WHAT INTERACTIVE
MEDIA NEEDS IS TLC
Gloria Stern Talks to Rob Landeros and
David Wheeler Under the leadership
and creative direction of co-founders
David Wheeler and Rob Landeros, Aftermath
Media announces the release of "Tender
Loving Care," a thriller based on
the novel by Andrew Neiderman. Aftermath's
creative team boasts a notable record in
software development, artistic production
and direction, filmmaking and interactive
design. To take advantage of the best
available resources - both technical and
creative - Aftermath follows a Hollywood
studio business model, which provides the
company with the flexibility to bring
aboard leading creative and technical
talent for each project. Key Management Rob
Landeros is one of the creative
forces behind Aftermath's interactive
dramas. Landeros, who designed and co-created
the best-selling CD-ROM "The 7th
Guest" (tm), most recently was CEO
and creative director of Trilobyte. Prior
to that he was art director of Virgin
Interactive Entertainment Games, where he
pioneered and developed leading software
titles such as "Spirit of Excalibur"
and "Lexi-Cross." From 1987 -
1989 he art directed most of Cinemaware's
titles, including "Defender of the
Crown" and "Rocket Ranger".
David Wheeler is the other
creative force behind Aftermath's
interactive dramas. He is an award-winning
documentary filmmaker (EMMY) and
commercial director (CLIO), and has
written and directed numerous television
dramas as well as several interactive
works including "The 11th Hour,"
"Clandestiny," "Dog Eat
Dog," and "Tender Loving Care"
which is also a full length feature film.
Aftermath, the production company
formed by the partners, has an
exceptional approach to interactive
narrative. "We believe substantive
story content is universally appealing
and suitable for delivery in all forms of
media, including CD-ROM, DVD, film,
television and the Internet." said
Wheeler.
"Tender Loving Care" is a
true multimedia product in that it will
be experienced on CD-ROM and DVD, seen in
theaters, on television and video (The
Internet is not quite ready for our
technology yet, but, when it catches up,
we will have the perfect mass appeal
product for the medium.)
Even more intriguing, the
characters and plot elements of TLC are
guided by the viewer's own personal
comfort level as indicated by his or her
perceptions, predilections, and aversions.
The CD-ROM is structured to develop a
psychological profile of the viewer
through a series of exit polls and
thematic apperception tests (TATs) placed
after each episode in the story. TATs are
psychological tests commonly used to
measure personality characteristics
through projective techniques focusing on
dominate drives, emotions, sentiments,
complexes, attitudes, and conflicts.
G.S.: Rob, your
reputation with the success of "7th
Guest" startled the industry. How
did you come to develop it? What were
your background and skills at that time
and what gave you the concept?
R.L.: For the first 3/4
of my life, my skills and training had
been as a fine artist and illustrator. In
1982 I bought a Commodore 64 to play
games. But that computer came with the
Basic language built in, and so I taught
myself how to program. I found that
making my own games was much more fun and
challenging than just playing them. I
suppose I proved to myself that I could
do coding, but my talents were in the
visual arts. So when the Amiga came along,
with Deluxe Paint, which had a palette of
32 colors out of thousands of possible
colors, that's when I decided this was a
viable medium for professional artists
and that one could make a living in the
field of computer graphics. So I learned
how to use the paint app and over the
course of about 3 months, I put together
a small portfolio of work and took it to
a game company named Cinemaware. They
hired me as company Art Director. We feel
that, so far, the industry has barely
scratched the surface of interactive
storytelling and that the key to the
future of entertainment is interactivity.
G.S.: So you started in
the industry creating games?
R.L.: I then moved on to
Virgin Games. After being there for two
years and working on a variety of
projects, I became disenchanted with the
direction they were moving. I was more
interested in pursuing more sophisticated
forms of entertainment for the older, PC
users market. To me, the most attractive
avenue was that of CD-ROM, the market for
which was virtually non-existent at that
time. This was around the latter part of
1989.
G.S.: I'm tempted to say...
and the rest is history... Your success
has been the stuff of which legends are
made. When did you make the leap to
producing content for CD's?
