computer screens playing
- games and exchanging E-mail messages with old friends, newfound
- acquaintances and even, sometimes, each other.
- </p>
- <p> The Bains may not know it, but their nocturnal habits are of
- intense interest to the entertainment industry. What Hollywood
- needs to know is whether the Bains are a curious exception or
- the wave of the future. If videogaming is going to be one of
- the popular attractions in the mix of entertainment offerings
- on tomorrow's interactive TV systems -- and many are gambling
- that it will -- the people who create and market those games
- will have to know what makes people like the Bains tick. What
- do they want to play? Why? And, most important, how much are
- they willing to pay?
- </p>
- <p> Until now the core audience for video games has been boys ages
- 8 to 14. It is with this group that the power of interactivity
- can be seen in its purest form. Unlike young girls, who seem
- to be able to take video games or leave them, boys tend to be
- drawn into the games at a deep, primal level. Many simply can't
- tear themselves away, to the detriment of their schoolwork,
- their eating habits and their health.
- </p>
- <p> What is going on? According to psychologist Sherry Turkle, author
- of The Second Self, the key lies in the rates of development
- of young boys and girls, which to their mutual pain and embarrassment
- are usually out of synch. Girls in their pre-teen years tend
- to mature faster than boys -- socially and sexually. Normal
- day-to-day interactions with these girls can be stressful and
- troubling for the boys, who tend to withdraw to a safe place
- -- sports, scouting, computer gaming -- where they can hang
- out until they are ready to hold their own with the girls, a
- process that can take years. Most home video games, unfortunately,
- are derived from coin-operated arcade models that were designed
- not to build up a lad's fragile ego but to defeat him and take
- away his quarters.
- </p>
- <p> Over the past decade, video-game companies have struggled to
- extend the market beyond that audience of preteen boys. Games
- built around characters such as Barbie and the Little Mermaid
- are clearly pitched to girls. On the other end of the spectrum
- are sports games like John Madden Football (an early Trip Hawkins
- hit) designed to give older boys and men an excuse to extend
- their game-playing habits well into adulthood.
- </p>
- <p> But nobody has yet found a way to make video games broadly attractive
- to that part of the market that consumes the biggest share of
- books, movies and television drama: adult women. That's where
- Hollywood comes in. The idea is that nobody knows better than
- moviemakers how to put stories on a screen and bring them to
- life. "My own belief," says Voyeur's Zabriskie, "is that the
- sooner the better actors and the better directors get involved,
- the sooner this will be a medium that everybody will want to
- get into."
- </p>
- <p> The Hollywood-Silicon Valley connection goes back to the early
- 1980s, when movie companies and video-game makers found it mutually
- convenient to license cartoon and film characters (usually for
- a modest 5% to 10% of net sales) for use in video games. At
- one point Atari had deals lined up to make video games out of
- Peanuts, Mickey Mouse and the Muppets. Then in 1982 Atari licensed
- E.T. for $23 million and proceeded to turn it into one of the
- worst video games ever made. The resulting disaster, known in
- the industry as "the crash of 1984," brought Atari into bankruptcy
- court and nearly dragged down its corporate parent, Warner Communications,
- as well. Some of those unsold E.T. cartridges can still be found
- on the dusty back shelves of retail stores.
- </p>
- <p> The licensing game never died, however. Now Hollywood is making
- movies and TV shows out of video-game characters (witness this
- summer's Super Mario Brothers feature and the two Sonic the
- Hedgehog cartoon shows coming this fall), and kids assume that
- any film or series with any action in it will come out in a
- game cartridge within six months. Besides Aladdin, vidkids this
- Christmas will be able to choose from games based on Cliffhanger,
- Last Action Hero, Ren and Stimpy, Bram Stoker's Dracula, Home
- Improvement, Jurassic Park and a whole subgenre of Bart Simpson
- adventures, including The Simpsons: Escape from Camp Deadly,
- Bartman Meets Radioactive Man, Bart vs. the Space Mutants, Bart
- vs. the Juggernauts and Bart vs. the World.
