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Rob Landeros and David Wheeler By Randy
Sluganski and Tom Houston
With Halloween
nigh, what better way to celebrate the holiday than by interviewing two of the
most famous developers in horror adventure. Rob Landeros and David Wheeler are
the creative geniuses who fathered two of the most popular games in computer history--Trilobyte's
The 7th Guest and The 11th Hour. Rob, the co-founder of Trilobyte, had previously
worked at Cinemaware and was responsible for Defender of the Crown and King of
Chicago before he left for Virgin Entertainment. David is an Emmy award-winning
director who has worked for CBS filming documentaries, movies and award winning
commercials. Together, these two men created Aftermath
Media. Their first release, Tender Loving Care, breaks new ground in the computer
gaming and DVD field. It has already garnered numerous awards and accolades from
both the DVD mainstream and the gaming press.
Our Tom Houston and
Randy Sluganski recently put Rob and Dave's feet to the coals and grilled them
on the ramifications a product like Tender Loving Care could have on both the
DVD marketplace and adventure gaming. You are both responsible
for creating The 7th Guest and The 11th Hour, two of the most well-known
adventure/puzzle games in the industry. At one time there were rumors of movie
versions of these games--is this still a possibility? Rob:
Yes, a production and marketing company called Threshold Entertainment optioned
the movie rights. They were the ones that brought Mortal Kombat to the
big screen. I suppose 7th Guest might show up in the theaters some day
way out in the future, when somebody looks back nostalgically at some classic
titles from the good ol' days of PC gaming. Right now, I sense a lack of momentum
for licensing that title. But I think there is always room for a good old-fashioned
horror ghost story. Witness the success of The Sixth Sense and The Blair
Witch Project. Too bad The Haunting remake was such a letdown.
David:
Actually, I had nothing to do with The 7th Guest. It was almost finished
when I met Rob and started working on The 11th Hour. I always thought that
it would be ironic for 7th Guest to be made into a movie (but a good idea,
nonetheless). It was based on or, at least, inspired by, Hollywood horror movie
classics. It would be typical of Hollywood to make a movie based on a computer
game which was based on a movie in the first place. It reminds me of A Fistful
of Dollars, the first Spaghetti Western: A movie about the American west made
by Italians, based on Yojimbo, a Japanese Samurai movie, which was inspired
by American westerns.
If TLC was to be the first
interactive, full-length motion picture designed for CD-ROM, what marketing factors,
if any, drove or inspired the decision to make this groundbreaking type of interactive
experience? Rob:
With all the titles I produce or design, I have done so with the intent of
making them appealing for a mass market audience and certainly not targeted for
the hardcore game enthusiast niche. I also decided to do TLC simply because
I thought it needed to be done. I needed to test out the concept by first of all
doing it, and then putting it out in the marketplace. If we had considered marketing
factors in the traditional sense, TLC would never have been made. This
was totally driven from my need to follow a line of creative thinking along its
course--a line that began when I first art-directed the Cinemaware line of products,
and continued to flow through 7th Guest and 11th Hour. My interest
being interactive storytelling with emphasis on story and the cinematic form,
which combined with music, is arguably the most powerful form of media for pure
emotional impact.
David: Originally, TLC was designed to be
a regular movie. I wrote a screenplay based on Andrew Neiderman's novel and made
a deal to make the film. But the distribution partners--one foreign, one domestic--began
fighting over casting and the deal fell apart. On 11th Hour, I was inspired
by the interactive possibilities I discovered while working with Rob and started
thinking about TLC in interactive terms when the film stalled. I was trying
to fit it into a 7th Guest/11th Hour kind of structure when Rob suggested
we think outside of the box and it started to evolve as something else--an actual
computer-based movie that was truly interactive. The development was entirely
organic and had nothing to do with marketing factors. Most of our co-workers were
baffled by it, and TLC also managed to confuse much of the publishing and
marketing community. People who try it, however, have no trouble at all "getting"
it and our fans are astonishing with their enthusiastic support. Do
you view TLC as a morality play, a psychological thriller, a sexual fantasy,
all of these motivations, or something else? Rob: All
those motivations could hold true. I suppose it depends on the viewer. But that
is the essence of TLC anyway. The story and characters are open to interpretation.
Through the supplemental material, we tried to inject even more ambiguity into
the situation. TLC is made to utilize the results of individual viewer
perception to influence itself. It sort of embodies the notion that nothing can
be objectively observed because of the influence of the observer upon the observed. David:
There is a vagueness about the characters in TLC which we both found
very compelling. This allowed us to create a structure within which the characters
could feasibly behave in quite conflicting ways. This gave birth to the core of
our interactive design in which variation is found within the behavior of the
characters, rather than in the plot. This meant we could stick closely to the
original story, avoid the pitfalls of branching story lines, yet offer up a considerable
degree of variation through the viewer's interactive output. There
are supposedly seven different endings to TLC (though I personally have
only viewed five of them). Is there a key point or decision in the gameplay that
triggers the different endings? If one has already completed the game, what can
he/she do to see the different endings short of replaying the entire game?
