Monday, July 19, 2010

The Machinima Roundtables






So many of us are busy making films that we rarely have time to chat about the process, or even our dreams and aspirations for machinima as a profession and art. Of course there are those times when we gather for award shows hosted by the Machinima Artist Guild or more recently those sponsored by the University of Western Australia.



Of course, it is always a wonderful experience to rub shoulders with our colleagues at the MaMachinima International Festival.



But when do we just get to talk - to chat, converse, get down and dirty about machinima - the good, bad and evil (evil machinima, is there such a thing?! LOL), you can hear the pain and passion of being a pioneer on sometimes a lonely path. These roundtables allow producers to connect again to why they love machinima.


Over the past month, Lowe Runo Productions, Inc. has been the site for roundtables on various machinima themes. All have been well attended, productive and fun. Themes discussed have included -

ROUND ONE concentrated on MACHINIMA BASICS. Main questions included: What is machinima to you?, What are its genres?, What is the role of story in machinima?, Is storyline essential to machinima?, What makes a good story?, What makes a good machinima?, and other questions that pop up.

ROUND TWO focused on MACHINIMA PIONEERS - GOING ALONE OR TOGETHER. Discussions included what advances have been made through machinima - people, practices and technology, speculations about the future, machinima's role in advancing art and in advancing technology for commercialization (what are the opportunities now and ahead). Another related theme explores COLLABORATIONS (advantages/disadvantages on building a machinima crew; defining the various roles in machinima; considering how certain platforms encourage collaborations; looking toward partnerships with community groups or businesses).Then, finally, attendees were asked, Can machinima be an intimate experience for the producer and viewer and how so?

These sessions run about 60-90 minutes, with many people lingering to continue the discussions after the meetings. If nothing else, the roundtables have shown there is an interest in such gatherings - and although there are differing opinions, those involved have been respectful of each other's perspectives.

The Roundtable forums are open to the public, and all are invited to attend. Please join the SL Machinima Artist Guild inside the grid to receive notifications or contact me, Soni! Also, I am always open to future topics. Discussions are recorded and intended for public record, with some comments being published in a new book on machinima (Runo & Fitzroy) and some footage likely ending up for broadcast as well.

Next time, come to share your thoughts or just listen. It is through such discussions we come closer to understanding what machinima is to us as producers and viewers, and how to best create works that achieve some sort of intimacy and/or rapport with the viewer. Collaboration might come in the form of a production crew for a specific project or competition - or it might be coming together to explore new possibilities in machinima as a genre and tool.

:) Soni!

Wednesday, July 7, 2010

The Science of Collaboration




Science Fiction is always a great machinima theme. For this blog, we are dealing with the reality of SCIENCE as a topic. Hmmm, I hear Thomas Dolby's 80s ditty She Blinded Me With Science in my head now. In this blog, we do a bit of space travel, and I conclude with a note on some serious wave action from an installation called Ripple.

Second Life is the perfect place for exploration and for collaboration among scientists, musicians, machinimatophers and educators. SL7B's theme was all about unexpected collaborations. Although well-attended, the National Space Society-University of Western Australia machinima event did not get the full attention that it deserved - until now, LOL. I have touched upon in my previous blogs, and in other blogs, but let's review.

IMAGINATION = EXPLORATION
I must commend the National Space Society's decision to sponsor a "space" themed machinima competition to bring awareness to its mission. One of the key presenters, NASA's Archivist Llewellyn, explained, "The imagination, curiosity, and desire to explore the universe underlies the heart of the National Space Society’s mission." She continued, "With today’s technology, and a virtual world environment like Second Life, average people can bring their vision for the future of space travel to life on the big screen, just as they can imagine and build them in Second Life." The machinimatophers filmed at the National Space Society Island and other SL locations to fulfill the theme. She invited attendees to learn more about machinima at her lecture at the United States Air Force’s “Lunch and Learn” on August 6th at Huffman Prairie. I think it would be wonderful for professional machinimatophers to continue such partnerships, showing support in whatever ways possible.

The June screening was held at the UWA-BOSL Amphitheatre - which is now open for many such events. The University of Western Australia partnered with the NSS for this contest and event. Aview TV founder LaPiscean Liberty was on hand to help with the screenings, and Sophie Yates video taped the event.