R.L.: Our job description
at the time was to stay on top of the new
technology, which meant that we went to a
bunch of conferences to try to figure out
when this technology would be viable,
when there might be an installed base and
most importantly, what you could do with
it. After a while, we figured out that
few people knew exactly what they were
going to do with it. At one gigantic
conference, hosted by Microsoft, we sat
in an auditorium filled with about 800
people and the speaker asked, "Who
is planning to make games for CD-ROM?".
We were only two of four people to raise
our hands.
G.S.: That certainly put you in
a unique place. What impact did the
revelation have?
R.L.: Soon thereafter, we
decided to quit writing conference
reports and start writing a design
document for a CD-ROM game... one that
would be the first to take full advantage
of the medium.
G.S.: Starting out in a
distinctly new direction, there must have
been a lot to unwrap. What were some of
the stumbling blocks as you got into the
project?
R.L.: There were many
stumbling blocks. First of all, the specs
we set out for ourselves required that
the game be in SVGA resolution. That is
640x480 at 250 colors. Games at that time
were 320x240 and 32 colors. When we
started, there were no tools, such as
paint programs, with which to do this.
G.S.: You had an entire
technology department at your disposal.
Did you make use of proprietary utilities
or of off-the-shelf products?
R.L.: Fortunately for us,
Autodesk came out with 3D Studio, a 3D
modeling and animation program which
could render out frames of animated
objects at any resolution. Shortly
thereafter, they came out with Autodesk
Animator Pro, a paint app which could
handle the screen and color depth
resolutions we wanted. Autodesk had a
player program which could play frames of
animation at low resolutions, but we had
to write our own player to play our hi-res
output. This required our own proprietary
encoding compression and playback
techniques. No small matter, that.
G.S.: So some of the
implementation had to be developed?
R.L.: Yes, We had to
write tools to digitally composite the
video characters into the virtual
backgrounds. Also to interleave synched
sound files with the animations. In fact
we had to write tools for everything.
Plus we didn't know much about video
production or much of anything else when
we jumped into this. Nobody else in the
game industry did either. It was a
totally new adventure. We made it up as
we went along. The other major stumbling
block was storage. "7th Guest"
was the largest game ever made and
required 20 gigabytes of on-line storage.
Remember, this was back before networks
and gigabyte servers were commonplace.
And then there was the matter of "asset
management". On a project this
massive, with thousands of individual
files including sound, animation,
graphics, both original, raw assets and
processed files (compressed or computer
enhanced files), it was a major thing
just to keep track of what and where
these things were.
G.S.: It sounds like you
were called upon to invent all the
aspects of production. Were there any
pleasant surprises? Things that were
easier than you expected?
R.L.: NOTHING WAS EASY!
Everything that could go wrong, did.
There was no aspect that we didn't have
to do over at least twice. The only thing
that was a pleasant surprise was how well
the title was received by the public.
G.S.: The success of
"7th Guest" proved you were on
the right track and that there was a
place for interactive fiction on CD.
David, you came into the picture with
"11th Hour." Had you two worked
together before? What was the force
behind the cooperative effort? Do you
have complimentary skills?
D.W.: No, we had not
worked together before. When I first
moved to Oregon, I read in the Ashland
newspaper that Rob would be presenting
"The 7th Guest" as an
interactive work in progress at a meeting
of the Southern Oregon Film and Video
Association. I went out of curiosity and
was very impressed. We didn't actually
meet but a few months later a producer
named Howard Schreiber had been asked for
a bid on Trilobyte's next project, "The
11th Hour," and he brought the
script to me and asked me to get involved.
Shortly after, Rob and I were working
together. He surprised me. His background
was as an artist and an interactive
designer yet he had a deep interest in
story and character development which was
exactly what I intended to bring to the
project along with a more cinematic
presentation than I had seen in "The
7th Guest." On the other hand, I
surprised myself in that I actually had
some kind of understanding of possible
applications of interactivity to
storytelling. I came up with an idea that
we developed into an interface and I didn't
even know what an interface was. I turned
out to be some kind of interactive idiot
savant.
G.S.: We all have a lot
to learn from successful production teams,
David. What's the division of work in the
partnership?
D.W.: Rob and I have
worked together for almost four years now.
