Like many people I discovered Machinima by accident.
 
In 2001 I was conducting a research into interactive storytelling. Within weeks I gained access to really cool DVD and later to IDTV authoring software but needed loads of video footage to explore what could be done... Personally I’ve always been fascinated by how audiences can be explicitly included in the development of the artistic piece -technology nowadays can allow us to do just that to extents never conceived before. I was very interested in testing the creation of parallel and interactive narratives, different POV’s, decision making points, etc. However when I approached film and TV production companies they told me: “but... what you want to do is build a videogame”... and when I approached the games ones they said: “you want to build a movie”...
 
Fed up of knocking on doors, out of the blue, I decided to use my PlayStation to obtain footage. I quickly realised that by doing that not only had I become the director and producer but also the actor, the cameraman and the Director of Photography. Cheat codes allowed me to control the scenarios, the cars, the attrezzo, the characters’ appearance and even the weather (and therefore the light)... To me, at that time, the idea seemed natural and not particularly innovative -at the end of the day I was using a console, something that had been around for ages... The shorts I did at the time were about displacement, illegal immigration, drug abuse... Gareth Howell (an accomplished animator and curator) was one the first people to wanted to show these initial pieces (which I later erased from all Internet archives because I couldn't get written permission from the developers of the game I used for it -the only time that’s happened). One day though at a ScreenPlay committee meeting Frank Abbot (Lecturer, Nottingham Trent) said to me: “ah, here’s the machinima guy”... I didn’t know what he was talking about... To my surprise that day I discovered that hundreds of people (mostly from the US) had already been making movies with games and shared ideas and their work via machinima.com -the seed of a friendly and enthusiastic community had been planted. And someone had just made me discover a word that has since been pretty important in my working life -since then I have been working on numerous interactive applications and projects but always carried on creating Machinima.
 
Over the years I have produced shorts with a variety of games: GTA, SIMS, etc... I enjoy making Machinima and have loads of respect for it as an art form. But in 2004, after being a bit fed up with the purist atmosphere around the whole thing, I decided to test a thought: if Machinima was the making of a movie using a game engine in real-time -why using it in a restrictive sense? Why not investigating how it crosses over with other areas? The idea of using EyeToy came to mind and I decided to test it. See extract:
 
 
 
 
 
 
 
 
 
 
 
Some thoughts about Machinima... as cultural object
January 2006
Machinima: a very broad concept
 
In this piece I tried to show a different way of making Machinima: the actors’ moves generated both the visual effects and sound effects for the movie. The PS2’s processor and the game PLAY was essential to this and although the actors are real people the engine is what makes this short possible -isn’t that Machinima? Anyway, it was good fun to do and the students and staff at Sir Johnny were great. It’s one of the examples I showed in the presentation at the 05 Machinima Film Fest in NY.
 
Since then I have engaged with a number of initiatives and played around with The Movies and SIMS2 but since Feb 05 thanks to a Jim Purbrick presentation I’ve been fascinated with the infinite array of possibilities Second Life offers... I read about SL somewhere before that but somehow the idea seemed too good to be true... I think it’s going to be very interesting to see where it leads to in terms of audience participation and i-content development and for that reason we have been focusing on SL for almost 2 years now.
 
Ok, here’s a list of thoughts I’ve been compiling about Machinima since I started (on-going):
 
Machinima as a cultural/artistic object
 
- Machinima is not only one of the most democratic content development tools there is but a very flexible one too. It doesn’t matter how much mainstream Machinima becomes -it should always be a content creation tool for the masses.
 
- Machinima per se might not provide a clear business model but has allowed me and other Machinimators to gain the following assets/skills/knowledge:
 
a) Experience in directing online performances with several audiences and therefore be pioneers in the use of videogame server spaces for artistic collaboration in real-time.
 
b) When developing SL content we outsourced to third party developers and ended up doing the same for other people... this situation has forced us to become a hybrid between an interactive and a linear media company. Exactly where we want to be.
 
c) Develop a network. YouTube and MySpace had very fragile business models based on networks... or did they?
 
d) And the obvious one: over the past 4 years we have developed animated content quickly, cheaply and via exceedingly flexible processes -we can re-use any of our assets and re-make things with very little cost/effort or pre-visualise content... Any interactive virtual environments we have developed purposely for Machinima are re-usable...
 