IMAGINATION = COLLABORATION
As part of the contest, CraigLyons Writer permitted his music to be used in the videos. His work has been featured nationally and internationally, including TV programs such as "The Real World" and "So You Think You Can Dance." CraigLyons noted, "Machinima is the future, and I'm so excited about this contest...As far as I'm concerned, everyone is already a winner - The attention on low-impact filming, space exploration, and music is amazing!!!"


He added, "I'm here meeting in RL with Rysan Fall, the director/producer of my 'Across The Universe' video!!" Rysan popped into the screening to say a few words after the audience viewed a video that he produced for U2's Glastonbury's Concert in RL England. He is becoming quite the celeb machinimatopher.



Producer Ian Pahute kicked off the event with the first machinima, by saying a few words about his work: "And in that moment - in a space between the formal structures of mission communication - to stand back and be with yourself and contemplate the enormity of just where you are... and to take a moment to reflect on the history that has helped you / us get there...Ladies and gentlemen, I present 'A Reflection." One by one, the machinimatophers came up to the stage to present their work.



THE JOURNEY TOWARD THE FUTURE
Some highlights included Cisko Vandeverre's appearance with his alien alt. He was one of the many professional contestants. The productions were varied in style and content presentation. Other machinimatophers were Aiden Witrial, al Peretz, Chenin Anabuki, Earth Primbee, Flurry Fargis, Ian Pahute, Iono Allen, and Rocksea Renegade.

The winner was the beautiful and exotic Rocksea Renegade, who impressed the audience with two videos. The winning video was...“Dreamer's Journey.”


She concluded the ceremonies, saying: "I am deeply fascinated with the idea of space exploration, I champion people's efforts to further our knowledge as well as attempts to expand our presence in the Universe. I truly believe we are not alone in the Universe, with such a massive expanse of space it is impossible to believe we are the only intelligent beings around. I hope that, one day, our dreams of being amongst the stars will become a reality. So here's to the future!"

Watch her video, along with the others here: nss.org

SCIENCE + ART = IMAGINATION
As I close out this blog, I will drop in a plug for PRO-MAG Reviewer Doug Story's installation work - "Ripple." It implicitly speaks to how science and art can be expressed collaboratively and creatively within virtual environments.



Ripple at http://slurl.com/secondlife/Ars%20Simulacra/152/58/1029
More on that @ AVIEW.


That's it for now, spacing out until next time.

-Soni :)

Tuesday, June 29, 2010

Cheesy and Cheesecake Machinima






July 4, 1996: I remember when Independence Day hit the American theaters. My family traded in the usual fireworks celebrations to be one of the first to view the patriotic thriller, filled with aliens, explosions and human drama. The plot was overall cheesy, but it filled the need for good times. Summer is a great time for action movies, sci fi and beach bingo. Out of wack heat indexes send many of us into the shelter of the theater. Some head out to the beach to party, and others head to the theater to get their thrills on screen. We live vicariously on the screen through the characters we see. Have you ever noticed the difference in ratings between Yahoo movie goers and film critics; sometimes, viewers admittedly like to be shallow, superficial and escape. Not always wonderful goals, but the cinema has room for that too. Cheesy movies have always had their place in popular cinema - so why not in machinima. Yes there are some, but I am specifically looking for those future summer machinima classics. I have to laugh at the 2006 Beach Party 2 filmed in World of Warcraft.

I spent the morning on web browers searching for fun summertime machinima - from bikinis, beaches, romance and even cheesy monsters movies and turned up nada. Lady Gaga's Bad Romance was always first on the list of any type of video. What about some good romance - those dreamy romantic classics set in the summertime or just a fun spring break type of movie. I plan to pursue my search, but for now I think I can say - where's the cheesecake? Does everything have to be so dang serious all the time? It is okay to lighten it up sometimes...It is summer and for me as an American, July 4th is about family, fireworks and beach fun. So pardon me if I digress this week from serious topics.

Here's a list of some classic summer movies to inspire some cheesecake machinima! LOL.

On a personal level, I recently made a fun video in less than a half day, Soni Rocks America. It is intended for friends, and now the cat is out of the bag so I will use it as example of just having fun with film. I think we can learn from those fun moments, and we are more likely to experiment when we are in a play mode , and when the stakes are not so high. So here's my American Tribute: Cheesecake Machinima! There, I define cheesecake and illustrate it through my less than profound latest video. In advance, I will apologize if I offend you with my SL booty. Yes - dancing bikini clad women on the beach! I will have to turn in my feminist card.

