I SAY TOMATO, YOU SAY RTOS Have You No Standards? by Denise Caruso c. 1990 Media Letter Tracking the interactive media industry is a practical application of the chaos theory -- trying to find meaningful patterns in seemingly incomprehensible, hopelessly complex, chaotic data. If that seems like a pessimistic and slightly depressed point of view, consider that for the past couple of weeks my head has been spinning, trying to figure out why so many intelligent people who seem to know the score also seem to be hell-bent in about a gazillion different directions. What prompted my latest foray into the media tornado was my musings on computer-based video editing. Digital F/X finally announced its long- anticipated Video F/X product to cheers; MacroMind is scrambling to ship its MediaMaker product, which sprang from the loins of Max Whitby and The Multimedia Company/BBC; the PC-VCR, a NEC product driven by Light Source software, is garnering attention; and Farallon is readying its "Kubrick" editing product, an extension of its "multimedia for the rest of us" approach. Although I believe these products certainly have market potential across the standard range of applications -- from creating in-house corporate videos to allowing you to wreak havoc on loved ones by editing your very own home videos -- the fact that a digitally-driven industry seems to be embracing the concept of analog video (edited via computer or no) is something which gives me pause. You may be surprised to learn that there is a wide range of interactive media producers who have, at least for the next couple of years, washed their hands of digital interactivity. The (comparatively) ancient technology of the videodisc player is where it's at for them. As far as digital is concerned, they say, the emperor has no clothes. These producers can create a good, solid interactive videodisc -- using an easy authoring tool like HyperCard -- in about a week. It looks great, doesn't lose one smidge of resolution because of compression and requires no heavy equipment investment. The disc holds a bunch of full-motion video, and if you can work some magic along the lines of Warner New Media's Magilla project (Media Letter Issue 2, July 1990), you can even lay lots of streaming tracks of audio and text on top of it. Just about the only thing bad they have to say about the videodisc is that it usually requires both a computer screen and a monitor for playback. But they say that interactive digital video technology -- from CD-I to CDTV to PC-based CD-ROM and DVI applications -- is a royal pain in the hind-end. It's splintered, factionalized, and chasing its own tail. The hardware that's required to produce it is expensive. The playback platforms are not compatible. The authoring tools are obtuse (despite the hype). The amount of time it takes to take a product from conception to mastering on a single platform, using the hardware and software that's available today, requires gut-wrenching resources amongst a group of people who have a very low threshold of pain, financially speaking. So who are all these analysts talking to, some of whom claim that the consumer market alone for multimedia will exceed $6 billion in 1994? I think they must be talking to each other, or maybe to wistful vendors, but I can't imagine that they're talking to producers or to the people who are going to buy the products. Here's why. STANDARDS, STANDARDS, STANDARDS Everybody says they've got standards, but you have to pin them down about what they mean. Do they mean the same compact disc that works in a CD-I machine will play in an Apple CD-ROM drive? An IBM CD-ROM drive? On an FM-Towns machine? On Commodore's CDTV system? Nooooo. Are the products upwardly compatible with HDTV? Nooooo. Do all of them use the same (or even a similar) operating system, to ease portability between platforms. Nooooo. Do they use standard architectures to store video, compressed NTSC signals, CD sound, compressed CD sound, text, 2D or 3D still images? Is there a single way to do data transfer? A single user interface? Even just two or three? Nooooo. How that saying go? "The nice thing about standards is that there are so many to choose from." In an article for Design Management Institute, Tom Peters wrote that "Design is one of the keys to business success in the 1990s . . . (it) is only secondarily about (creating) pretty lumpy objects and primarily about a whole approach to doing business, serving customers and providing value." Putting this into practice, from the very first line of code, is critical to the success of interactive media. For now, I'm going to ignore the controversy around PC-delivered television vs. TV-based computing, another cornerstone of chaos, and concentrate on what the market should be trying to deliver, both to its developers and to consumers. In the world of standards, doing business" has to do with the relationships hardware vendors have with their developers. Especially in multimedia, the ability to grease the skids for your developers and create an atmosphere of mutual trust is critical to getting support for your platform. If you're wondering, then, why more developers aren't foaming at the mouth to create interactive media products for the myriad of platforms out there, think about operating systems and authoring systems. One report I read about the last CD-ROM conference in San Francisco contained one sentence on the subject, and I paraphrase: "Sony didn't show any new products, but Toshi Doi (Sony's director and senior general manager) talked about the need for a standard operating system." If you look at history, it seems to me there's something very foolish about not listening to