Rob: There are indeed seven endings. But four are "main" endings
with the rest being variations. Five involve the death of one of the characters.
Of those, three are by murder, two by accident. One ending has a character ending
up as a vegetable. One has the murder of another character. There is no
one key point or decision that affects the outcome. The controlling logic is highly
complex and somewhat fuzzy. It is complex enough to be rather unpredictable itself.
In that way it is organic. As with chaos, there is structured randomness. So there
is no walkthrough for this game. With the DVD Video version, there are codes available
which you can use to get different versions. [Note: This paragraph
contains TLC spoilers.] As a gift to you and your readers, here is one
end code. When this code is used you can play the entire movie through uninterrupted.
Or you can go back interactively to each interactive episode and experience it
episodically, exploring the supplemental material in the house. It consists of
the PG-rated version (no nudity and the ending is the one in which Allison gets
into a tug-of-war with Kathryn over the doll. Kathryn accidentally tumbles down
the stairs, apparently to her death. Michael calls 9-1-1. Later, we see Michael
and a fully restored and sensuous Allison in bed when the voice of a child calls
out to Michael.
| Code Set # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| Double Digit Code | 00 | 0F | 86 | 0F | 00 | 00 | 00 | 00 | A4 |
Where did the idea of using the development of one's
personality profile to influence the plot, change the action, guide the story
and affect the conclusion originate from? Rob: It
came about as a result of my decision not to include any traditional gameplay
elements. At that point we had to find other hooks on which to hang the interactivity.
The psychological basis of the story lent itself to the idea of psychological
testing. This in turn led to the idea of personality profiling and also the direct
polling of the viewer's conscious attitudes and reactions to the story and its
characters. David: Way back, when I was thinking in 7/11 terms,
I had thought that we would create puzzles that would be psychologically based--like
rat mazes and ink blot tests. With Rob's radical thought of abandoning puzzles
altogether, I let go of these ideas but they resurfaced in a new form as an integral
part of the interactivity and the TATs (Thematic Aperception Tests) do provide
a form of gameplay in this non-game experience. Have you
been able to develop or confirm a profile of the type of audience that has purchased
TLC? Rob: We have done no gathering of consumer
data. At one time we thought of offering further material via our website which
one could get to only by submitting to more psychological examination. But that
didn't happen. We do get a ton of fan mail, though. There is a wide demographic
range of people who buy and enjoy TLC. But they seem to be a slightly older
audience than most PC games and there is quite a larger representation of women
and couples. One of our goals is to expand the audience for interactive entertainment
in exactly these directions, so we regard these data points as being very positive. David:
We seem to be on the threshold of finding a new audience but I've been surprised
by the response from traditional gameplayers--the adventure game community has
begun to embrace TLC and even the more hardcore gamers are coming on board.
At first, we were completely misunderstood by some of the gaming magazines when
we screened the linear version of the story (two years before we finished the
product) but the reviews of the finished product have been stellar. Our decision
to create a fully interactive DVD Video version really opened some new doors.
That version is beating out most of the major film studio releases for the significant
DVD awards. We just hope the public catches on. It's difficult to compete with
the marketing behind a DVD release of Titanic. Should
we expect to see another interactive movie on CD-ROM in the near future?
Rob: Right now we are talking to parties that could make that a possibility,
but that would not be in the very near future. Any opportunity we can get to go
a step further in this direction is a welcomed and exciting one for us. Much of
our mail asks if and when we will be forthcoming with another such title. We can
only say we are trying. Publishing companies with the necessary capital and distribution
channels are extremely conservative and risk-averse. It is a minor miracle that
TLC was created and delivered to the world in the first place. David:
I tend to be the recklessly optimistic one in the partnership, but I predict
we'll have our next TLC-like product in the marketplace within 12 months
with or without the support of those blinkered publishing companies. If
you accept that the only difference in the ingredients of an interactive adventure
game and TLC is that TLC has little or no puzzles, problem-solving
or processes of logical deduction to tax the brain, then do you foresee any opportunity
to consider making an interactive movie that also incorporates, and integrates
into the story, the puzzle aspects found in adventure games?
Rob: That is a possibility. There are no rules to this stuff. If the
project lent itself to puzzles and problem-solving, so be it. We have never received
any criticism or complaint about the lack of puzzles or other gameplay elements.