In closing, I will blame Lowe Runo for inspiring me and a few friends recently with his late night brainstorm to recreate YMCA in the SL streets of NYC. So - the point of all this is - don't forget to have fun this summer, along the way toward that MAGNUM machinima masterpiece.

:) Soni

This column is now syndicated to AVIEW TV, courtesy of Lowe Runo Productions, Inc. and the Professional Machinima Artist Guild.

Thursday, June 17, 2010

The Final Frontiers: Space and Steam Punk as Machinima



(pictured above Sonicity, and Lowe Runo, Kara Trapdoor)

I was invited on a late night tour of machinimatopher Asil Ares's NeoVictoria sim. The official grand opening will be sometime this summer. It is a perfect example of building community through machinima and role play, underscored with a funky steam punk theme I so love! So I slipped into one of my steam punk outfits (minus the hat). It was a great way to close out the night, especially when I was searching for inspiration for my bi-weekly blog.

I have been on this content creation kick lately in Second Life. I have been a builder, fashion designer, sound artist and when I have time I dabble in machinima. I have about 100 or more machinima works to my credit, but only a few I have invested serious time into creating. I am foremost a writer and researcher these days. My machinima skills are typically applied to my educational projects. In the past year, I have taken a step back from all my media work to examine the role of machinima in virtual communities such as Second Life. I have dedicated nearly a whole chapter to the subject in my recently released book, Second Life, Machinima, and the Other Society (amazon.com)

Let's examine how machinima fulfills the role of community in a virtual society. You don't have to be a professor to accept this challenge. LOL. First of all, you do believe your machinima work has value beyond self-gratification. I know that, as artists, each of us offers a piece of ourselves through our creations. I have been continually impressed with how many Machinima Artist Guild (MAG) members have competed in educational machinima contests, the most recent being that sponsored by the National Space Society and the University of Western Australia.


Kudos to all those who entered; for all were winners in my estimate. I reported on the story for The Best of SL Magazine, and it will be published in the July issue. Here's a few photos. Those from the outside looking inward at the work of the machinimatophers represented there, as well as the collegiality among the filmmakers, would be impressed with the professionalism and the spirit of community exhibited at the event.

Second Life, like no other forum, allows machinimatophers to share similar experiences and interact with one another. We all know the best locations to film (well most of them), and during special contests like the recent NSS one, we run into each other at times. Machinimatophers, whether apart of MAG or not, represent an important SL community. I had an opportunity to get to know machinimatopher Asil last night.


What an amazing person is my first observation. Asil is someone who has spent a considerable amount of time creating a machinima community focusing on steam punk - more specifically it is a neoVictorian sim that is set up for role play and machinima filming.


Asil even dedicated a parcel to MAG last night (note our illustrious founder pictured above). The NING site is sported on a big screen. I won't bother to go into the details, but Asil understands that an immersive experience can help to create MAGNUM machinima. Even if you do not care for role play sims, you might consider how SL allows us to move outside of ourselves and experiment with our dreams, fantasies and to reenact or recreate history - or even toy with our notions of future. Machinima can do the same, and role play allows us to experiment with various scenarios. It goes beyond acting, to investing some time into learning how you might respond in a particular situation. The NeoVictorian community represents only one of many communities in SL. There are similar communities, but not quite like this one that is designed for machinimatophers. Machinima allows one to archive role play (sort of like the filming of action game runs of the past, but far more meaningful). Machinima helps storytellers to act through various plots with a cast of characters that come to life as the story unfolds interactively among community members. Participants interact and respond, not merely act out lines.

Magnum machinima is part of a remix culture that embraces the future by understanding how it is shaped by the past - its technologies and its practices. I always like to remind readers that author Mark Twain was good friends with inventor Nikola Tesla, as was Charles Babbage and Charles Dickens. Magnum machinima is born from a spirit of community that taps into human creativity. Asil is offering a highly creative space for machinimatophers and a chance for the SL community to participate in the filmmaking process. At the very least, it is an opportunity for all to have good fun. I smell a contest in the near future.

