An interactive movie is a video game genre composed entirely of full-motion video of either animated or live-action footage. As the genre has fallen out of favor, the term is sometimes used, in a derogatory way, to describe games (usually computer role-playing games) that have a heavy emphasis on cut scenes and plot, at the expense of engaging gameplay.
An early attempt to combining random access video with computer games was "Rollercoaster," written in BASIC for the Apple II by David Lubar for David Ahl, editor of Creative Computing. This was a text adventure that could trigger a laserdisc player to play portions of the feature film Rollercoaster (1977). The program was conceived and written in 1981, and published in the January 1982 issue of Creative Computing, along with an article by Lubar detailing its creation, an article by Ahl claiming that Rollercoaster is the first video/computer game hybrid and proposing a theory of video/computer interactivity, and other articles reviewing hardware necessary to run the game and do further experiments.
The first commercial interactive movie game was the 1983 arcade game Dragon's Lair, featuring a full-motion cartoon by ex-Disney animator Don Bluth, where the player controlled some of the moves of the main character. When in danger, the player was to decide which move or action, or combination to choose. If he chose the wrong move, he would see a 'lose a life' scene, until he found the correct one which would allow him to see the rest of the story. There was only one possible successful storyline in Dragon's Lair; the only activity the user had was to choose or guess the move the designers intended him to make. Despite the lack of interactivity, Dragon's Lair was very popular and addictive, and has since received a remake on modern day gaming consoles (except with a complete genre change).
The hardware for these games consisted of a laserdisc player linked to a processor configured with interface software that assigned a jump-to-chapter function to each of the controller buttons at each decision point. Much as a Choose Your Own Adventure book might say "If you turn left, go to page 7. If you turn right, go to page 8," the controller for Dragon's Lair or Cliff Hanger would be programmed to go to the next chapter in the successful story if a player pressed the right button, or to go to the death chapter if he pressed the wrong one. Because laserdisc players of the day were not robust enough to handle the constant wear placed on them by constant arcade use, they required frequent replacement. The laserdiscs that contained the footage were ordinary laserdiscs with nothing special about them save for the order of their chapters, and if removed from the arcade console would readily display their video on standard, non-interactive laserdisc players; to this day they are still much sought-after by laserdisc collectors.
Because Dragon's Lair and Space Ace were immensely popular, they spawned a deluge of sequels and similar games, despite the astronomical cost of the animation. To cut costs, several companies simply hacked together scenes from obscure (at least to American audiences of the day) anime, creating games like Cliff Hanger (with footage from the Lupin III movies Castle of Cagliostro and Mystery of Mamo) and Bega's Battle (with footage from Harmagedon).
In the late 1980's, American Laser Games produced a wide variety of live-action light gun laserdisc video games, which played much like the early cartoon games, but used a light gun instead of a joystick to affect the action.
When CD-ROMs were embedded in home computers, games with live action and full motion video featuring actors were considered cutting-edge, and some interactive movies were made. Some notable ones (which, unlike Dragon's Lair, are considered adventure games) are Voyeur, Klingon, Borg and Psychic Detective. Others, in the action genre, are Braindead 13 and Rebel Assault.
Due to the limitation of memory and disk space, as well as the lengthy timeframes and high costs required for the production, not many variations and alternative scenes for possible player moves were filmed, so the games tended not to allow much freedom and variety of gameplay. Thus, interactive movie games were not usually very replayable after being completed once.
For these reasons, and after the evolution of the infinitelly flexible 3D graphics, interactive movie games were soon forgotten. However, their legacy lived on in the form of the full-motion video cut scenes that appeared in many ordinary computer games as Moore's Law brought increased processing and storage capacity to personal computers and video game consoles alike.
It is also worth noting that when the DVD format was created in the late 1990s as a successor to laserdisc, its original specification included the ability to use an ordinary DVD player to play interactive games, such as Dragon's Lair (which was reissued on DVD) or games that are included as bonus material on movie DVDs.
Currently, such games are increasingly on DVDs with younger target audiences, such as Harry Potter and the Goblet of Fire.
Other games like Bioforge would, perhaps erroneously, use the term for a game that has rich action and plot of cinematic proportions—but, in terms of gameplay, has no relation to FMV movies.
Since a movie is a form of storytelling, the author can create a script which presents all the necessary information at the particular time and place, required to realize the story. The viewer, however, desires the freedom to navigate through the movie, in ways possibly not envisioned by the author. Since the computer is dynamically creating the movie, and monitoring the response of the viewer, complete knowledge exists concerning what the viewer has seen, what is required to understand later events, and the original sequencing of events as created by the author. The script can therefore be dynamically modified to include or exclude certain information, guide the focus of attention, or adjust the level of detail according to the viewer's previous experience.
As an example of this style of presentation, consider a detective story in which the author instructs the computer to use gradual disclosure to first show blood stains on the carpet, then at a later time, to show a knife on the table. Since the movie is synthesized from computer-graphic scenes and actors, the position of the virtual camera can be controlled, using standardized techniques for the camera movement. However, the viewer may also control the camera, and therefore not see the clues that the author placed in the room. In anticipation of the viewer, missing certain critical information in the development of the story, the author can embed a link to a flashback sequence within the story line. This link may or may not be followed, depending upon the previous experience of the viewer. If the viewer missed a critical detail, then this link will be followed, and the scene may be shown with a high or low level of detail, depending upon what the viewer has previously seen in this scene. Thus, in this style of presentation, the computer controls the cinematic features, and the viewer controls the subject or content. As such, the viewer has the illusion of freedom, and the author can still maintain control over the experience.
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