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As WP's managing editor, I edit review and preview articles, attempt to keep up with the frantic pace of Rainier's news posts, and keep our reviewers on deadline, which is akin to herding cats. When I have a moment to myself and don't have my nose in a book, I like to play action/RPG, adventure and platforming games.

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Interactive Filmgame 'The Act' Announced

by Judy on March 3, 2005 @ 9:37 a.m. PST

Cecropia today announced its first game, called "The Act," which allows players to control the characters' emotions while they experience an interactive comedy about relationships, deception, and the pursuit of romance.

Many popular video games involve a player in a bloody, shoot-'em-up encounter with terrorists, monsters or other frightening, heavily armed life forms.

Rare is the game like the hybrid video-game/interactive film under development by a local group of former Walt Disney Feature Animation staffers. They now work for a Boston-area firm that hopes to draw a whole new group of gamers -- players of both genders who would use their social skills to catch the eye of the opposite sex.

The characters' feelings are apparent through highly skilled personality-centric animation, which is being animated by Cecropia's animators: alumni of Disney Feature Film Animation Studios.

"The Act will expand the demographic for videogames to include soccer moms, teenage girls, and everyone else who enjoys a good romantic comedy," said Cecropia president and CEO Ann-Marie Bland. "We've designed The Act to combine everything that is great about getting absorbed into a story and playing an addictive game -- all with a very simple user interface."

The main characters in The Act are Edgar and Sylvia. Edgar is a shy window-washer, who has always been unlucky in love. Throughout the filmgame Edgar tries a variety of tactics to win Sylvia. Players have to correctly read and control the visual personality cues in the animated characters in order to move to the next level of the game. The Act becomes increasingly challenging, making it more and more difficult for Edgar to woo and win Sylvia over. The control system for The Act is a very simple and easy to use dial -- making it accessible to even the least experienced game players.

About 35 ex-Disney animators, working in a studio near SeaWorld Orlando, are producing old-fashioned, hand-drawn illustrations that will eventually number about 40,000. They are scanned into a computer, transmitted to Massachusetts, and then entered into a database controlled by a software program that makes the whole thing come to life on a computer or arcade-game screen.

"Our target audience is people who love character and story," said Ann-Marie Bland, Cecropia's president and chief executive officer.

"The game is sort of a G-rated, romantic comedy in which the characters, Edgar and Sylvia, interact with each other," she said. "They don't speak, but use body language to communicate: Edgar could dance, cross his hands and look up at her, or be bold and try to touch her shoulder. Sylvia may giggle, wave her hand, or look happy, like she's enjoying the scene."

Human interaction is never simple, and underlying the Edgar-Sylvia fling is a complex computer project with hundreds of pages of flow charts depicting how thousands of illustrations are linked to allow boy and girl to move toward a romance, or not.

Edgar is pretty much a hopeless nerd struggling to catch the eye of the sexy Sylvia, in a fantasy sequence reminiscent of Rick and Ilsa in the movie classic Casablanca. The game player, operating a simple knob-controller, can embolden Edgar by turning the knob to the right or slow down his advances by turning the knob left.

Among the Orlando staff at work on the project are animators Broose Johnson and David Nethery, who rely on their traditional drawing skills to invest the characters' expressions and movements with emotions, ranging from pathos to sympathy, that the player can see at a glance.

"We impart the illusion of life, so that the player doesn't think of Edgar or Sylvia as a drawing, but as a character," Nethery said.

In this cartoonish game of relationships, as Edgar tries to win a smile and a dance from Sylvia, the real goal is to get the player emotionally involved.

"That's sort of the Holy Grail of the gaming world," Johnson said. "We want the player to be emotionally involved with Edgar, who is cool in his own mind but really knows nothing about women."

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