- </p>
- <p> As the video-game business exploded over the past few years,
- people in Hollywood couldn't help noticing that their 10% cut
- was becoming bigger and bigger. "They started getting these
- huge royalty checks that were doubling every year," says Gilman
- Louie, chairman of Spectrum Holobyte, publisher of the popular
- game Tetris. "Finally someone said, `Why aren't we in that business?
- Why are we leaving the rest of that money on the table?' "
- </p>
- <p> Thus began a massive consolidation in which every major Hollywood
- studio either bought a video-game company, started its own in-house
- interactive department, or did both. "People used to ask, What's
- the risk of getting in this business?" says Steve Eskenazi,
- an analyst at the investment firm Alex. Brown & Sons. "This
- year the question is, What's the risk of not getting into the
- business?"
- </p>
- <p> Now when a movie studio agrees to license a video game, it gets
- involved in the game's design from the start. When Steven Spielberg
- realized that a plot he was considering for a movie would work
- better as a game, he took it to his friend George Lucas, whose
- own video-game operation turned the idea into a spelunking adventure
- called The Dig. At Sony Interactive, every movie script that
- Columbia buys is screened by the video-game department for its
- game potential. If it looks promising, says Olaf Olafsson, president
- of Sony Electronic Publishing, a separate scriptwriting team
- develops the game version. In some cases the movie script is
- actually changed to add what Sony's creative team calls IPMs
- -- interactions per minute -- to make for a better game.
- </p>
- <p> When film crews go out to the set, the video-game people are
- right behind. Sony used footage from Cliffhanger and Dracula
- to create the backdrops of the CD versions of those games. Spectrum
- Holobyte is doing the same for a version of Star Trek: The Next
- Generation it is creating for 3DO. In some cases, extra footage
- is shot on location to provide additional material for the games.
- </p>
- <p> To make the characters in video games more realistic, actors
- are being recruited to serve as models. Acclaim, the video-game
- company that made Mortal Kombat, has created a special "motion
- capture studio" for this purpose. A martial-arts expert with
- as many as 100 electronic sensors taped to his body sends precise
- readings to a camera as he goes through his moves -- running,
- jumping, kicking, punching. The action is captured, digitized
- and synthesized into a "naked" wire-frame model stored in a
- computer. Those models can then be "dressed" with clothing,
- facial expressions and other characteristics by means of a computer
- technique called texture mapping.
- </p>
- <p> To make Voyeur, Propaganda Films shot live actors in an empty
- room and then combined their digitized images with computer-generated
- sets -- beds, desks, windows. To make Switch, an interactive
- motion picture to be released next year, director Mary Lambert
- rented Sound Stage 5 at the Hollywood Center Studios. Watching
- a scene in which actress Deborah Harry, dressed in a skintight
- dress with a plunging neckline, strides into a chamber decorated
- with ancient Egyptian props is like stepping back into the studios
- of the 1930s.
- </p>
- <p> "Wow," someone says, as giant columns begin to crumble around
- her. "The whole place is a gigantic vault."
- </p>
- <p> "And cut!" shouts Lambert. "Thank you everybody. That was nice."
- </p>
- <p> Intriguing as such productions are, there is no guarantee that
- any of this will produce a game that is fun to play. The very
- best designers -- and there are only eight or 10 with track
- records for making video-game hits -- are as rare as Spielbergs
- and Scorseses are in Hollywood. They have to know how to design
- puzzles that are hard but not too hard. They have to pace the
- dangers and rewards and have an intuitive feel for the nature
- of the medium. "Hollywood knows nothing about interactivity,"
- says Brian Moriarty, who designed some of the best-selling Zork
- games and is working on Spielberg's The Dig. "If they are looking
- for a quick killing, they are in for a disappointment. There
- are no quick killings here."
- </p>
- <p> It remains to be seen which needs the other's talents more:
- Hollywood, with all it has to learn about computers, or Silicon
- Valley, with all it needs to discover about telling a story.
- But the tale of their meeting and their subsequent romance has
- all the makings of a terrific movie. And if someone can figure
- out how to make it interactive and put it on the info highway,
- it might even make a good game.
- </p>
-
- </body></article>
- </text>
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