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By
Jamie Siglar
Gamasutra
CGDC Roundtable Report, April
1997
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CGDC '97
Roundtable Reports

Choosing
an Authoring Tool
Day 1:
Populated completely by newbies, the attendees had no clear experience
with authoring tools and (with one exception) no clear understanding
of how to quantify their own expectations. And, of course, the ubiquitous
Intel ringer. I tried to address the group in more of a seminar format,
falling back on the material I'd used in my '96 roundtable (the Authoring
Paradigms Checksheet, located at http://www.castlemoose.com/jsrt96h.html),
as well as the general concepts covered in the Multimedia Authoring
Systems FAQ (at http://www.tiac.net/users/jasiglar/MMASFAQ.HTML,
and mirrored around the world at the RTFM sites).
Day 2:
Populated largely by return attendees and people who were in search
of specific authoring tool functionality, this was the best (and most
argumentative) session. The merits of Director vs. mTropolis vs. Authorware
vs. every Card/Scripting tool (SuperCard, Toolbook, MetaCard, HyperCard,
etc.) vs. Quest vs. Visual Basic (!) were discussed.
In so far as conclusions were reached:
*produce your slick demo in
Director
Director gives you the best
control over your graphical presentation (especially synchronization
and animation) in the shortest amount of time.
*produce your functionality demo in
mTropolis (and buy a Mac)
mTropolis gives you the best
interactive behavior between elements (especially game-state behaviors)
of any tool available. The downside for one attendee was that his
shop is Win 95/NT only and he'd have to get a Macintosh to author
in mTropolis.
*produce your interface demo depending
upon who is authoring the demo:
- if your developer is a
subject-matter expert (instructional designer, non-animation savvy
graphic designer, or other non-technical type): use an iconic/flow
control tool (Authorware, IconAuthor)
These users will benefit from the ability to visually track the flow
of the program while they're desiging the interactivity
- if your developer is an educator or similarly trained interactive
designer, use a Card-based tool (*Card, or Toolbook, or Digital Chisel)
These users will benefit from their legacy scripting abilities, and
the familiarity of the index-card metaphor for organizing their thoughts
- if your developer is a programmer, use a Frame tool with a scripting
language (Quest, Apple Media Kit, Visual Basic with MediaShop or FXKnife,
etc.)
These users will benefit from their legacy coding ability while still
having a robust visual interface to play off of, and won't be distracted
by the lack of visual debugging clues.
Day 3:
Populated by newbies, an authoring-tool developer (vertical market),
and the Intel ringer, with the late and appreciated addition of Chino
(Direct-L and Sharkbytes maven), this session mostly concentrated on
what feature set a new user should be looking for in building up their
tool chest, and how to analyze their content (emphasis upon this year's
handout, located at (http://www.castlemoose.com/jsrt97h.html)
to choose their tools wisely.
A lot of the session was spent on the various deficiencies of currently
available tools (limited text handling in Director vs. no integral text
handling for mTropolis, for instance).
In this session, I was able to quiz the Intel dude as to what the hell
a chip manufacturer was doing at an authoring tools session; his reply
(I suspect this is the usual stock reply for someone so obviously out
of his element) was that he wanted to know what Intel could do to help,
and thereby sell more Intel chips. He really didn't like my comment
(and Chino's agreement) that 90% of multimedia content is produced on
Macs and SGIs, then ported to Windows.
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