Dr. Doi. Right now, if a developer wants to run products on, say, three platforms, all the picture, text, graphics, sound and control information is done in different sequences with different machine codes. That means three complete development cycles for the same product -- and one developer I know estimated the cost of a CD-I title at $300,000, including hardware, software and the time it takes to author the thing and interleave all the pieces together (see "Word of Mouth," pg. 8 for update). Here's a partial listing of what they've got to choose from. For the proprietary Macintosh operating system, there's HyperCard, MacroMind Director, Authorware and Farallon's MediaTracks. For the PS/2 line of 80286 and compatibles, there's the "winhelp" engine, based on Microsoft Windows 3.0, Owl's Guide, Asymetrix's Toolbook and MediaBase from Attica Cybernetics. commodore's Amiga has its own OS. Sun has UNIX. The "consumer" platforms also have their own operating systems. CD-I has CD-RTOS, also known as OS9. Commodore claims its CDTV player conforms to the ISO 9660 standard, but it doesn't play in all CD-ROM players, does not run CD-I discs and requires developers to learn its proprietary OS. Intel's DV-I has its own set of authoring tools as well. Not one of them is regarded as easy to use or learn. "Unless and until there are user-friendly operating systems that don't require a degree in software engineering from Carnegie-Mellon, there will not be enough titles to make anyone reach into their pocket," says my producer friend, an interactive video veteran who is fed up with trying to develop products for both CD-I and CDTV. "And that's a fact." The last part of the Peters equation is serving customers and providing value. One way to provide value is to make sure that the end product of every interactive media developer can work across platforms. As a corporate user of multimedia, I want to know that the document I create -- an amalgam of text, video and sound bytes, whatever I choose -- can go with me from department to department, and from job to job, if need be, regardless of the type of computer system I'm presented with. This freedom requires a standard multimedia document architecture. There are at least a dozen at the moment. The same is true for schools and entertainment. Who on earth would invest in a library of expensive multimedia products (and $50 is expensive) with no conviction that they'll be able to use them past the life of whatever little black box they happen to own at the moment? How can you expect people who can't program their VCRs to learn a new user interface every time they open the box on a new product? If that's what you expect, your business is doomed. The diversity of interfaces has already scared a lot of people from anything that even hints "computer." If you intend to make me do that, I will no only consider that you are not trying to serve me or add value to my life. I will consider that you are doing me a disservice and making my life more difficult. And I will not buy your product. Of course, I've been around the block enough to know that there has always been incredible resistance to implementing these kinds of standards in the electronics business. I remember when Sun Microsystems first started bludgeoning the industry with its "open systems" marketing campaign. The big problem was that other workstation manufacturers sure as hell didn't want to shift their platforms over to plain ol' vanilla UNIX. That meant -- horrors! -- they'd have to compete in an open marketplace based solely on the price-performance curve, and not hold the trump card of incompatibility. And in fact, users of technology owe Sun a debt of gratitude for that. Having called the question, they've made a lot of customers ask just exactly what vendors are willing to do for them, a noble and necessary question. COGNITIVE DISSONANCE RULES THE DAY All of this stuff serves as examples of what psychologists call "cognitive dissonance." That's the practice of altering your perceptions to suit your decisions, a perfect description of the multimedia industry today. If you give me choice between an apple and an orange, and I choose the apple, I will find lots of things wrong with the orange and suddenly discover wondrous, magical things about my apple. It's not that the industry sees everything as "either-or." It agrees that any successful consumer platform has to cost less than $1,000. It seems to agree that compact discs, in their many "standard" permutations, will be the cornerstone of the interactive media market, whether for entertainment or for delivering new business solutions. And it also agrees that it's confronted with a chicken-and-egg situation today: developers don't want to invest the money in creating interactive products for a flash in the pan, consumers don't want to buy products without reasonable assurance that their investments are safe, and platform vendors don't want to make any real big moves toward mass-producing interactive players and peripherals unless they're sure developers and customers will follow. But where cognitive dissonance reigns is that individual companies, having invested money and energy into proprietary solutions to the above- mentioned problems, see their personal solution as magical and everyone else's as slightly askew. So unless it changes its perception and tries to be more holistic about standards for platforms and interfaces and data types and operating systems, this industry will be chasing its tail while progress on all fronts is significantly stymied. If they aren't willing to take the broader view, vendors are indeed asking the impossible of their developers and customers.