Basically, I'm more focused on the story
and the on the interactive design but we
share in each other's area quite a lot.
But it's never a situation of two people
trying to do the same thing and getting
in each other's way. There is no sense of
competition. We have a common goal and
work towards that. If there's a problem,
whether it be an aspect of design or a
casting decision, we work to find a
solution and when we find one, we move on.
I don't recall a single incident of
disagreement, which is saying a lot after
four years of working in a creative
process that is potentially rife with
disagreement.
G.S.: Aftermath Media is
in Medford, Oregon. Is that where all
this started?
D.W.: Actually, Aftermath
is in Ashland which is about 10 miles
south of Medford and less than 20 miles
from the California border. Ashland is a
very pretty little mountain town with a
population of 16,000. It's surprisingly
sophisticated and culturally advanced. It's
the home of the Oregon Shakespeare
Festival and Southern Oregon University
and is populated with a lot of actors and
artists and ex-San Francisco chefs. Rob
lived here back in the early '80s when he
was literally scratching out a living as
a scrimshaw artist and when he formed
Trilobyte, he had been living in Southern
California and convinced his former
partner to move up here. They settled in
Jacksonville, another nearby town of
exceptional beauty, which is where we
started working together. I was living in
Los Angeles and bought a vacation home
here in 1990 and moved here full time in
1992 with the intention of commuting to L.A.
But, as it's turned out, except for the
first few months, I've never had to
commute. I met Rob and life as I had
known it changed dramatically. Trilobyte
grew rather quickly and we moved twice
over the next couple of years as we
expanded from 6 employees to 50.
G.S.: Aftermath has an
unusual philosophy regarding interactive
media that characterizes your work and
defines your direction.
R.L.: Our unique approach
to interactive story development sets the
company apart from other developers.
Emphasizing the well-founded principles
of storytelling such as plot, character
development and pacing, our titles evoke
something rare in interactive
storytelling -- emotions. Aftermath's
interactive stories scare, arouse,
perplex, intrigue and engage.
By combining the best elements
of cinema, literature, visual arts and
music with high production values and
elegant, unique interactive design,
Aftermath creates products which have an
appeal that goes far beyond the limited
range of the gaming community into that
of the mass audience.
Currently, Aftermath is working
on the "Tender Loving Care"
film and CD-ROM project that Landeros
brought with him from Trilobyte. The
interactive, multiple-ending, 35 mm
filmed CD-ROM centers around a
Hitchcockian tale of a husband, his
traumatized wife, a nurse and the mystery
surrounding the tragic accident involving
their only child. Ultimately, the story
becomes an emotional roller-coaster ride
of lust, deception, and power. "Tender
Loving Care" is the first product
created for a parallel release in the
feature film and CD-ROM markets. Both
products are born from a single creative
team and share the same content and cast,
led by two-time Academy Award nominee
John Hurt. "Tender Loving Care"
is a true multimedia product in that it
will be experienced on CD-ROM and DVD,
seen in theaters, on television and video.
(The Internet is not quite ready for our
technology yet, but, when it catches up,
we will have the perfect, mass appeal
product for the medium.)
G.S.: You have taken some
original approaches to TLC that change
the way the structure of the story is
presented and how the interactivity is
used. What have you done and how is that
accomplished?
R.L.: We started with a
singular, linear screenplay. It was
basically a three character play but the
main attraction was that, as the story
unfolds, one is constantly intrigued as
to who these people really are and why
they are behaving as they do and, most
importantly, no one turns out to be who
they seemed to be in the beginning. We
pushed this aspect in the interactive
script and created sequences in which the
characters could exhibit wildly different
aspects of their personalities and the
specific sequence which the viewer sees
is a direct result of the viewer's
reactions to the story and the psycho-social-political
traits the viewer is exhibiting in
response to John Hurt's (who stars as the
psychiatrist and your interactive guide)
vague but probing inquiries. Often he
uses objects and works of art in the
filmed environment to trigger these
responses.
G.S.: The innovative
manner of storytelling requires something
more of the user, as well, doesn't it?