- One of the reasons why Machinima shorts have cultural relevance and develop special relationships with audiences is because they use and interpret existing videogames -which have a tremendous effect on those who play them at many levels. Machinima audiences, when watching these movies, recognise the games, the characters and often how things have been achieved so that creates a special bond that you can’t find in traditional animation. When using Second Life I found that this special relationship is broken -SL is great because you can tailor everything to the needs of the movie... but you loose some part of the bond with the audience if they can’t recognise the game that has been used or are unfamiliar with that game. However the benefits of using SL (as far as our work is concerned anyway) do outweigh the disadvantages at the mo.
 
- In the presentations and screenings I’ve organised or attended we generally obtained a pretty good response. I always try and encourage anyone with an idea for a movie or who wants to develop an idea for a game to consider Machinima as a way of pre-visualising stuff, create a pilot or develop the idea fully. However the criticism that Machinima got from audiences over the years has normally come from three clearly identifiable groups: hard-core gamers, (some) traditional animators and (some) games developers.
 
1) At one point I got critisised by hard-core gamers because by Machinimaking I was committing some kind of sacrilege... My response: grow up!
 
2) On the other hand some traditional animators seemed against the whole idea too... I understand their fears but not the magnitude of the preoccupation amongst those who feel reticently towards Machinima. Well, Machinima could be for them what photography became for painters in the 19th century... it could liberate them from the boring bits of their work, allow them to concentrate in other aspects of it... Besides (c’mon!) Machinima is not a substitute for all animation techniques -it’s just a new option. Building 3D worlds where you can roam around freely and re-use characters and animations while you move your camera with a gamepad/mouse is an idea which makes sense anyway: financially and production-wise. Let’s not forget though this is real time stuff so it’s suitable for certain things... I have huge respect for traditional animation and also good CGI -Machinima is not yet providing us with the level of artistry and control that traditional animation techniques do. Besides people like the Henson Creature Shop have been experimenting with virtual pupeteering for ages... Nowadays everyone knows that if you work in the media you have to know about different techniques and production methods: be able to design websites, blogs, create podcasts and, yes, build and/or use games for animation, why not? It’s just another string in the bow.
 
3) Anyway, finally we have the category dedicated to some games developers who think that Machinimators are a bunch of frustrated people who do Machinima because they cannot: a) programme/design a ‘proper’ game; or b) direct a ‘proper’ movie. Needless to say this is a restricted perspective on this phenomenon from people who just value the technical aspects of things and live anchored in an pretty old and obsolete paradigm. There are loads of Machinimators who create their own gaming environments or mod existing ones with considerable accomplishment. At LA-INTERACTIVA we have been developing tailor-made environments for ages for our Machinima projects and we outsource to third parties just like games companies do. The videogames industry has a strong tradition of interacting with audiences creatively and games companies have benefited enormously from this. Machinima is just one of the examples of this relationship and there are many more to come. Thankfully not everyone within the game industry thinks like this and people like Charles Cecil, Fred Hasson,  Peter Molyneaux and many many others regard games with a more dynamic and progressive perspective. Games are not just perfect little pieces of great technical achievement -they are cultural artefacts with global significance that are potentially open to manipulation and re-purposing (explicitly or implicitly), powerful immersive experiences that have social impact, products that cross-over multiple art forms... This male/geeky ethnocentrism in the industry has been harming it deeply. Games used to be developed and distributed in a certain way, which worked fine and gave way to a lot of some fantastic pieces of work. Ok. But now we’re in a world where content is developed looking into different approaches and techniques and using new distribution methods. Machinima is just one of the many things that are arising as a consequence of all these changes -you can embrace them or ignore them at your own peril: Peter Jackson and Steven Spielberg do games, games companies develop interactive movies, George Lucas pre-visualises his movie scenes using games, the Arctic Monkeys go from MySpace to MTV within weeks whereas Paris Hilton moves in the opposite direction... we’re all a bunch of media whores... In this state-of-affairs promiscuity is the way forward!
 
