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Digital Storytelling : A Creator's Guide to Interactive Entertainmen

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Chapter 2 CD-ROMs 27<br />

These little discs could s<strong>to</strong>re a massive amount of digital data—text, audio, video,<br />

and animation—which could then be read by a personal computer. Prior <strong>to</strong> this,<br />

s<strong>to</strong>rage media for computer games—floppy discs and hard discs—were far more<br />

restrictive in terms of capacity and allowed for extremely limited use of moving<br />

graphics and audio.<br />

It was not until the early 1990s, however, that the software industry began <strong>to</strong><br />

perceive the value of the CD-ROM format for games and ‘‘edutainment’’ (a blend of<br />

education and entertainment). Suddenly, these discs became the hot platform of the<br />

day, a boom period that lasted about five years.<br />

Myst and The Seventh Guest were two extremely popular games that were<br />

introduced on CD-ROMs, both debuting in the early ’90s. It also proved <strong>to</strong> be an<br />

enormously successful format for children’s educational games, including hits<br />

like the Carmen Sandiego and PutPut series, Freddie Fish, MathBlaster, The Oregon<br />

Trail, and the JumpStart line.<br />

The success of CD-ROM games, and particularly the ability of this platform <strong>to</strong><br />

combine s<strong>to</strong>ry elements with audio and moving visuals (video and animation),<br />

attracted the attention of Hollywood professionals. By this time, a few people<br />

with television or film backgrounds were already working in interactive media,<br />

myself included. But suddenly countless other writers, direc<strong>to</strong>rs, ac<strong>to</strong>rs, and producers<br />

became aware of this new type of entertainment. Intrigued with its possibilities,<br />

they crowded in<strong>to</strong> seminars and workshops on multimedia or new<br />

media—the two terms most often used at the time <strong>to</strong> describe interactive projects.<br />

And many pros from traditional entertainment began <strong>to</strong> attend events like the<br />

Game Developer’s Conference and E3 (Electronic <strong>Entertainmen</strong>t Expo), seeking<br />

knowledge and new contacts who could provide a way in.<br />

Hollywood was waking up <strong>to</strong> the fact that many of the creative skills<br />

employed <strong>to</strong> make movies and TV shows might also be of value in interactive<br />

media ...though people also sensed that unfamiliar skills would be required as<br />

well, a scary prospect. The sudden boom in interactive media, particularly CD-<br />

ROMs, promised <strong>to</strong> offer fresh professional and creative opportunities at a time<br />

when jobs in TV and motion pictures were at a premium, and competition for<br />

them was fierce.<br />

Although no one was keeping score, it is certainly true that hundreds of writers<br />

alone did get writing assignments in this new field, as evidenced by Writers Guild<br />

members listed in the Guild’s new direc<strong>to</strong>ry of interactive writers. And numerous<br />

members of SAG (the Screen Ac<strong>to</strong>r’s Guild) found jobs doing voice-over work for<br />

animated games and <strong>to</strong>ok parts in live-action video games. Similarly, producers<br />

and direc<strong>to</strong>rs found assignments in interactive projects that utilized their skills.<br />

As another sign of Hollywood’s interest, many of the movie studios opened interactive<br />

divisions.<br />

Unfortunately, the CD-ROM field went through a bleak downturn in the<br />

second half of the 1990s, caused in part by the newest competi<strong>to</strong>r on the block,<br />

the Internet. Financial shakeups, mergers, and downsizing within the software<br />

industry put the squeeze on the production of new titles. For many in<br />

Hollywood, the bloom was now off the rose. Disenchanted with new media, they<br />

tried <strong>to</strong> make their way back in<strong>to</strong> the linear word of motion pictures and TV.<br />

Others, however, stuck it out and looked for a way <strong>to</strong> parlay their newly acquired<br />

expertise in<strong>to</strong> other kinds of interactive media, particularly the Internet. And despite<br />

the shake-up, CD-ROMs have remained a viable format for games, education, and<br />

even corporate training.

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