R.L.: In TLC, the
interactivity exists to enhance the story
and deepen our understanding of the
characters and their motivations. Without
getting into too many details, I'll just
describe the general concept. Imagine
watching a movie or reading a book while
sitting in a chair which is wired with
biofeedback devices which measure your
physical and psychological and emotional
responses to what you are seeing, hearing
or reading. Imagine that the movie or
book actually adjusts itself according to
your responses. This adjustment would be
transparent to you. You react to the
movie/book and it reacts to you, all on a
subconscious level. Both viewer and
medium are interacting with each other.
Of course, we do not provide a chair
rigged with biofeedback devices, but TLC
does employ some psychiatric techniques
to measure your conscious and
subconscious reactions.
G.S.: But that demands a
lot of planning with characters of equal
strength and attraction. How do you go
about controlling the story line through
many threads? Do you write the main story
line first and then apply branches once
you have established a linear play
through?
D.W.: Creating various
"threads" was an early concept
in the development of interactive
storytelling and it's one which almost
everyone still clings to. I think it may
be the reason behind the failure of most
of the so-called interactive movies. In
fact the very term "interactive
movie" is so associated with failure
that we have been discouraged from using
it. Pundits in both the gaming and film
industries claim that interactive movies
just don't work. But we know they can
work. Just take a look at "Tender
Loving Care." Most other attempts
have not had the thoroughness of story
development or a thoughtful enough
interactive design which truly connects
to the story, and they've mostly been
miserable failures....But back to the
main point - - TLC doesn't branch, it
bulges. There are many segments or scenes
which are done in various different ways
but all versions work seamlessly with the
preceding and following scenes.
G.S.: TLC is breaking new
ground, not only in the ability to
accommodate the user across all platforms,
but in the manner in which the story is
told.
R.L.: Our unique approach
to interactive story development sets the
company apart from other developers.
Emphasizing the well-founded principles
of storytelling such as plot, character
development and pacing, our titles evoke
something rare in interactive
storytelling -- emotions. Aftermath's
interactive stories scare, arouse,
perplex, intrigue and engage. Aftermath
is headed in a direction where story
means everything.
G.S.: That's something
that fiction lovers can appreciate.
R.L.: Unlike the games we've
done in the past, good plot, drama and
characterization become even more
important. We are attempting to bring the
same qualities that make for good
literature and cinema to interactive
storytelling. For now, we have chosen
stories that are thrillers but which
delve into human drama. We think we are
more than doing our part to push the
medium into new genres that stand apart
from the traditional "gaming"
categories. So these days, I don't talk
or think too much in terms of gaming
elements. I am thinking more in terms of
using the interactivity of new media to
deepen, broaden and enrich the dramatic
and narrative content.
G.S.: What was the
chronology of the putting together
parallel formats?
D.W.: It went something like
this: We wrote a screenplay then
developed an interactive design. We then
expanded the screenplay to follow the
interactive design. Next was pre-production
then shooting of the filmed elements.
While we were at each location, our
artists came in and measured and
photographed everything, then recreated
the environments and all objects in 3D.
During post production of the film, we
worked on the interactive elements such
as the characters' diaries, email, books,
magazine articles, poetry, journals, etc.,
and we created phone messages and radio
shows and audio cassettes. Then we
devised the Thematic Apperception Tests
which allow the computer to form a
psychological profile of the viewer. When
the film elements were completed with
musical score and color correction and
such, we compressed the images and sound
with our proprietary compression (which
is the best in the world) so that we
could fit this massive project onto four
CD's. Then we had an enormous engineering
task to connect all the bits of this 40
or so gigabytes of data to play out in a
seamless, entertaining fashion and to
ensure that the unfolding of the story
was a direct result of the viewer's input
and at the same time keeping the
mechanisms totally invisible to the
viewer.
G.S.: Using full screen, live
action for the CD is very exciting. It
will permit all the nuances of a movie on
the home PC. When will the CD be
available?
D.W.: The CD will be
available in the fall, followed by a DVD
version.
G.S.: A case of the
content getting ahead of the technology.
That's a twist. Well, no need to tell you,
we'll be waching for it. Thank you for
leading the way.
© 1997
Interview by Gloria
Stern of HollywoodNetwork
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