NeoVictoria Residences and CCS Maze in Machinima
http://slurl.com/secondlife/Machinima/228/139/703

NeoVictoria SkyMall and CCS Arena in Machinima http://slurl.com/secondlife/Machinima/16/128/703

For more info:
http://www.houseofasils.com/neovictoria.html
http://neovictoria.ning.com/

So whether we are talking about capturing the spirit of space exploration (as articulated by the NSS) in a traditional sense, or unleashing our imagination to create spaces that allow us to remix history with the future, machinimatophers are leading the way in breaking down the barriers between the filmmaker and the communities of which they are part.

Asil is contributing toward a community that links viewers with makers. This is something that rarely happens in RL media, or other non-residential game platforms.

And the winner of the MAGNUM Community Award, if there were one (LOL) is Asil! That makes ASIL a professional in my book! Indeed, I will definitely add to Asil to the list of machinimatophers that MAG Founder Lowe Runo and I will interview for our book, Machinima: The Art and Practice (2011).

Finally, I recommend that you keep an eye on Jayjay Zifanwe, owner of the University of Western Australia sim, who supports the link between machinima and community in some very significant ways. Indeed, the UWA-BOSL Amphitheatre is a venue that is open to machinimatophers who are working on non-profit projects and need a large scale venue for screenings.

http://slurl.com/secondlife/University%20of%20WA/72/72/1646


- Soni :)


Thursday, June 3, 2010

The Blood and Guts of Going Mainstream

Reporting From the New Office of Sonicity Fitzroy!



Let's talk nuts and bolts of machinima economics vs. creativity this week. Machinima can be a tough business, extremely competitive, and downright violent. Okay, so I am being sensational. But I have your attention. So what is a producer to do?! Let's consider the state of the practice.

In May 2010, Microsoft acknowledged the power of using machinima to market their products, and offer filmmakers the personal freedom to distribute their works using various game platforms like Halo, Age of Empires, Rise of Nations, and some simulator-type games. The catch is that the work must be intended for non-commercial use. This works great for the hobbyist , educator, or perhaps some artists with no intent of turning a profit.

In 2009, Shelf Life by Pixel Eyes Production stirred quite a buzz with its use of the graphics engine Source when storytelling through machinima. The platform, however, was developed as tool for 3D game development by the Valve Corporation in 2004. End results like Counterstrike and Half-Life are early examples of games with hi-end graphics. But Valve has repeatedly stated that its interest resides in game development not in machinima production. That left filmmakers like Pixel Eyes, namely James Spencer and Jon Sortland, in the lurch. Their series Shelf Life was an exciting example of engaging machinima.

They could make all the machinima they wanted, but they would never own the intellectual rights. Valve missed the mark, in the estimate of many who appreciate the value of machinima as a promotional tool and storytelling outlet. One of the qualities of creating successful consumer games is the developer's ability to conceptualize a basic premise or plot, and players are typically assigned a mission - and the paths toward that goal may vary for the participants.

Game development requires good storytelling skills, among the obvious technical expertise. Machinima allows writers and producers to use these same platforms to present a particular perspective; but in the end, it is all storytelling. iClone definitely has embraced the machinima maker market, and has elevated the craft through sensational props and graphics. Machinima makers need not reside within a game platform. Game players, when also machinima makers, bring added value to a game. As the two paths toward virtual filmmaking diverge, so do the respective types of machinima makers. Some see machinima creation as an extension of their game play. In the other case, we see filmmakers create work that is unrelated to any sort of game play. There is no right or wrong to such motivations, but you can anticipate these different paths will likely surface regarding questions of best practice.

As machinima tools advance the practice, the emotions conveyed through images and motion graphics will become increasingly intense and realistic - and perhaps simpler to achieve provided one can afford the appropriate software and technology. In a recent article by Ramin Zhed (2010), the author cited Allen DeBevoise, chairman and CEO of Machinima.com, who envisions a continuation of "DIY" filmmaking in 2010. He points out, it is no longer about creating your own environment but rather machinima can serve as a way to "express your ideas. You don’t have to recreate Venice or Afghanistan. It’s already there for you."

Honestly, such props have always been there. Machinima makers, from early on, used the existing platforms of ready-made games. On a professional level, the first question might be what is the best platform that will allow filmmakers to own the intellectual rights on their creations. As machinima becomes more competitive, such rights might become cost-prohibitive for some beginning filmmakers who might want to exhibit their work at a scale beyond YouTube.

