Thursday, April 12, 2007

Connections: AT&T's Vision of the Future (Part 3, 1993)

Today we have part 3 of the wonderfully paleo-futuristic video Connections: AT&T's Vision of the Future. Being partial to past visions of virtual reality, this may be my favorite part of Connections. Whether it's your favorite part or not, we still have plenty of this 1993 video to examine.

See also:
Connections: AT&T's Vision of the Future (Part 1, 1993)
Connections: AT&T's Vision of the Future (Part 2, 1993)
Virtual Reality (1980s-today)
AT&T "You Will" (1993)


Anonymous said...

How do you know that this is the future that never was? Remember, we're still in past.

Oscar B said...

What exactly is the point of this game - to stand perfectly still while a vampire attacks you?

Bri said...

Anyone notice that his hands look a little paisley. I suppose that's what too much virtual reality gaming will do to you.

Anonymous said...

People spending their lives in virtual gaming environments communicating in real time with their friends. That's NOT the future that never was, thats WOW.

Unknown said...

What's the point of playing the game with friends if they're gonna have all of the cool parts and all you do is stand against a wall and shake chains?

Anonymous said...

Interesting how they left the unfriendly user interface commands in the future. System - end comment

Unknown said...

I drew the idea for the virtual reality game from Adventure, the game that I learned when I got access to UNIX. Lots of hours were spent hunting for batteries in "twisty passages that all look the same."

I can't recall who on the team thought of the specific theme for the game. It is a tribute to special effects. I can't recall, but there may even be a morph in the scene, which was very expensive at the time. Now you can do morphs on a laptop.

We envisioned the kid in chains as either the pesty kid brother who insists on being included so the older siblings tie him to a wall OR he is in a penalty box for low score.

In any event, when we made Connections, computer games were pretty crude compared to today (Liesure Suit Larry) and virtual reality for consumers more of a concept than a reality.