KTPrymus said:
You wonder whether the hyperbolic claims about the industry changing nature of Dragon's Lair were directed more at the hardware or the idea of melding game and film. If it were the hardware it's obvious that their claims were dead wrong, though the laserdisc's spiritual successor, cd-rom, was they lynchpin of change form the 16 to 32 bit eras.
But was the idea of melding game and film so off base? Sure that sinister euphemism for mindless button pressing we call quicktime events is considered the most vulgar form of "cinematic gaming", but the idea itself is played out in nearly every game released. Whether it's cut scenes, dynamic camera angles, voice acting, or the tension created by atmospheric music, Bluth's vision is re-iterated in everything from Heavy Rain to Super Mario Galaxy. We may disagree on what uses of "cinematic" techniques are successful in games and what aren't, or whether Dragon's Lair itself should even be honored as a trend-setter. But there's no arguing the fact that Bluth and company were one of the first - if not the first - to attempt to make that vision a reality.
I absolutely agree that Bluth's vision of gaming seems prescient today, especially when compared to Dyer's endless hawking of the laserdisc. Between the two, Bluth comes across as canny and intuitive, with a real love of craft. Dyer comes across as a space alien here to harvest our skin cells.
They also seem to be extolling the virtues of two very different games. In Dyer's case, it's formalistic and rote - how best to train machines to spit out engaging and engrossing experiences. Bluth, on the other hand, seems honestly interested in the process of creation, including how best to juggle the elements involved. They had an art team! An orchestra! Princess Daphne's gazungas! That's showbiz, baby!
That said, I think it's important to remember that Bluth's argument towards the melding of film and game wasn't generic, but rather fixed to a specific process. As a classical animator, he was ultimately interested in the ways in which animation would move forward and reach new audiences. From this perspective, the Dragon's Lair offered a film-through-game, rather than a game accentuated by the cinematic techniques you mentioned - cut scenes, voice acting, framing choices, the works. The "art" of the game is top down, rather than bottom up.
But to hear Dyer and Bluth square off on their very different visions of Dragon's Lair, I'm reminded of that classic causality dilemma: "Which game first, the artist or the egghead?"