I recommend that you read Zhed's article, for it does remind us that machinima is already a serious business these days. The issues are becoming less about having to prove the value of machinima now, and more about how to get into the major leagues if that is your professional goal as a machinimatopher. But keep in mind, it is the storytellers that win out. Making great machinima ultimately is based on making a good story. All the tools in the world, with all the special effects, fall flat without a magnum story - the kind that makes you forget about the technology and immerses you into the plot.

The second question, as machinima moves into the commercial market - and away from game play, is how content might shift toward mainstream ideas - and what might be lost along the way. Perhaps nothing, or perhaps that quest for originality among some machinimatophers - you know, the art and practice that made machinima unique in its method and presentation of ideas. Although I do enjoy a horror story as much as the next morbid person, what value is there to recreating the film, Texas Chain Saw Massacre, as a machinima. I did find it fascinating. And, alas, Jason and Freddie genre films have done quite well in the mainstream. If you haven't not seen Dave Thomas's Disturbing Experience (2008), you won't understand what I mean. It definitely proves machinima has the power to impact our emotions. No laughing about technique in this already horror classic! This film has a plethora of violent content!

To be fair, it was made for Halloween. But as machinima becomes increasingly accepted by the mainstream, you can anticipate that economic incentives will likely move attention away from the DIY market. Where would we be without those crazy You Tube films that make us laugh because we know the people making them were just having fun. Sometimes those moments become the brilliant seeds for professional productions. We might also see a growing separation between mainstream machinimatophers and artists, and that would likely be a shame - given that machimima is both art and practice.

I am all for advancement, and for the great MAGNUM goals, but let's embrace the purely fun and experimental as well. Some of the most compelling films were made by independent companies, and by those just playing around. Let's keep tools accessible and fees low for the DIY filmmaker, who may have a great story to tell but few resources. I leave you with a film by the Purchase Brothers who made a powerful mixed reality film, Escape from City 17, with Valve and Half-Life for a budget of less $500 dollars. They needed something for their spec reel. The film has violent content.

Sources
Zhed, Ramin. (2010, April 5). Machinima Moves to the Next Level. Animation Magazine. http://www.animationmagazine.net/article/11359
Machinima News
Recent Machinima Coverage
Check out this image gallery:
Disturbing Experience
Shelf Life
Escape from City 17


BTW, Congratulations on the new digs for Lowe Runo Productions, LLC! I am honored to be part of the team. See pics above. Sonicity & Lowe, with friend Kara.

- Soni!

Tuesday, May 18, 2010

Old Time Radio and Machinima





Old Time Radio and Machinima: What Do They Have in Common?

So I promised to talk about sound! Where do I begin? For me, sound is my inspiration; it informs my visuals. Gonna talk RADIO to you. I need to slip on my loafers, floral duster and granny wig. Sit down boys and girls because I have to introduce you to old time radio - the days when you had to listen.

Okay, well that is not Soni's style. You know that! No granny wear yet. Plus I think what I have to say is very current and relevant to machinima makers, if I say so myself - and I do.

"Story" machinima is dependent on sound effects and voice-overs. It is the voice-over that is critical as in radio. Aha! You see machinima producers have more in common with radio producers than you thought.

Ever hear of the BBC radio drama series, Hitchhiker's Guide to the Galaxy. Incredible voice-overs, ambience, and you can "SEE" the story jump out to you, from out of the radio.

Dick Orkin's Radio Ranch is a great place to start for short form comedy that really underscores how to create a sense of personality with the right voice-over. Yes it is old-time radio with a formula that still works! If you listen to the Orkin audio samples, you can hear the mix of dialogue, music and effects. Hear a sample of Orkin's classic series, The Tooth Fairy. Here's a longer version that sets up the series. Just corny stuff, but fun - and key to engaging your viewer who is also a listener. Sound moves your visuals forward, and, if done well, it might keep them awake too (or a bit longer).

I promised to showcase a couple of my student projects that used a machinima created by Lowe Runo. He asked the students to create the sound design as a challenge. The following are the two best in our estimate - Team 3 and Team 6. But you can listen to them all here.

The first video takes a serious approach to the story, and the second video provides some comic relief. The foley, dialogue and music change the feel of the machinima. I think that is all I need to say - Sound is a critical consideration. You can create a wonderful visual production, but you will lose your audience in the first few seconds if you fail to attend to your sound design.

