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Machinima

Machinima, originally machinema (/məˈʃnɪmə, -ˈʃɪn-/), is the use of real-time computer graphics engines to create a cinematic production. The word "machinima" is a portmanteau of the words machine and cinema. According to Guinness World Records, machinima is the art of making animated narrative films from computer graphics, most commonly using the engines found in video games.[1]

For the company of the same name, see Machinima, Inc.

Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). Machinima offers to provide an archive of gaming performance and access to the look and feel of software and hardware that may already have become obsolete or even unavailable. For game studies, "Machinima's gestures grant access to gaming's historical conditions of possibility and how machinima offers links to a comparative horizon that informs, changes, and fully participates in videogame culture."[2][3]


The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 1992 video game Stunt Island, and 1990s recordings of gameplay in first-person shooter (FPS) video games, such as id Software's Doom and Quake. Originally, these recordings documented speed runs—attempts to complete a level as quickly as possible—and multiplayer matches. The addition of storylines to these films created "Quake movies". The more general term machinima, a blend of machine and cinema, arose when the concept spread beyond the Quake series to other games and software. After this generalization, machinima appeared in mainstream media, including television series and advertisements.


Machinima has advantages and disadvantages when compared to other styles of filmmaking. Its relative simplicity over traditional frame-based animation limits control and range of expression. Its real-time nature favors speed, cost saving, and flexibility over the higher quality of pre-rendered computer animation. Virtual acting is less expensive, dangerous, and physically restricted than live action. Machinima can be filmed by relying on in-game artificial intelligence (AI) or by controlling characters and cameras through digital puppetry. Scenes can be precisely scripted, and can be manipulated during post-production using video editing techniques. Editing, custom software, and creative cinematography may address technical limitations. Game companies have provided software for and have encouraged machinima, but the widespread use of digital assets from copyrighted games has resulted in complex, unresolved legal issues.


Machinima productions can remain close to their gaming roots and feature stunts or other portrayals of gameplay. Popular genres include dance videos, comedy, and drama. Alternatively, some filmmakers attempt to stretch the boundaries of the rendering engines or to mask the original 3-D context. The Academy of Machinima Arts & Sciences (AMAS), a non-profit organization dedicated to promoting machinima, recognizes exemplary productions through Mackie awards given at its annual Machinima Film Festival. Some general film festivals accept machinima, and game companies, such as Epic Games, Valve, Blizzard Entertainment and Jagex, have sponsored contests involving it.

History[edit]

Precedent[edit]

1980s software crackers added custom introductory credits sequences (intros) to programs whose copy protection they had removed.[4][5] Increasing computing power allowed for more complex intros, and the demoscene formed when focus shifted to the intros instead of the cracks.[4] The goal became to create the best 3-D demos in real-time with the least amount of software code.[6][4] Disk storage was too slow for this, so graphics had to be calculated on the fly and without a pre-existing game engine.[6][4]


In Disney Interactive Studios' 1992 computer game Stunt Island, users could stage, record, and play back stunts. As Nitsche stated, the game's goal was "not ... a high score but a spectacle."[6] Released the following year, id Software's Doom included the ability to record gameplay as sequences of events that the game engine could later replay in real-time.[7] Because events and not video frames were saved, the resulting game demo files were small and easily shared among players.[7] A culture of recording gameplay developed, as Henry Lowood of Stanford University called it, "a context for spectatorship.... The result was nothing less than a metamorphosis of the player into a performer."[8] Another important feature of Doom was that it allowed players to create their own modifications, maps, and software for the game, thus expanding the concept of game authorship.[9] In machinima, there is a dual register of gestures: the trained motions of the player determine the in-game images of expressive motion.[10]


In parallel of the video game approach, in the media art field, Maurice Benayoun's Virtual Reality artwork The Tunnel under the Atlantic (1995), often compared to video games, introduced a virtual film director, fully autonomous intelligent agent, to shoot and edit in real time a full video from the digging performance in the Pompidou Center in Paris and the Museum of Contemporary art in Montreal. The full movie, Inside the Tunnel under the Atlantic,[11] 21h long, was followed in 1997 by Inside the Paris New-Delhi Tunnel (13h long). Only short excerpts were presented to the public. The complex behavior of the Tunnel's virtual director makes it a significant precursor of later application to video games based machinimas.[12]


Doom's 1996 successor, Quake, offered new opportunities for both gameplay and customization,[13] while retaining the ability to record demos.[14] Multiplayer video games became popular, and demos of matches between teams of players (clans) were recorded and studied.[15] Paul Marino, executive director of the AMAS, stated that deathmatches, a type of multiplayer game, became more "cinematic".[14] At this point, however, they still documented gameplay without a narrative.[16]

Production[edit]

Comparison to film techniques[edit]

The AMAS defines machinima as "animated filmmaking within a real-time virtual 3-D environment".[47] In other 3-D animation methods, creators can control every frame and nuance of their characters but, in turn, must consider issues such as key frames and inbetweening. Machinima creators leave many rendering details to their host environments, but may thus inherit those environments' limitations.[48] Second Life Machinima film maker Ozymandius King provided a detailed account of the process by which the artists at MAGE Magazine produce their videos. "Organizing for a photo shoot is similar to organizing for a film production. Once you find the actors / models, you have to scout locations, find clothes and props for the models and type up a shooting script. The more organized you are the less time it takes to shoot the scene."[49] Because game animations focus on dramatic rather than casual actions, the range of character emotions is often limited. However, Kelland, Morris, and Lloyd state that a small range of emotions is often sufficient, as in successful Japanese anime television series.[50]