People seem to accept and appreciate TLC for what it is, on its own terms. However,
I do not quite accept the first premise you put forth. Due to its cinematic and
traditional narrative style, TLC is much more weighted on the side of story
than most adventure games, by their very nature, allow. I'm sure there are many
people who would disagree with that statement, but if you take the interactive
elements out of TLC, you would have remaining a cohesive narrative in a
form that stands on its own. I contend that that would not be true of most adventure
games. David: I see TLC as an adventure game in which the choices
are subliminal and intuitive as opposed to deductive or rational. Subconscious
as opposed to solution-oriented. It's still an adventure, an engrossing, entertaining
adventure. Will personality profile development remain as
a principal component of any future interactive movies that you might make?
Rob: I do not care to go by rules or formulas even if by my own making.
In fact, we have an interactive movie in development that does not profile the
viewer. It does, however, take direct, face value input regarding his or her reactions
to the story. It is simpler in interactive design and much more streamlined in
terms of user input than TLC. But it is more intricate in terms of variable
story elements and plot direction. David: As Rob says, the profiling,
as such, will not be an element in our new product, but the design will still
tap into the viewer's psychology to find influences for the unfolding of the story. What
other type of storylines do you think would work well as the basis of interactive
movies like TLC? Horror stories? Detective stories? Film noir stories?
Sci-fi stories? Rob: I like to think that, with
inventive thinking, the value of interactivity can be brought to any story genre.
Horror, mystery and noir are very good choices, though. They are also near and
dear to my heart and appeal to my personal tastes. A story that nicely blends
the three would be a kick-ass property, interactive or not. Whatever it may be,
since it demands more participation from the viewer, it needs to be compelling
in terms of plot or characters. SF is okay too, but it tends to present production
budgetary concerns. A smaller scale SF thriller such as The Andromeda Strain,
for example, would be economically viable for the relatively small interactive
movie market. David: My favorite science fiction stories like those
of Robert Heinlein (e.g., Stranger in a Strange Land), Kurt Vonnegut, Spider
Robinson and many others, often involve very little in the way of special effects,
unlike the space operas (Star Wars, Star Trek, etc.), which have equated
special effects with the genre. The very best of science fiction is the very best
of human drama and I'd really love to get going on one of those. Do
you consider TLC to represent a venture that will help to drive the CD-ROM
entertainment industry in newer, more exciting directions with increased exposure
and interest evolving from secondary markets (i.e., movie tape buyers or renters)
that will provide opportunities for revenue growth beyond the traditional computer
game markets? Rob: That was our hope in doing TLC.
I cannot say that it has single-handedly opened that potential growth market.
In an ideal world, that is what should happen. Needless to say, this world is
far from ideal. You are competing with the marketing might of the Hollywood system
once you enter the realm of film and video distribution. David: TLC
is a prototype which is, hopefully, shining a light on a new marketplace,
but it's a hard battle for recognition. At the recent DVD Pro Discus Awards we
took the top prize of Most Creative Use of DVD Technology, beating out much ballyhooed
DVD titles such as Blade and Lost in Space and the highly regarded
DVD releases of Taxi Driver and Ghost Busters. We were asked several
times if we were planning to work with the studios to help them create interesting
DVD releases of their movies but, even though the event was hosted by Sony, the
studios don't have a clue as to who we are, let alone what we might do for them.
I think it would take the support of a major studio for us to really make an impact. Looking
objectively at your experience with the making and marketing of TLC, what
would you do differently the next time that you make an interactive motion picture,
assuming that there is to be a next time? Rob: I
think there will be a next time. In terms of concept and design, I think we will
all have to wait and see what we do do differently. If I had one wish that might
help the next one reach a larger audience, it would be to have the backing, from
the start, of a major software publisher, a movie studio or production company
or a combination of them. However, with a larger budget, hence more investment
at risk, the greater danger of having the integrity of the product compromised.
The biggest drawback to doing this kind of thing is that it is going to cost a
lot of money no matter which way you slice it. You can go for a big production,
with name actors, slick production values and a big marketing budget so that it
can compete in the movie marketplace, or you can keep it modest retaining creative
control, but have to settle for a smaller audience. David: You said
it, partner. In the making of TLC, to what extent
did you feel a responsibility to maintain a certain level of control over the
sexual content or violence portrayed? Rob: First
let me say that I feel very fortunate in having been in a position in which I
could exert and maintain control over all aspects of TLC. Therefore, David
and I take any and all responsibility for the content that is in there. In regard
to sex and violence, I personally think that violence is way over-explored in
cinema today. It is particularly unchecked in video games intended for young people.