Some of you know this, but you think people will be wowed by your visuals. It is a complete package. So don't skimp on the sound. That's Granny's - I mean - Soni's recipe to MAGNUM sound.

- Soni!

Disclaimer: Soni's outfit is not up to teaching code. This is a fictitious representation of what she wears in the classroom to draw interest to her blog and ideas.

Sunday, May 2, 2010

No! Not The Call to Service!



Sometimes it seems difficult to balance the deadlines between SL and RL. Then you have somebody ask you for a favor or two. And it is always for a good cause, right? Really, it can be downright exhausting. Some people even jest, "no good deed goes unpunished." I want to counter that mindset today, although it is a humorous and sometimes accurate statement.

Among professionals, there is an expectation that we must extend our skills beyond our immediate audiences, and to give back to society or a community. Part of that thinking has to do with the fact that our skills may often be attributed to the many people who have directly or indirectly inspired us along the way. This is YOUR call to be a super hero in a small way!


Those who succeed well in their craft are those professionals who define themselves beyond their exceptional skill level to a level of community awareness. In what ways as professionals can we give back to the communities that often rely on our talents and perspectives (framed by our professional media lens) to consider a community lens? In part that can be done through partnerships with universities and community groups, and that has happened more often than not through machinima contests and competitions. Other machinima artists take on projects, at minimum cost, that are outside of their scope of interest to serve a particular community that would cherish the recognition and assistance. Others work directly with students at high school or college level, and help to mentor them. All are valid ways to extend our professional reach into the larger communities to which we might consider offering our talents.

I am not advocating that you give away your talent, but rather at times you give back to others without consideration of profit or personal gain. I do believe the experience between the giver and the recipient can be a powerful connection, and might help others to understand the value of machinima as a form of communication.

I would like to keep this blog simple and just say a MAGNUM thank you to Lowe Runo, founder of the Machinima Artist Guild, for inspiring my students this semester in so many ways. He has spoken to both my graduate students and my undergraduate students through Second Life this year. In my undergraduate advanced sound course, he created a video for which they were required to design sound (dialogue, foley, music, ambience). The two best will be posted on the Second Life Machinima Artist Guild soon, as my class winds down.

Other media professionals who have reached out to my students have included Doug Story, Drax Despres, and Pooky Amstersdam. Doug took my students on an incredible journey through sound installations more than once. Drax shared professional insights into what it takes to be a virtual journalist. Pooky gave "my kids" insight into the business side of machinima in Second Life and its RL extensions.

In closing, Lowe gave my students an opportunity to get to know him on a personal and professional level, serving as their machinima mentor and "SL sage" in so many ways. He invested in their lives beyond the call of conventional community service duty.

Thank you to ALL who have invested time into the education of my students! You are all true professionals, and you asked me for nothing in return. In fact, some of you might be a bit further behind in your production schedules from knowing me and my students. But the reward, I believe, is you have contributed to the next generation of Magnum Machinima professionals. Kudos.
Note above: future machinima set makers! JK, but you never know.


Soni :)

Wednesday, April 21, 2010

Machinima: In a Class of Its Own

CLASS! CLASS!

Call me Sister Mary Elephant this week from the classic Cheech and Chong! If you are like me, you caught those "historical" moments as reruns or now on YouTube. That is not my point! But funny stuff there. Find your own link (LOL, some of it is fairly crude). But I am here as an educator today within a virtual (and some might say fictitious world) to discuss machinima's role in the RL education of our next line of storytellers. Before you run out the door, I want to add that it is never too late to learn. :)

The week, a number of professors and media professionals are scurrying to prepare for Purdue University's Computers and Writing 2010 online and onsite conference. The online conference will be held in Second Life, May 6 through May 13th (see the schedule). Presentation materials for the SL conference will be exhibited beginning tomorrow so that attendees can review them prior to the online conference. It is good to see machinima included on that roster of writing topics!

Storytelling through Machinima


In Second Life, I am presenting with Lowe Runo on the various mechanics and aesthetics of machinima storytelling, and then IRL we discuss the writing opportunities evolving from experiences within virtual environments like Second Life. The photos in this blog are from his guest lecture on machinima storytelling in my SL/RL media course. Writers can test stories and characters in SL, and explore concepts of diversity through gender, race, and ethnicity "avatar" representation. There are various genres of storytelling within machinima, but our focus will be an emphasis on how to construct a culturally rich storyline that taps into real life emotions.