 - Machinima as a movement needs auteurs to make it grow -more people like Fiezi. We need good art so that people take Machinima seriously. Film is a great powerful communication tool which has been monopolised by the usual suspects for decades and decades -Machinima could break the financial, cultural and geographical barriers around cinema and allow young (and old!) directors to have their say on anything which could open a world of new concepts and sensibilities (see Status Que)... Can’t wait to see more Machinima made by women, people based in Africa, or Asia (we’ve been waiting for you for ages!), Middle East... that -as Chris Yapp said at b.tween 05-: “help creating a new civilisation”... in other words: promote new values and perspectives on the world. We need to conduct that exercise and cinema (and specifically Machinima) could play a role in it.
 
- At the Bradford Animation fest Tom Woolley (fest director) pointed out that Machinimators are a ‘closed’ community and that it was difficult for him to get Machinimators to submit content onto the fest. Mmm... Somehow I think he’s right, reasons for it?
 
 a) We’re used to looking into other ways of distribution and don’t expect/seek approval/recognition/exposure from established media channels... that could be one factor. Hands up -that’s something we should look into as content creators.
 
b) However most Machinimators don’t have the knowledge/energy/time to promote their own work... and there’s a clear issue with clearances (perhaps the biggest problem) and also there’s the eternal issue with sound/image quality which makes it difficult to tap into these channels. If you’ve ever seen Machinima on the big screen you’ll know what I mean.
 
- Last year I was discussing all this UGC business with an old film exec and he said: “I don’t think that an increase in quantity in terms of production [thanks to the users taking part in the production process] has resulted in an increase in quality -users will never be able to create the stuff we do”. Ok, ok. But users have to right to have a go. It’s a sign of our times. Besides -User Generated Content is fresh, responsive, liberated from many of their political/financial/geographical/cultural constraints... It’s raw and it’s refreshing -it was very much needed. It balances the mare-magnum of media content that comes from established media and it complements it.
 
- Machinima is great for any genre (drama, documentary) however it’s natural space might be comedy. One of the reasons for this is that audiences realise that what they’re watching has been made with a game so they can’t take the animation fully seriously. Besides most games characters are serious-looking, move stiffly and are usually up to violent stuff so when you put these little creatures in ‘normal/daily’ situations their dialogue and actions automatically becomes hilarious: just watch Star Wars, Bouncers, Apartment hunting, Red vs Blue episode I or A day in Liberty city...
 
- That said -Machinima can also be a very interesting artistic tool that can allow literally anyone to have their say on any subject and a truly fantastic instrument for visual artists to explore new ways of developing content. Besides VJ’s and digital performers (wanting to explore the artistic use of games servers) have in Machinima a great opportunity. Paul Marino’s work as curator comes into mind here -it’s his approach that has prompted that people like Jon Lippincott and Ken Perlin to join the Machinima community with their amazing take on all this. Their performances at the Moving Image Museum and their work in 05 and 06 were incredible.
 
- I’ve seen a lot of Machinima producers talking about their storyboarding... It’s not that I’m not against it... I guess it depends on what you want to achieve, your own approach and, crucially, the game you choose for your work. Personally I normally choose NOT TO STORYBOARD. I think if you do storyboard when developing Machinima it kinda defeats the purpose... It’s vital to have a shot list and so on but when capturing footage you kinda edit on the go and, most of the time, experiment. I think that the games’ A.I. also makes it very difficult to predict if you’ll be able to get the shot. If we’re honest -anyone making a Machinima will have to improvise -you cannot get all the shots you want in the exact way you want them (especially if you work with people online!). Having said that, I think that this process (record stuff on the fly and play around with cameras and actors) is one of the most rewarding and artistically challenging of the whole machinimaking modus operandi. I’m convinced that this instant reward you get and the fact that you can improvise and work collaboratively, play around with compositions, etc, is what will make machinima consolidate itself as a tool in the future. Besides -it’s a lot of fun.