CD-ROMs: Defining the New Medium

How to Tell the Good From the Bad

July, 1994

By Scott Rosenberg

The peddlers of a new technology always promise the moon, so why should CD-ROM be any different? If you listen to the multimedia industry, the CD-ROM -- a disk that looks like an audio CD but plays sound, text, pictures and video on a computer -- is the silvery future of publishing, a miraculous medium that's redefining communications and entertainment. Meanwhile, a chorus of been-there-done-that skeptics dismisses it as a technological dead end.

While multimedia houses flood the CD-ROM market -- with encyclopedias, art guides, video games, "interactive movies," how-to manuals, comedy collections and more kids' products than the most acquisitive tyke could ever desire -- doubters deride the format as "yesterday's technology today," a cumbersome, decade-old design that straitjackets anyone trying to work in the medium.

The full story, as usual, is much less extreme and more prosaic. The CD-ROM is neither a world-changing miracle nor a hype-driven rip-off. A CD-ROM is simply a dense data canister -- a little package for a lot of bytes.

Roughly speaking, a byte is a character or a piece of digital information, and a megabyte is a million of them. A CD-ROM can hold 600 or so megabytes. That makes it a low-cost way to mass-produce and sell big heaps of digital anything -- Donald Duck or databases, poetry or pornography.

The bytes themselves are exactly the same as they'd be if they were delivered on floppy disks and then installed on a hard disk drive like the one inside your computer. But you'd need hundreds of floppies to match a single CD, and nobody is about to clear out an expensive hard drive -- which is usually loaded with essential software and data -- just to make room for this week's hot CD game.

We're used to thinking of media as each dedicated to a single kind of artwork or product: for music, vinyl records, audio CDs and cassettes; VHS tapes for video; film stock for movies; books, magazines and newspapers for text. But in the digital world, any medium that stores data can present any kind of information. CD-ROMs mark the first assault of this digital revolution on the mass marketplace (with an estimated 8 million CD-ROM drives installed in the U.S. today, and 14 million predicted by the year's end). For the first time, large numbers of consumers are being sold chameleonic data containers that can be filled with anything that's digitizable.

Many companies are going ahead with CD-ROM publishing programs, regardless of the technology's limitations, because they see it as a "test platform" -- a chance to experiment now with the interactive products of the future. Since 600 megabytes is 600 megabytes, however you physically deliver them, in the future the stuff on a CD-ROM today could easily be sold in some more efficient data containiner -- or, as many observers expect, pumped into the home through a wire along the "information superhighways" the cable and telephone industries are scrambling to define.

In the meantime, the CD-ROM is a 600-megabyte blank slate for designers, authors, developers and programmers to fill. What are they coming up with?

In a developers' conference on the WELL, the Bay Area on-line service, the CD-ROM topic is entitled "The Heartbreak of CD-ROM." The phrase refers mostly to technical drawbacks. But for the rest of us, the heartbreak of CD-ROMs today is how unimaginative most producers have thus far been in making them.

Many of the earliest and most obvious uses of CD-ROM -- for reference works, national phone books, roadmaps and travel guides -- are functional but hardly inspiring. Meanwhile, many of the products that are intended to showcase the special, "non-linear," interactive abilities of the new medium -- the multimedia adventures and learning experiences -- are either less exciting than they promise or don't work properly.

The CD-ROM marketplace -- with anywhere from 6000 to 10,000 titles in print, depending on who's counting -- has odd pockets of oversupply. For reasons that must run deeper than the popularity of "Jurassic Park," prehistoric material has always been a CD-ROM mainstay: "Microsoft Dinosaurs," "Grolier Prehistoria," Creative Multimedia's "Dinosaur Safari," Knowledge Adventure's "3-D Dinosaur Adventure," and many more. A visitor from Mars trying to understand human culture by studying CD-ROMS might conclude that we are a society of dinosaur-worshippers.

If watching grainy videos of T. rexes galumphing across your computer monitor while you read encycopedia entries about their extinction and listen to ominous music doesn't give you a charge, you may need to be a little more intrepid in your search for CD-ROM thrills. After many hours of exploration, I'd suggest the following set of guidelines for shopping for a good CD-ROM.

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