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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>