My Current Project

Thursday, February 19, 2009

Machinima ... still shaping my life.

I honestly believed that when I went back to school, machinima would not play a part in my life, until maybe again sometime in the future.

The first lab project in one of my computer classes was a simple exercise that would determine our grasp of Microsoft Word. Quite simply, all that was required of us was to write about anything we wanted to write about, using Microsoft Word and the required properties dictated by the project.

I chose to write about machinima, because I am still discovering that very few actually know anything about the subject, and I wrote my paper as if writing to an audience that knew nothing of machinima, and I'm including it here:

Machinima Lost

The term “machinima” is credited to Hugh Hancock, the co-author of, “Machinima For Dummies”, in January of 2000, but the first machinima video is arguably said to have been released October 26, 1996. This first release was known then as the “Quake Movies”.

Machinima is not so easily defined anymore, as progress, greed, and Copyright has created a need for “machinimators” to expand, change, or elaborate on the definition as it suits their agenda. Originally, it was a simple concept and defined a simple process. Hobbyists used the term to define their works as capturing video footage from within the confines of a 3D environment in “real time” and editing these video clips with a computer editing program.

I was introduced to machinima and became a member of the machinima online community in 2004 and made a significant contribution in pioneering this new art form under the Britannica Dreams label. Britannica Dreams Productions produced its last machinima video in October of 2006, but I continue to produce machinima under the Krywolf label.

It is my belief, through my experiences, that machinima has become lost. In its original form it emerged from the online game, Quake. This is why the original definition included the crucial characteristic, “real time”. The process, seemingly simple, involved the individual “logging into game” and capturing video from game play by using a video capturing program, like FRAPS. In this case, the individual had no control over the environment or actions of the characters. He or she would have to edit the footage in such a way to create his or her vision of what the video would relay to its audience.

Today, programs and hacks have been created that have completely removed the “real time” character from the video capture. As an example of this, I use The Sims2, a game created by Electronic Arts, to create my footage for my videos. With the use of hacks and “modded” files and programs, I can manipulate the environment and characters to create the desired outcome. There is very little editing involved in my videos, as I am able to “stage the set” in game. However, if I wanted to remain true to the original concept of machinima, I would launch my game and allow the characters to react within the dictates of “game play” and capture those actions to video clips. Then edit those clips, and also increase my work load and extend the time needed to complete the project.

Perhaps the most significant factor in removing machinima from its original state is Copyright. As some of these hobbyists began to realize they might be able to “turn a profit” with their projects, provided they could create a market for such primitive entertainment, they also began to realize that they would have to create ways to deal with Copyright, as the tools of their trade belonged to others. It has always been my belief that machinima was never meant to be intended for commercial use.

Many machinimators have turned to the online world of Second Life, believing they could properly solve the Copyright dilemma. Though Second Life is a 3D environment, it is an environment of which can be completely manipulated and staged, thus removing the important “real time” characteristic of machinima. And once again, Copyright has managed to play a part in it, with members claiming other members don’t have the right to capture video footage of their avatars or virtual properties.

Unless we maintain machinima in its original form, it is lost



I was satisfied that my paper would earn me a good grade, but I was surprised to find the professor had left me notes, asking if he could discuss machinima with me, and he also requested to have a look at any machinima I may have done.

I had reached a comfortable acceptance of my videos being watched by my peers, my family, and the faceless audience, and I have always been so graciously inspired by the comments, praise, and criticism of the above named. I've survived all those precious moments of being overwhelmed by those who seemed so genuinely moved by my works, and I recovered from moments of setbacks from those who were malicious about my works.

I am my worst critic, and I am always amazed when I receive praise, and truthfully, I am rather quiet when it comes to my works ... you won't find me plastering my works on every site I find on the web or spamming others to watch my vids or link to my pages. So, when my professor asked to see my machinima, I was really nervous. And that's not to say that I feel his opinion is more important than anyone else's, but this is a man who has a say in my future. At this particular time in my life, he is judging me in ways no others are, and he has to.

I wasn't able to think of an adequate approach to keep this from sounding like I'm boasting, other than to tell you that this is about something someone sent me in an email. This relates to the whole copyright and videos being removed off servers mess, and how a lot of spirits have been crushed a bit. I think what I'm trying to say is that I don't want you to lose site of inspiration and how it governs the bigger picture.

So, I took a deep breath, and I met with my professor right before class. We began a light-hearted talk about machinima, World of Warcraft, and the WoW episode of South Park. Finally I gave him the link to my YouTube channel, inviting him to have a look, and I've been anxious about it all week. So, tonight, I went to my online course content page and discovered he had left me another message.

It was a somewhat long message, about my lab score on another project, and machinima, and how he had a look at my videos. To that he said, "Your work is incredible!" And the important thing here is not that he took the time to leave me a comment on what he thought, and that the comment left was a favorable one. Of course, it means the world to me, but the important thing is how those simple words made me feel.

Until I read that comment, I had been reluctant to continue producing machinima. I've been carrying all these bad memories and the bad feelings that come with these memories, and I had been made to feel it was all a waste of time ... I had been made to feel that I was invisible ... that my worth wasn't noticed. And then I read that comment from my professor, and for the first time I'm thinking, "Okay, maybe it's worth pursuing this ... for me."

So, my point is, inspiration can strike at any time, in the simplest of forms, and the way something shapes your life is not a constant.

3 comments:

Anonymous said...

I said it before and I will say it again, you are the creative one. I love watching your movies it's like a breath of fresh air. I can't wait to see what is next.

Kheri said...

Hi there, Me ...
This is probably a good time for me to tell you that I've appreciated your comments, but mostly, I want to thank you for taking that step towards building that bridge between us.
You are another example of how things shape our lives, and how one significant thing can shape our lives differently from one point to the next.
And about "what is next" ...
I've actually been working on an idea, though most of the work is still in my head, and I'm trying not to let that distract me from my studies.
Again, thanks for everything ... be well :)

Anonymous said...

That made me smile and thank you too. :)

I will wait patiently for the next movie. As I'm sure your other friends and fans will too.

Take care!