Second Life is a world where residents create and perform through avatar representations. Stories generated can be that of narratives constructed from individual experiences and interactions with others in situations that evolve naturally - a dynamic cast of avatars that interact in various unfolding contexts.


For educators like myself, questions include: How might Second Life help students improve their understanding of the writing process? Good stories boil down to credible plots and characters. Second Life can allow writers to test stories and characters, and explore concepts of diversity through gender, race, and ethnicity. Machinima can be employed for in-world journaling, role-playing, journalistic reporting, as well as the creation of music videos and machinima drama, as a means to help students engage in expressive, relatable storytelling whether in virtual or real worlds. The cost of experimentation is minimal in virtual worlds, where set and avatar construction are on-going features of the game. The "actors" or "storytellers" can, moreover, experience identities and roles outside of their RL/SL selves within the larger Second Life community to understand the characters they portray on the screen.

Machinima is Performance
Any story involves the plot and the performance; without those, the production itself is meaningless. Numerous "machinima" how to courses are appearing in digital media and film programs at universities throughout the world. So how do such educators understand the role of machinima in teaching storytelling?

In December 2009, Michael Nitsche, founder and director of Digital World and Image Group (DWIG) and Associate Director of the Experimental Game Lab at Georgia Tech, attempted to define machinima, keeping in mind its historical evolution. He pointed out, "A caveat upfront, nobody who's too busy doing it should be bothered. This might be one of those self-perpetuating problems academics like. It just so happens that I am such a creature..." He challenged the "utilitarian" definitions offered both by the legendary Paul Marino, as well as Hancock & Ingram - a "technique of taking a viewpoint on a virtual world, and recording that, editing it, and showing it to other people as a film" (Nitsche, 2009). He begins by acknowledging the difficulty of defining machinima "based on a technique, which is one reason the term 'anymation' has been used as in parallel to machinima by artists such as Tom Jantol. Likewise, the connection to gaming is shrinking." He adds, "Tying it to a game in general has become equally problematic as special machinima creation packages like Moviestorm and iClone launched without any basis in gaming" (Nitsche, 2009).

Critical concepts to any definition of machinima are "procedurality" and "performance," he argues; "...maintaining a kind of performative control is key for the preservation of machinima’s identity." He explains, "At its core, machinima is part of the same digital procedural media family as video games but it differs from games in the way that this control is weighted." Logically, he concludes, "Machinima is more flexible than games because it tries to do something different. Machinima can switch between modes of what is producing and controlling easier than games can" (Nitsche, 2009). Overall, he perceives machinima as having a "much stronger focus on the cinematic presentation, the 'telling' looks at a different use of procedurality. Where games play with the changes of the action, machinima plays with the changes in the cinematic narration" (Nitsche, 2009). In fact, he states, "Performance of the game, the player, and even the audience can include rules that go beyond the creation of the image itself and instead can affect the action that is displayed" (2009).

As The Virtual World Turns
I concur with Nitsche, but would also argue that Second Life serves as unique storytelling environment, for it affords unpredictability and a greater level of chance interaction among characters than other platforms - it allows people's ideas to collaborate with one another. Machinima makers in SL can collaborate with set designers, or unexpected moments during filming might take a story for a new twist depending on whether the casted avatars are residents of SL (or merely puppets of the producer -you know "alts"). Diversity springs forth through collaboration, and machinima as a social performance can have unique value to the evolution of the story.

Well as for any last words, that is wishful thinking on my part. To me, machinima is best grounded when communicators consider the appropriate means and media to tell their story. Saying all that, machinima, although it is about more than production efficiency, is definitely a wonderful medium for experimentation. So that is likely one of the major attractions of the media form among educators seeking storytelling opportunities. Its very efficiency as a relatively inexpensive medium encourages evolution and experimentation in storytelling.

- Soni

Note: This presentation evolves from my research for a chapter in my book Second Life, Media, and the Other Society (Peter Lang, 2010), which examines, in part, how the interactive nature of the game allows residents to document their experiences through digital storytelling.

