| May 9,
2005 Machinima:
Storytelling Convergence?
by Jeannie Novak
Founder & Lead Writer
Machinima pioneer Strange Company’s
Steelwight is a tale of “swashbuckling heroes
and Victorian streets where monsters lurk in
places of power… “
Machinima is a blend of “machine” and “cinema.” The machine in this
case is a game engine that is used by filmmakers to create an animated
movie instead of a game. From the film industry side, machinima can be
seen as an example of technology convergence—adopting a tool originally
created for game development to make movies. From a game industry
perspective, machinima takes cinematics and cut-scenes even further away
from the game experience itself and toward linear storytelling. The low
development costs associated with using game engines to make animated
movies adds machinima to DV technology as another revolution in
independent filmmaking. Compared to a computer-generated animated film
such as Toy Story or Final Fantasy, it costs next to nothing to produce
a full-length machinima feature.
Strange Company founder and artistic director Hugh Hancock was
inspired to blend game engines with cinema after being involved in
player communities that modified the original Quake game by developing
in-game mini-movies. According to Hancock, “Machinima is important
because it opens up a third way of creating films. Steering a course
between digital video (quick to produce but restricted) and animation
(unlimited but extremely slow), Machinima opens up entire genres of
filmmaking to hobbyists and low-budget filmmakers. Now, rather than just
making Clerks, upcoming Kevin Smiths can cut their teeth on making films
with the scope of Star Wars or The Matrix.”
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