Picks and Pans Review: Talking With...

UPDATED 01/13/1997 at 01:00 AM EST Originally published 01/13/1997 at 01:00 AM EST

>Tom Clancy

PATRIOT GAMES

An international crisis, Tom Clancy-style, is brewing. Chinese Communists have seized the oil-rich Spratly Islands. U.S. nuclear attack submarines, led by the U.S.S. Cheyenne, are dispatched. But in Tom Clancy SSN—a CD-ROM the techno-thriller author hopes will pave the way for his new multimedia company to produce even more Clancy games—it's not Harrison Ford or Alec Baldwin in charge of protecting the free world. It's you. And taking a nuclear sub into combat turns out to be a little trickier than it looks in the movies.

High tech isn't anything new to you. Why start now?

My readers expect a high degree of fidelity to the real world. One of the advantages of CD-ROMs is that you can put so much data on them that the games now have a degree of reality that is quite respectable, as opposed to Space Invaders and the stuff that was around 15 years ago.

How was writing the plot for a game different than that of a book?

When you write a book, you're presenting your story in an unchangeable form. In this case, the reader-player-customer has to learn how to tell the story himself.

So they get to pick the ending?

If the player plays correctly, it will come out my way. If you come out alive, you probably did it right.

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