For much of the content for this course, we are able to rely in part on Wikipedia to kick off our discussions on many of the topics we are covering. Machimina, is no different. Wikipedia holds perhaps the most concise definition and historical perspective on this interesting topic. So, I find myself questioning why I should reinvent that wheel? Here is a great introduction about this topic taken right out of Wikipedia’s (paraphrased, to be perfectly honest) entry on the subject [my comments appear in brackets]:
Machinima is the use of real-time computer graphics engines to create a cinematic production. Video games are used to generate the computer animation. Machinima-based artists, sometimes called machinimists or machinimators, are more than likely to be fan laborers, by virtue of their re-use/appropriation of copyrighted materials (we need to discuss this.. see below!). Machinima provides an archive of gaming performance and access to the look and feel of software and hardware.
[Many game developers actually build into their designs the ability to capture the actual games as they are being played in order to provide them opportunities re-create specific game playing conditions in attempts to control for program anomalies (bugs).]
The practice of using graphics engines from video games arose in the 1980s: demoscene, Disney Interactive Studios‘ 1992; the video game called Stunt Island; and 1990s recordings of gameplay in first-person shooter (FPS) video games, such as 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 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.
[These early pioneers have emerged over the years to form an entire game-playing sub-culture supported by its own Website: machinima.com, 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.]
Machinima’s 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.
[Think about it… it also provides opportunities to be able to produce video stories without the need for expensive sets, costumes, characters, etc.!]
How ToBelow is a You Tube entry that attempts to explain (using machinima) what the various uses of machinima are:
Next is a short video demonstrating how to record a machinima from still photos:
Last, we offer a video on how to capture using live footage:
Digging Deeper
For those of you who wish to delve deeper into this subject, the following links are provided.
SidebarIn January 2019, Machinima abruptly discontinued their YouTube channels, with all their videos set to private (largely in part due to the AT&T acquisition of Otter Media, Rooster Teeth, FullScreen and more, leading to an executive decision consolidating digital assets which closed. So many of the links I had here were broken. I have put on some of the amateur sites to help make the point.
on a more serious note:
Copyright Issues
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. As derivative works, their films could violate copyright or be controlled by the assets’ copyright holders. Software license agreements vary by publisher. Some game companies provide software to modify their own games and machinima makers often cite fair use as a defense. This issue has never been tested in court. The inherent risks regarding fair-use defense might cause many machinima artists simply to yield to a cease-and-desist order.Generally, companies want to retain creative control over their intellectual property rights and are wary of fan-created works (fan fiction). But because machinima provides free marketing, many have avoided an outright copyright enforcement.
The issue remains sticky one even today after more than 20 years of use. So let the user be ware here.. As you can see in the couple of links provided above, there are hundreds of examples of machinima posted on You Tube. My guess is that unless some landmark case comes down, the practice of machinima as fair use will continue.