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Machinima ( or ) is the use of real-time 3D computer graphics rendering engines to create a cinematic production. Most often, video games are used to generate the computer animation. Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below).
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 speedruns—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 misspelled portmanteau of machine 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, Blizzard Entertainment and Jagex, have sponsored contests involving it.
Dooms 1996 successor, Quake, offered new opportunities for both gameplay and customization, while retaining the ability to record demos. Multiplayer games became popular, almost a sport; demos of matches between teams of players (clans) were recorded and studied. Paul Marino, executive director of the AMAS, stated that deathmatches, a type of multiplayer game, became more "cinematic".
Diary of a Camper inspired many other "Quake movies," as these films were then called. the latter became known as "Adobe Premiere for Quake demo files". Among the notable films were Clan Phantasm's Devil's Covenant, and Clan Undead's Operation Bayshield, which introduced simulated lip synchronization and featured customized digital assets.
Released in December 1997, id Software's Quake II improved support for user-created 3-D models. However, without compatible editing software, filmmakers continued to create works based on the original Quake; these included the ILL Clan's Apartment Huntin' and the Quake done Quick group's Scourge Done Slick. Quake II demo editors became available in 1998; in particular, Keygrip 2.0 introduced "recamming", the ability to adjust camera locations after recording.
The December 1999 release of id's Quake III Arena posed a problem to the Quake movie community. The game's demo file included information needed for computer networking; however, to prevent cheating, id warned of legal action for dissemination of the file format. New productions appeared less frequently, and, according to Marino, the community needed to "reinvent itself" to offset this development. The new name surprised the community; a misspelled contraction of machine cinema (machinema), the term machinima was intended to dissociate in-game filming from a specific engine. However, demo files required a copy of the game to view. Within a few years, machinima films were almost exclusively distributed in common video file formats. Roger Ebert discussed it in a June 2000 article and praised Strange Company's machinima setting of Percy Bysshe Shelley's sonnet "Ozymandias". At Showtime Network's 2001 Alternative Media Festival, the ILL Clan's 2000 machinima film Hardly Workin' won the Best Experimental and Best in SHO awards. Steven Spielberg used Unreal Tournament to test special effects while working on his 2001 film Eventually, interest spread to game developers. In July 2001, Epic Games announced that its upcoming game Unreal Tournament 2003 would include Matinee, a machinima production software utility. As involvement increased, filmmakers released fewer new productions to focus on quality. a non-profit organization dedicated to promoting machinima. At QuakeCon in August, the new organization held the first Machinima Film Festival, which received mainstream media coverage. , by Jake Hughes and Tom Hall, won three awards, including Best Picture. As graphics technology improved, machinima filmmakers used other video games and consumer-grade video editing software. Using Bungie's 2001 game , Rooster Teeth Productions created a popular comedy series Red vs. Blue: The Blood Gulch Chronicles. The series' second season premiered at the Lincoln Center for the Performing Arts in 2004.
Commercial use of machinima has increased. Rooster Teeth sells DVDs of their Red vs. Blue series and, under sponsorship from Electronic Arts, helped to promote The Sims 2 by using the game to make a machinima series, The Strangerhood. Later, Electronic Arts commissioned Rooster Teeth to promote their Madden NFL 07 video game.Blockhouse tv uses Moviestorm's machinima software to produce it's pre-school educational DVD series Jack and Holly
Game developers have continued to increase support for machinima. Products such as Lionhead Studios' 2005 business simulation game The Movies, Linden Research's virtual world Second Life, and Bungie's 2007 first-person shooter Halo 3 encourage the creation of user content by including machinima software tools. took four days to create The French Democracy, a short political film about the 2005 civil unrest in France.
In a recent interview with PC Magazine, Valve CEO and co-founder Gabe Newell said that they wanted to make a Half-Life feature film themselves, rather than hand it off to a big-name director like Sam Raimi, and that their recent Team Fortress 2 "Meet The Team" machinima shorts were experiments in doing just that.
Another difference is that machinima is created in real time, but other animation is pre-rendered. Real-time engines need to trade quality for speed and use simpler algorithms and models. similarly, Paul Marino connects machinima to the increasing computing power predicted by Moore's Law. Filmmakers are often encouraged to follow traditional cinematic conventions, such as avoiding wide fields of view, the overuse of slow motion, and errors in visual continuity. Unlike live action, machinima involves less expensive, digital special effects and sets, possibly with a science-fiction or historical theme. 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. Machinima is a digital medium based on 3-D computer games, but most works have a linear narrative structure. Some, such as Red vs. Blue and The Strangerhood, follow narrative conventions of television situational comedy. In creating their improvisational comedy series On the Campaign Trail with Larry & Lenny Lumberjack and talk show Tra5hTa1k with ILL Will, the ILL Clan blended real and virtual performance by creating the works on-stage and interacting with a live audience. Previously, such virtual cinematic performances with live audience interaction were confined to research labs equipped with powerful computers.
Machinima can be less expensive than other forms of filmmaking. Strange Company produced its feature-length machinima film BloodSpell for less than £10,000. Before using machinima, Burnie Burns and Matt Hullum of Rooster Teeth Productions spent US$9,000 to produce a live-action independent film; in contrast, the four Xbox game consoles used to make Red vs. Blue in 2005 cost $600. The low cost caused a product manager for Electronic Arts to compare machinima to the low-budget independent film The Blair Witch Project, without the need for cameras and actors. Berkeley weighs increased participation and a blurred line between producer and consumer against concerns that game copyrights limit commercialization and growth of machinima.
