{"id":453,"date":"2005-11-29T10:35:39","date_gmt":"2005-11-29T15:35:39","guid":{"rendered":"\/?p=453"},"modified":"2005-12-02T10:47:14","modified_gmt":"2005-12-02T15:47:14","slug":"doc-machinima","status":"publish","type":"post","link":"https:\/\/blog.rebang.com\/?p=453","title":{"rendered":"Doc Machinima"},"content":{"rendered":"<p>It was only yesterday that I was adding a comment to one of <a href=\"http:\/\/www.thelongtail.com\/the_long_tail\/2005\/11\/the_movies_mach.html\">Chris Anderson&#8217;s &#8220;machinima&#8221; posts<\/a>. I&#8217;ll just quote my comment here: <\/p>\n<blockquote><p>Chris wrote: <em>The problem with standard machinima based on first-person-shooter game engines is that you&#8217;re painting with an incredibly limited palette, both in terms of the characters and settings and in what you can do with them.<\/em><\/p>\n<p>I disagree. It&#8217;s not that the tools available in FPS&#8217;s like HL2 or Doom3 are more limited, but rather that most users either don&#8217;t have the ability to use them at those levels or can&#8217;t justify the time to create that content. There&#8217;s a reason videogame production costs are going up.<\/p>\n<p>There&#8217;s nothing stopping me from taking real CAD geometry and mapping it onto game assets, either as normalmaps or perhaps &#8220;relief&#8221; maps (<a href=\"http:\/\/www.inf.ufrgs.br\/~oliveira\/RTM.html\">link<\/a>). Nothing stopping people from creating other high-quality assets like character models, animations, and skins; the tools are readily available. So the pallete isn&#8217;t limited, it&#8217;s just that working at those levels is extremely time-consuming and such an effort is difficult &#8211; at present &#8211; to justify.<\/p>\n<p>That&#8217;s what a product like &#8220;The Movies&#8221; is really offering: ease of use. It&#8217;s paint-by-numbers compared to creating paint from raw materials. Games like Half-Life 2 and Doom3 provide amazing opportunities for indy filmmakers (here&#8217;s one example I outlined for some B-movie filmmakers over a year ago: <a href=\"http:\/\/www.geocities.com\/cs7en\/film\/g2f.html\">link<\/a>). Give it time. A few Long Tail niches will be fusing soon enough and when that happens there will be sufficient incentive for creators to put in the effort.<\/p><\/blockquote>\n<p>Well, lookie what Wired (of all places) has posted today: <a href=\"http:\/\/www.wired.com\/news\/culture\/0,1284,69551,00.html?tw=wn_tophead_3\">an article<\/a> on a documentary that&#8217;s using a game engine to provide visuals. From the story: <\/p>\n<blockquote><p>The documentaries for the first time will also attempt to portray real World War II veterans as they appeared in the war.<\/p>\n<p>Gearbox took photos of some of the World War II vets interviewed for the show, and re-created them in the game as they looked when they fought in Normandy as young men of 18 and 20 years of age.\n<\/p><\/blockquote>\n<p>Now <em>that&#8217;s<\/em> what I&#8217;m talking about!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It was only yesterday that I was adding a comment to one of Chris Anderson&#8217;s &#8220;machinima&#8221; posts. I&#8217;ll just quote my comment here: Chris wrote: The problem with standard machinima based on first-person-shooter game engines is that you&#8217;re painting with &hellip; <a href=\"https:\/\/blog.rebang.com\/?p=453\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-453","post","type-post","status-publish","format-standard","hentry","category-administrative"],"_links":{"self":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/453","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=453"}],"version-history":[{"count":0,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/453\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=453"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=453"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=453"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}