References:
Nitsche, Michael. (2009). Video game spaces: Image, play, and structure in 3D Worlds. Cambridge, MA: MIT Press; Nitsche, Michael (2009, December 31). Machinima defined in Free Pixel, accessed April 19, 2010; Nitsche, Michael, & Thomas, Maureen. (2004). Play it again Sam: Film performance, virtual Environments and game engines. In Gavin Carver & Colin Beardon (eds.), New Visions in Performance: The Impact of Digital Technologies (pp. 121-139). Lisse, NL: Swets & Zeitlinger.

Screenshots from:

Sunday, April 4, 2010

Re-Imagine Machinima

Back to the Future at New Babbage





















A few days ago, when I presented a simple idea to some colleagues at a national conference, my intent was to inspire them to re-imagine radio and traditional forms of media, by conveying how all platforms are coming together in brilliant ways through virtual worlds. New Babbage in SL has also inspired me to reflect on the convergence of literary, musical, artistic, and scientific genius of the late 19th century and early 20th century. As I stated in my presentation, and my soon-to-be-published book Second Life, Media & the Other Society, a gate had opened then, imagination was set loose, and the world was envisioned as a theater of possibilities. America and Europe became intrigued by Amazing Stories (published by Hugo Gernsback) with its plots often set in the future. Science fiction writers were inspired by the technologies of their era, evidenced by the many social prophecies of new world orders and detailed narratives of curious new sights, sounds, and security (i.e., big screen televisions, walls of sound, and sensory monitors).

The rush toward technologies paralleled the rise of artistic movements. The race to create a global system of communication, in the midst of social and technological change, had become overshadowed by a corporate and public push for a tangible product: in this case - radio. Scientist Nikola Tesla had conceptualized inventions beyond radio, one where images and sound could be transmitted through high-rise towers built in key cities around the world—yet his ideas would fall deaf to “corporate” ears. Tesla ran out of finances before he achieved his vision of wireless communication, connecting the world. His investors were blinded by short-run profits. It is only in reflection that we appreciate such genius. A famous photo shows Mark Twain and Tesla as friends, and being so, each contributed postulations from their respective literary and scientific perspectives.

Ray Bradbury’s Fahrenheit 451 made no mention of anything similar to the Internet, but the nature of media (flat screens and seashell radios) described in his book foreshadowed interactivity that would become increasingly available to the public. He wrote of a new world where imagination was scripted, audience members could participate in story lines, and print knowledge had become dangerous to civilized society. Imagination is the critical element that awakens possibilities—whether science and/or fiction forwards a technological notion is not relevant. It is not so surprising, then, that Mark Twain befriended Tesla, or that the writings of Clarke and Bradbury were heralded as inspiration within scientific communities.

The steampunk community in SL pays homage to, and embraces, the imagination and culture of the inventors, writers and artists of that time period. Virtual societies comprise those willing to reconsider the meaning of reality. Suddenly, we no longer look solely outward to an expansion of humanity, the idea that we are not alone in the universe. Now we begin to look inward toward the depth of humanity; in essence we move toward examining the idea of the human soul in a virtual laboratory, or the Metaverse. This is the landscape and soundscape for magnum machinima. With so many wonderful settings and possibilities - what fiction will you create through your machinima that will inspire literary or scientific genius? Second Life, like machinima, can be about nothing, or it can be about something that relates to people in a special way that is not only timeless to the human soul, but inspires people to re-imagine their life and world(s).

There is a push toward creating block bluster machinima that competes with major motion picture companies and TV networks, and other tugs to brand machinima as the ideal efficient solution for producing relatively inexpensive video projects targeting major corporate and pr purposes. Yes all that is in motion, and overall it seems like a fruitful plan. Machinima producers are becoming quite the entrepreneurs. Neil Postman once said that the real power of technology comes when it can answer "the most fundamental human questions." At that point, it is no longer a tool, but a medium of social expression and meaning. Machinima is not about efficiency in production. It is about capturing the human soul in an amazing new world. That is the message that will compete with other media - its filming location is set in a future that is unfolding now. Its filmmakers are moving inward toward the human soul and through great machinima we can better understand and capture the depth of the increasing convergence of humanity, technology and of virtuality, the depth of which is unknown as of yet. The future is now. And this is the beginning of my attempt to define machinima as art & practice. Join me!

- Soni

[photos taken in New Babbage, SL, Sonicity Fitzroy & Lowe Runo]