Comparatively, machinimists using pre-made virtual platforms like Second Life have indicated that their productions can be made quite successfully with no cost at all. Creators like dutch director Chantal Harvey, producer of the 48 Hour Film Project Machinima sector, have created upwards of 200 films using the platform. Harvey's advocacy of the genre has resulted in the involvement of film director Peter Greenaway who served as a juror for the Machinima category and gave a keynote speech during the event.
A technique common in cut scenes of video games, scripting consists of giving precise directions to the game engine. A filmmaker can work alone this way, as J. Thaddeus "Mindcrime" Skubis did in creating the nearly four-hour The Seal of Nehahra (2000), the longest work of machinima at the time. However, perfecting scripts can be time-consuming. In this respect, Kelland, Morris, and Lloyd compare scripting to stop-motion animation. Matinee, a machinima software tool included with Unreal Tournament 2004, popularized scripting in machinima. Quake movie editing software later appeared, but the use of conventional non-linear video editing software is now common. For example, Phil South inserted single, completely white frames into his work No Licence to enhance the visual impact of explosions.
Machinima creators have used different methods to handle limited character expression. In the Halo video game series, helmets completely cover the characters' faces. To prevent confusion, Rooster Teeth's characters move slightly when speaking, a convention shared with anime. Some machinima creators use custom software. For example, Strange Company uses Take Over GL Face Skins to add more facial expressions to their characters filmed in BioWare's 2002 role-playing video game Neverwinter Nights. In some cases, some game companies may provide such software; examples include Epic Games' Impersonator for Unreal Tournament 2004 and Valve Corporation's FacePoser for Half-Life 2. It may be possible to point the camera elsewhere or employ other creative cinematography or acting.
Generally, companies want to retain creative control over their intellectual properties and are wary of fan-created works, like fan fiction. In 2003, Linden Lab was praised for changing license terms to allow users to retain ownership of works created in its virtual world Second Life. Rooster Teeth initially tried to release Red vs. Blue unnoticed by Halos owners because they feared that any communication would force them to end the project. However, Microsoft, Bungie's parent company at the time, contacted the group shortly after episode 2,
A case in which developer control was asserted involved Blizzard Entertainment's action against Tristan Pope's Not Just Another Love Story. Blizzard's community managers encouraged users to post game movies and screenshots, but viewers complained that Pope's suggestion of sexual actions through creative camera and character positioning was pornographic. Citing the user license agreement, Blizzard closed discussion threads about the film and prohibited links to it. Discussion ensued about boundaries between MMORPG player and developer control.
Surprised by the negative feedback, The license prohibits reverse engineering and material that is pornographic or otherwise "objectionable". This prevents legal problems if a fan and Microsoft independently conceive similar plots. It differs from Microsoft's declaration in that it addresses machinima specifically instead of general game-derived content, allows use of game audio if Blizzard can legally license it, requires derivative material to meet the Entertainment Software Rating Board's Teen content rating guideline, defines noncommercial use differently, and does not address extensions of fictional universes.
Hayes states that, although licensees' benefits are limited, the licenses reduce reliance on fair use regarding machinima. In turn, this recognition may reduce film festivals' concerns about copyright clearance; in an earlier analogous situation, festivals were concerned about documentary films until best practices for them were developed. According to Hayes, Microsoft and Blizzard helped themselves through their licenses because fan creations provide free publicity and are unlikely to harm sales. If the companies had instead sued for copyright infringement, defendants could have claimed estoppel or implied license because machinima had been unaddressed for a long time. Thus, these licenses secured their issuers' legal rights. Because of the involved legal complexity, they may prefer to under-enforce copyrights.
Machinima has been used in music videos, of which the first documented example is Ken Thain's 2002 "Rebel vs. Thug", made in collaboration with Chuck D. The following year, Tommy Pallotta directed "In the Waiting Line" for the British group Zero 7. He told Computer Graphics World, "It probably would have been quicker to do the film in a 3D animated program. But now, we can reuse the assets in an improvisational way." In television, MTV features video game characters on its show Video Mods.
Others use machinima in drama; these works may or may not retain signs of their video game provenance. Unreal Tournament is often used for science fiction and Battlefield 1942 for war, but some artists subvert their chosen game's setting or completely detach their work from it. In 1999, Strange Company used Quake II in Eschaton: Nightfall, a horror film based on the work of H. P. Lovecraft. A later example is Damien Valentine's series Consanguinity, made using BioWare's 2002 computer game Neverwinter Nights and based on the television series Buffy the Vampire Slayer. One example, Fountainhead's Anna, is a short film that focuses on the cycle of life and is reminiscent of Fantasia. Alex Chan's take on the 2005 civil unrest in France, The French Democracy, attained mainstream attention and inspired other machinima commentaries on American and British society. Horwatt deemed Thuyen Nguyen's 2006 An Unfair War, a criticism of the Iraq war, similar in its attempt "to speak for those who cannot". Joshua Garrison mimicked Chan's "political pseudo-documentary style" in his Virginia Tech Massacre, a controversial Halo 3–based re-enactment and explanation of the eponymous real-life events. More recently, War of Internet Addiction addressed internet censorship in China using World of Warcraft.
Machinima has been showcased in contests sponsored by game companies. Epic Games' popular Make Something Unreal contest included machinima that impressed event organizer Jeff Morris because of "the quality of entries that really push the technology, that accomplish things that Epic never envisioned". In December 2005, Blizzard Entertainment and Xfire, a gaming-focused instant messaging service, jointly sponsored a World of Warcraft machinima contest.
Category:3D computer graphics Category:Animation techniques Category:Computer animation Category:Emergent gameplay Category:Film and video technology Category:Media based on video games Category:Machinima
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