Another difference is that machinima is created in real time, but other animation is pre-rendered.[51] Real-time engines need to trade quality for speed and use simpler algorithms and models.[51] In the 2001 animated film Final Fantasy: The Spirits Within, every strand of hair on a character's head was independent; real-time needs would likely force them to be treated as a single unit.[51] Kelland, Morris, and Lloyd argue that improvement in consumer-grade graphics technology will allow more realism.[52] Similarly, Paul Marino connects machinima to the increasing computing power predicted by Moore's law.[28] For cut scenes in video games, issues other than visual fidelity arise. Pre-rendered scenes can require more digital storage space, weaken suspension of disbelief through contrast with real-time animation of normal gameplay, and limit interaction.[52]


Like live action, machinima is recorded in real-time, and real people can act and control the camera.[53] Filmmakers are often encouraged to follow traditional cinematic conventions,[54][55] such as avoiding wide fields of view, the overuse of slow motion,[56] and errors in visual continuity.[57] Unlike live action, machinima involves less expensive, digital special effects and sets, possibly with a science-fiction or historical theme.[53] Explosions and stunts can be tried and repeated without monetary cost and risk of injury, and the host environment may allow unrealistic physical constraints.[53] University of Cambridge experiments in 2002 and 2003 attempted to use machinima to re-create a scene from the 1942 live-action film Casablanca.[58] Machinima filming differed from traditional cinematography in that character expression was limited, but camera movements were more flexible and improvised. Nitsche compared this experiment to an unpredictable Dogme 95 production.[58]

Semiotic mode[edit]

Just as machinima can be the cause of legal dispute in copyright ownership and illegal use, it makes heavy use of intertextuality and raises the question of authorship. Machinima takes copyrighted property (such as characters in a game engine) and repurposes it to tell a story, but another common practice in machinima-making is to retell an existing story from a different medium in that engine.


This re-appropriation of established texts, resources, and artistic properties to tell a story or make a statement is an example of a semiotic phenomenon known as intertextuality or resemiosis.[6] A more common term for this phenomenon is "parody", but not all of these intertextual productions are intended for humor or satire, as demonstrated by the Few Good G-Men video. Furthermore, the argument of how well-protected machinima is under the guise of parody or satire is still highly debated. A piece of machinima may be reliant upon a protected property, but may not necessarily be making a statement about that property.[120] Therefore, it is more accurate to refer to it simply as resemiosis, because it takes an artistic work and presents it in a new way, form, or medium. This resemiosis can be manifested in a number of ways. The machinima-maker can be considered an author who restructures the story and/or the world that the chosen game engine is built around.[121] In the popular web series Red vs. Blue, most of the storyline takes place within the game engine of Halo: Combat Evolved and its subsequent sequels. Halo: Combat Evolved has an extensive storyline already, but Red vs. Blue only ever makes mention of this storyline once in the first episode.[122] Even after over 200 episodes of the show being broadcast onto the Internet since 2003, the only real similarities that can be drawn between Red vs. Blue and the game-world it takes place in are the character models, props, vehicles, and settings. Yet Burnie Burns and the machinima team at Rooster Teeth created an extensive storyline of their own using these game resources.


The ability to re-appropriate a game engine to film a video demonstrates intertextuality because it is an obvious example of art being a product of creation-through-manipulation rather than creation per se. The art historian Ernst Gombrich likened art to the "manipulation of a vocabulary"[123] and this can be demonstrated in the creation of machinima. When using a game world to create a story, the author is influenced by the engine. For example, since so many video games are built around the concept of war, a significant portion of machinima films also take place in war-like environments.[121]


Intertextuality is further demonstrated in machinima not only in the re-appropriation of content but in artistic and communicatory techniques. Machinima by definition is a form of puppetry,[124] and thus this new form of digital puppetry employs age-old techniques from the traditional artform.[125] It is also, however, a form of filmmaking, and must employ filmmaking techniques such as camera angles and proper lighting. Some machinima takes place in online environments with participants, actors, and "puppeteers" working together from thousands of miles apart. This means other techniques born from long-distance communication must also be employed. Thus, techniques and practices that would normally never be used in conjunction with one another in the creation of an artistic work end up being used intertextually in the creation of machinima.


Another way that machinima demonstrates intertextuality is in its tendency to make frequent references to texts, works, and other media just like TV ads or humorous cartoons such as The Simpsons might do.[126] For example, the machinima series Freeman's Mind, created by Ross Scott, is filmed by taking a recording of Scott playing through the game Half Life as a player normally would and combining it with a voiceover (also recorded by Scott) to emulate an inner monologue of the normally voiceless protagonist Gordon Freeman.[127] Scott portrays Freeman as a snarky, sociopathic character who makes frequent references to works and texts including science fiction, horror films, action movies, American history, and renowned novels such as Moby Dick. These references to works outside the game, often triggered by events within the game, are prime examples of the densely intertextual nature of machinima.

3DMM

Computer animation

Computer-generated imagery

The Flying Luna Clipper

1996 in machinima

2003 in machinima

2004 in machinima

2005 in machinima

2006 in machinima

2007 in machinima

Overwatch and pornography

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Machinima

at the Internet Archive

Machinima