I am all for free expression and for the creation of any subject matter or material
an artist may wish to explore. But violence in media is at a point that can only
be characterized as exploitation. Sex, on the other hand, is way under-explored
in the mainstream media. There is an imbalance. I've often said that in
my ideal interactive story, one person might end up experiencing an entertainment
as clean and wholesome as You've Got Mail or as dark and explicit as Crash.
(I'd use an even more radical example if I could, but mainstream movies are
very afraid of pushing the envelope into NC-17 territory.) We as creators and
designers would put the content in, but the viewer would be the one to draw the
specific content out. If the story were indeed altering to suit the tastes and
wishes of the viewer, the responsibility for the resulting content would be the
viewer's. For me, that concept is precisely one of the most interesting and compelling
aspects of working in the interactive arena. I think artists have been pushing
the limits for centuries, holding up the sights and sounds of their creations
and challenging the audiences, through the filters of the audience's own perceptions,
to complete the work. It's all interactive to one degree or another. David:
Our society's obsession with violence and fear of sex continues to appall
and astonish me. When we were first working on the DVD-ROM of TLC, Intel,
which was helping us, asked us to create a demo for them to exhibit at the Computer
Game Developers Conference but they pleaded with us not to include any nudity
or even the merest suggestion of sex. We were told we could show heads exploding
and brains splattering, disembowelment, slaughter and torture (none of which occurs
in TLC) but the slightest glimpse of an unclothed body (male or female--we
have both in TLC) would be beyond all limits of acceptability. We are continually
encouraged to move away from sensuality and I have to admit that such suggestions
simply give momentum to thought of creating a supremely sensual portrayal of human
sexuality (not X-rated) in a dramatic context that will stand the industry on
its ear. If your success with TLC were to foster
the development and publishing of interactive movie "clones," would
you expect that these clones might be tempted to push the envelope of decency
by increasing sexual content (more hardcore) and gratuitous violence (action,
weapons, etc.), while paying less attention to the plot and storyline, similar
to what has occurred with adventure games? David: I
would expect nothing less. Or should I say nothing more? If that were to happen,
I'd wager that the mainstream companies would jack up the violence and the sex
industry would go for the hardcore. I think that happened in the multimedia CD-ROM
industry following 7th Guest. It's always easier to go with either high-tech
effects and/or sensation over the humanistic side of logical plot, meaningful
themes and being true to the characters and their motivations. Do
you think that CD-ROM interactive movies, such as TLC, should be audience-rated
in the same manner as movies made for showing in theaters and sold or rented on
tapes or DVDs? Rob: I think it is in the interest
of the publisher to help the consumer make an educated and informed decision by
making it clear on the box and in the advertisements what the true nature and
content of the product is. We have certainly tried to do that with TLC. I
am opposed to official rating systems. It seems to me that you are either an adult
or you are not. If you are an adult you are either mature enough to deal with
real life or fictional depictions of life or you aren't. People should take responsibility
for educating themselves as to what they are consuming or plan to consume and
what their children are consuming. There have been times that I wished a
movie had been clearly labeled "This movie is a load of crap and is intended
solely for the viewing by immature audiences of all ages." David:
Unfortunately, chronological age is often not directly related to maturity.
In Germany TLC was rated suitable for children from the age of 12 up. In
America, GT, publishers of the ultra-violent Duke Nukem series, controls
access to Wal Mart and has, so far, refused to allow Wal Mart shoppers exposure
to TLC. Are there any plans to release TLC just
as a DVD movie for home viewing? It is quite an excellent thriller in its own
right. Rob: It is harder to crack into the established
film distribution system than we anticipated. We still have hopes that the linear
version will find distribution to home video and television. We are pleased to
keep the DVD Video version as an interactive experience. What
rating would you give to TLC? Rob: I'd give
it two thumbs up! ;-) David: Seriously though, it is intended for
mature audiences. If you are not mature or are easily offended, just walk away. The
women in TLC are indeed beautiful, but why no Pamela Anderson Lee? Maybe
in a sequel? Rob: Pamela Anderson would have been
stunning as Doctor Turner. What's next for you guys, you
always seem to have something groundbreaking up your sleeves?
Rob: We are well into production on an interactive gameshow that will
kick ass for Internet play. I'll bet you wouldn't have ever guessed ... David:
We've started a new company in Vancouver BC (where I am writing this) called
Digital Circus. Our initial focus is to produce the gameshow Rob mentioned, but
we are beginning to develop a new TLC-like title. We learned a great deal
on Tender Loving Care and are taking the best aspects of that project,
losing the more cumbersome parts and mixing in a lot of new stuff for a better,
faster, less-expensive-but-much-improved product.
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