About one year after the dot-com crash, the fi rst crest of excitement over digital features had passed. Whether this was a refl ection on the fi lms at that time or on a culture oversaturated by the digital medium, few believed that the long-term outlook for digital features would dim. The question became what kind of fi lms the wide-scale availability of digital features would bring. At the time, we proposed least three different categories:

1. High-end features that push the technologies and budget to create smoothly rendered fantasies. These features will allow the making of ever more constructed worlds at the content level, although the visual styles that communicate these worlds will remain conservative.