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→Origins: <ref> January 1982 Creative Computing articles for Rollercoaster videodisc game |
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In 1975, Nintendo's ''{{ill|EVR Race|ja|EVRレース|vertical-align=sup}}'' was a horse race betting arcade game that used [[Electronic Video Recording]] (EVR) technology to playback video footage of horse races from a [[video tape]].<ref name="iwataasks1">{{cite web|date=2009-08-07|title=Iwata Asks: Punch-Out!! - The Proposition is to Use Two Televisions|url=http://iwataasks.nintendo.com/interviews/#/wii/punchout/0/0|url-status=live|archive-url=https://web.archive.org/web/20100111064027/http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp|archive-date=January 11, 2010|accessdate=2009-08-07|publisher=[[Nintendo]]}}</ref><ref>{{cite news |last1=Kohler |first1=Chris |title=Nintendo Has Now Been Making Video Games For 40 Years |url=https://kotaku.com/nintendo-has-now-been-making-video-games-for-40-years-1796650347 |access-date=19 May 2021 |work=[[Kotaku]] |date=July 5, 2017 |language=en-us}}</ref> Before each race, players would place bets on each horse, with the machine dispensing medals (tokens) to any player that successfully chose the winning horse. ''EVR Race'' was Japan's highest-grossing [[medal game]] for three years in a row, [[1976 in video games|from 1976]] to [[1978 in video games|1978]].<ref name="GM159">{{cite magazine|title=調査対象5年間のベスト1|trans-title=Best 1 of the 5 years surveyed|magazine=[[:ja:ゲームマシン|Game Machine]]|issue=159|publisher=[[:ja:アミューズメント通信社|Amusement Press, Inc.]]|date=15 February 1981|page=1|lang=ja|url=https://onitama.tv/gamemachine/pdf/19810215p.pdf|archive-url=https://web.archive.org/web/20200201000303/https://onitama.tv/gamemachine/pdf/19810215p.pdf|archive-date=1 February 2020|url-status=live}}</ref> Another horse race betting game, Electro-Sport's ''Quarter Horse'' (1982), was the first arcade game to utilize a laserdisc player, and operated in the same manner as ''EVR Race'', with the laserdisc being used to play back pre-recorded non-interactive video footage of horse races; Gameplay was limited to the player placing bets before the race.<ref>{{cite book |last1=Horowitz |first1=Ken |title=The Sega Arcade Revolution: A History in 62 Games |date=2018-07-06 |publisher=[[McFarland & Company]] |isbn=978-1-4766-3196-7 |pages=71–2 |url=https://books.google.com/books?id=7qZhDwAAQBAJ}}</ref>
An early attempt to combine random access video with [[computer games]] was ''Rollercoaster'', written in BASIC for the Apple II by [[David Lubar]] for [[David H. Ahl]], editor of ''[[Creative Computing]]''. This was a text adventure that could trigger a laserdisc player to play portions of the 1977 American feature film ''[[Rollercoaster (1977 film)|Rollercoaster]]''. The program was conceived and written in 1981, and it was 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'' was 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.<ref>{{cite magazine |last=Lubar |first=David |title=Adventure in Videoland - Rollercoaster A Computer/Videodisc Adventure |magazine=Creative Computing |date=Jan 1982 |volume=8 |issue=1 |pages=60–78 |url=https://archive.org/details/creativecomputing-1982-01/page/n61/mode/2up}}</ref><ref>{{cite magazine |last=Ahl |first=David H. |title=The Rollercoaster Game Dissected |magazine=Creative Computing |date=Jan 1982 |volume=8 |issue=1 |pages=80–83 |url=https://archive.org/details/creativecomputing-1982-01/page/n81/mode/2up}}</ref>
==Specialized hardware formats==
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[[File:Heavy Rain logo.jpg|alt=The logo of the Heavy Rain videogame|thumb|''Heavy Rain'' logo]]
At its release, ''[[Heavy Rain]]'' (a 2010 video game by [[Quantic Dream]]) received very positive reviews and won several gaming and film and television awards. What is most striking, however, is the unanimity of critics in defining it an interactive-film more than a video game.<ref>{{Cite web |last=Miller |first=Matt |date=February 10, 2010 |title=Heavy Rain And The Birth Of Interactive Film |url=https://www.gameinformer.com/blogs/editors/b/gimiller_blog/archive/2010/02/10/heavy-rain-and-the-birth-of-interactive-film.aspx |url-status=dead |archive-url=https://web.archive.org/web/20220517102844/https://www.gameinformer.com/blogs/editors/b/gimiller_blog/archive/2010/02/10/heavy-rain-and-the-birth-of-interactive-film.aspx |archive-date=May 17, 2022 |access-date=May 17, 2022 |website=Gameinformer}}</ref> This definition is certainly inspired by the phenomenon, typical of the Nineties, of films available in [[home video]] or computer that presented to the viewer a series of pre-recorded sequences, at the end of which it was possible to make choices that directly influenced the direction of the story.<ref name=":0">{{Cite book |last=Fassone |first=Riccardo |title=Cinema e videogiochi |publisher=Carocci editore |year=2017 |isbn=978-88-430-8558-3 |location=Rome |language=it}}</ref> [[David Cage]], head of Quantic Dream, defines his ''Heavy Rain'' as an interactive film<ref>{{Cite book |
Another example comes from ''[[Quantum Break]]'', published by [[Remedy Entertainment|Remedy]] in 2016. Between the game's acts, episodes from a TV show filmed in live action are displayed to the player: the scenes in these episodes change conforming to the decisions the player has taken and the objects he has interacted with.<ref>{{Cite web |last=Kelly |first=Andy |date=April 7, 2016 |title=Quantum Break review |url=https://www.pcgamer.com/quantum-break-review |archive-url=https://web.archive.org/web/20220518135037/https://www.pcgamer.com/quantum-break-review/ |archive-date=May 18, 2022 |access-date=May 18, 2022 |website=PC Gamer}}</ref> The looks of the characters are maintained between the live action sequences and the 3D computer generated ones, thanks to the use of the motion capture technique.
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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.
The term is an ambiguous one since many video games follow a storyline similar to the way movies would. Games that highlight a linear story at the cost of the player's freedom may be better described as ''story-dominant games''.<ref>{{Cite book |last=Skolnick |first=Evan |title=Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques |publisher=Watson-Guptill |year=2014 |isbn=9780385345828 |location=New York |language=en}}</ref> This is also the case of videogames that offer long and detailed cutscenes with a cinematographic aesthetic, as seen in [[Hideo Kojima]]'s ''[[Death Stranding]]'' released in 2019, which critics described as a videogame movie or interactive film;<ref>{{Cite web |last=Ehlrich |first=David |date=November 4, 2019 |title=
==Further reading==
*[https://archive.org/details/byte-magazine-1982-06/mode/2up Byte Magazine] - Interactive Videodiscs, June 1982
== See also ==
* [[Web documentary]]
* [[List of interactive
* [[Interactive cinema]]
* [[Interactive video]]
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* [[Interactive Adventures]]
* [[Chad, Matt & Rob]]
* [[Full
* [[Cheer screening]]
* [[Adventure game]]
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