MACHINIMA
By: Michael Badger
Machinima refers to the application
of film making and storytelling techniques to a 3D virtual environment that more
often than not is derived from a particular video game. It is basically a
convergence of the world’s of film, animation and video game technology, a
collaboration that results in a more cost-effective and relatively less time
consuming than traditional frame by frame animation and a less logistically
taxing mode of storytelling without any need to compromise too much on the
extent of creative control.
The earliest traces of Machinima –
the word itself comes from a hybrid of the words “machine” and cinema, coined
by – can most clearly be seen in 1992 when Disney Interactive Studios’ computer
game ‘Stunt Island enabled users to stage, record and playback stunts to create
scenarios for purely spectatorial purposes. This gem of an idea was taken to
the next level in 1993 with Doom, a first-person shooter game developed by id
Software, and it’s in-built ability to record game-play to be replayed later.
This was innovative in the sense that it allowed the player to become performer
and allowed them further creative input by enabling them to create their own
modifications, maps and software for the game. Doom’s 1996 successor, Quake
continued to lay the groundwork for Machinima by allowing for further
customizations for player’s, thereby giving them more control in shaping their
virtual world to their specific tastes. At this time, online multiplayer games
were also becoming increasingly popular, “almost a sport” and the videos
recorded, then called ‘demos’ were used in the same way football team would
view reels of other teams, or as they were called in the Quake universe ‘camps’,
as a means to better strategically prepare themselves for an encounter.
The first full-fledged Machinima
feature length movie came on the 26th of October with the short film
“Diary of a Camper” (see below) that opted for focusing on storytelling rather than the
blood, gore and violence that are prevalent in it, sparking increased interest
in the genre and it’s potential, not only among the gaming community but
eventually in the mainstream film industry with Stephen Spielberg, for instance
using the video game unreal tournament 3 to test special effects whilst working
on his 2001 science fiction movie Artificial Intelligence or A.I. Television program 'South Park' also featured World of Warcraft based Machinima in it's Emmy nominated episode "Make Love, Not Warcraft".
With Machinima, as with any other
medium of communication or expression, there are pitfalls that go along with
the conveniences that were mentioned previously. The movie maker relies heavily
on the software created for the video game being used by the game’s developers.
In essence, Machinima could be seen as modern day, technologically enhanced
puppetry. This means that there are limitations on the expressive capabilities
of the character’s being used to act out the given script, meaning more work
needs to be put into the scenery, special effects and other variables in order
to create a convincing and affecting storyline.
Works Cited
Hubatch, Michael A.
"Machinima: The legitimization and obstacles of becoming an art
form." Arts Technology Program, Illinois State University, Normal, 2010.
Machinima.com. The
Machinima Part 1: History, Information and Examples. 2010.
https://www.youtube.com/watch?v=u5mtThYSLxY
(accessed October 17, 2012).
—. The
Machinima Part 2: History, Information and Examples. 2010.
https://www.youtube.com/watch?v=MekmH6EqXdk
(accessed October 17, 2012).
Machinima.org. What
is Machinima? May 3, 2008.
http://www.machinima.org/machinima-faq.html
(accessed October 17, 2012).
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