machinima: finding its way

  Coincidence again—just last Monday, while composing ↵demo and ↵snaking and strafe-jumping, I found ↑“Diary of a Camper”, not this blog’s subtitle, but allegedly the very first instance of ↵machinima. Today I found ↑Machinima: Finding Its Way, representing “not only a somewhat loose retrospective of Machinima’s history, but also the blurry lines between fandom, subversive fetish and grotesque commercialism”:  Machinima is a hybrid medium, a mix and remix of filmmaking and game culture. Its life started in 1996 as an afterthought—a nearly overlooked existence within the gaming community, then known as “Quake Movies.” In the last ten years however, Machinima … Continue reading

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demo

It’s time to clarify the ambiguous term “demo” as used within gaming culture. For that purpose I’ll quote from some ’emic sources’.  1. Let’s start with the obvious, Wikipedia’s entry ↑Game demo:  A game demo is a freely distributed demonstration or preview of an upcoming or recently released computer or video game. […] Game demos come in two variations: playable and non-playable (also called a “rolling demo”). Playable demos generally have the exact same gameplay as the upcoming full game, although game advancement is usually limited to a certain point, and occasionally some advanced features might be disabled. A non-playable … Continue reading

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max payne related machinima

As a result of my fighting hard against the virulent ↵wandering astray online—the getting lost in the cyber trenches—I finally started to fill up the ↵machinima-section of my collection of artefacts created by members of ‘my cyberian tribe’, the ↵MP-modding community. As everything around here inside my anthropologist’s hut online, the section still is very much ↵WIP, but I am dedicated to not let the work on it idle again. … Continue reading

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molyneux’ machinima movies

↑The Movies, a new game by game-designer legend ↑Peter Molyneux of ↑Black & White fame has hit the shelves just recently. The game allows the player to take over the part of a Hollywood mogul, to design a movie studio, shape movie-stars’ careers, and finally produce and shoot movies. This ultimate results are of course ↵machinima—according to the strict sense of the latter’s definition. The release of The Movies has triggered an ↑article by Jürgen Schmieder [in German], published in the Süddeutsche Zeitung (SZ) [the SZ is one of the more respected transregional daily newspapers in Germany; as ↑2R correctly … Continue reading

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ghost in the machinima

In the wake of the ↑Machinima Festival just being over, ↑Publish.com‘s Stephen Bryant has done a short ↑interview with Keygrip-creator David Wright:  Back in 1996, when Quake was the finest first-person-shooter around, a Stanford freshman named David Wright created a piece of editing software called Keygrip and accidentally changed the course of animation forever.  It was Keygrip, and its successor, Keygrip 2, that allowed gamers to edit Quake “demos,” and that ability ushered in the film genre known as Machinima.  Derived from the words machine and animation, machinima is a rapidly growing film genre in which movies are recorded entirely … Continue reading

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garry’s mod

  ↑Garry’s mod [Gmod], of which ↑version 9.0 was released just today, is a ↵HL2-mod[ification] which allows you to ↑do uncanny things in HL2. ↑Wikipedia says: “Garry’s Mod (Gmod), a successor to the throne of the original JBMod, is a simple modification created by Garry Newman. While it does not have any actual gameplay value, it functions as a huge sandbox, where the player is free to manipulate most of the objects and features of the Source engine. This has allowed an extensive community to build up and creating mini-games with Gmod, therefore creating a “Game in a Game” of … Continue reading

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real life half life

There’s a lot said and written on immersion into alternative or even virtual worlds, on people getting lost in gamespace or the Internet’s interactive realms, and so on. In consequence thoughts about the questions arising with these ‘other realities’ fly into every direction. As the ‘cyberanthropologist online among the gamemodders’ I deem myself to be, I am especially interested in how the Cyberians themselves tackle this issues. The people I am affected to appropriate all kinds of related artefacts and then artistically slap the demarcations between meat- and cyberspace around with a large trout—big time. Aaron Rasmussen for example thought … Continue reading

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a new dawn arises

the long-running grand TC becomes very visible In September 2004 the website of the MP2-modding-project Mission:Impossible — New Dawn went online. But the mod was in the making for a much longer time, as it was started as a MP1-mod way before MP2 was published. The team had enough zeal to port everything they had done to MP2. And I can assure you that already a lot had been done, as now and then I was allowed to see ‘secret pictures’ illustrating the progress. The general approach of the team is as professional as it can be outside a game-developer … Continue reading

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