An Interactive Timeline
Karen Jones -- Publishers Weekly, 11/1/1999
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In 1982 Crichton designed a computer game called Amazon, but, as he tells PW, found the technology of the day limiting: "We were trying to do something where the technology wasn't up to it, so I said I'm not going to do this again till the technology is."
No longer considered a niche market, the interactive entertainment industry encompasses PC- and Internet-based games plus console platforms including the Sony PlayStation, Nintendo 64 and Game Boy. With a PC installed in 53% of all U.S. households and a console in 25%, the industry has become a mass market juggernaut, and is expected to top $7 billion dollars this year, surpassing domestic movie box office receipts.
Smith is now president and CEO of Timeline Studios, and calls Crichton "The most amazing man I've ever had to work with. He's extraordinarily collaborative and understands the value of a team approach to these kinds of interactive projects."
Smith also tells PW that Crichton has a clear understanding of the differences between linear mediums such as books, movies, etc., and the interactive world. No matter how engrossing a book or movie may be, the reader or audience will always be an observer, unable to alter the storyline. This is not so in interactive entertainment, where the raison d'être is to provide the user with an immersive environment and a real game to play through. There was a time when this distinction wasn't properly addressed, and some interactive adaptations of popular book, movie and television franchises fell flat. However, there has been a significant learning curve for all, and a renewed emphasis on cross-media convergence.
Described by Smith as a cross between Quake, an action shooter, and MYST, a fantasy/adventure title, Timeline, the game, will follow the book's premise and feature most of the characters, plus it will showcase the graphic reconstruction of a bygone era. "This is something that Michael is very excited about," says Smith. "Here's the re-creation of a world that's lost, and our technology is so good that we're able to produce a very accurate representation of what that medieval world looked like."
While Crichton brings his finely tuned sense of storytelling to the interactive medium, he also brings cinematic expertise. "I have a narrative and movie background, so I'm inclined to look at the game in terms of a movie," he explains. However, he stops short of calling interactive entertainment a new art form, and offers, "It's just a word. Are movies an art form, or television? This is a medium, and that's the nonjudgmental version of it."
In a way, players of Timeline, the game, will have the best of several entertainment mediums. They will not only see an historically accurate depiction of 1357 France, but become immersed in the often violent world of medieval intrigue, warfare and chivalry. Players will have to learn to interact safely with 14th-century denizens (beware the dark knight!), including peasants, warriors, lords and ladies, while trying to stay alive in a very dangerous time. Smith observes, "That's the beauty and value of these interactive technologies... we're actually going to take you back to the 14th century. It's a game called Timeline but it really is time travel."
Mike Davila, editorial director of GameWEEK, the trade magazine of the interactive entertainment industry, notes, "It definitely is a plus having Michael Crichton re-enter the interactive marketplace. He brings his storytelling expertise to an industry that needs a little motivation sometimes." As for the possible downside, Davila cautions that Timeline Studios shouldn't make the mistake of just remixing Crichton's previous works into games, and offers, "New ideas must be introduced and every effort made to ensure that the game lives up to the standards expected from that individual's work."
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