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The Holodeck “Merging previously disparate technologies of communication and representation into a single medium.”

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Presentation on theme: "The Holodeck “Merging previously disparate technologies of communication and representation into a single medium.”"— Presentation transcript:

1 The Holodeck “Merging previously disparate technologies of communication and representation into a single medium.”

2 Janet Murray “The technical and economic cultivation of this fertile new medium of communication has led to several new varieties of narrative entertainment. These new storytelling formats vary from the shoot-’em-up videogame and the virtual dungeons of Internet role-playing games to the postmodern literary hypertext.” “It would be a mistake to compare the first fruits of a new medium too directly with the accustomed yield of older media.”

3 Matthew Gonzalez The Holodeck Today
Machinima World-Wide Online Gaming Professional Gaming Movies About Games Books About Games Video Games & Film In all games, you are faced with choices, but some give off even bigger changes in the outcome.

4 Internet Role-playing Games
Star Wars Galaxies Internet Role-playing Games MMORPG’s are Online Role-playing Games where you interact with people from around the world and fight side-by-side, in a virtual world, where you can do just about anything.

5 This is the latest form of Linear Narrative story gaming.
Mass Effect 2 Role-playing Games In RPG’s you play along a story but at the same time, you are capable of making decisions that can change the outcome. This is the latest form of Linear Narrative story gaming.

6 Halo: Reach Beta First Person Shooters Also known as FPS games, the user sees from your characters perspective and are either able to play against/with other people from around the world, through the web or private networks.

7 Real Time Strategy Halo Wars
In RTS games you control not a single character but, a whole army. You command your forces to move/attack/defend wherever you wish, while fighting off other armies.

8 Story Telling In Videogames
In Video Games, there are two types of story telling: Linear Multistory Narrative: Where the character is faced with choices that alter the way the story moves. Or, what I call, Direct Narrative: Where the character moves along a set course and is only in charge of how long and who they kill or interact with on their way, while keeping the same ending. Example: In Mass Effect you play as the first Human Spectre and can decide how you play the story. Choose to be bad, or good. Example: Halo is a story where you play as the last of a group of Super Soldiers and can only decide what weapons, and vehicles you use to get to the final destination.

9 Machinima “Using a real-time graphics rendering engine (a game engine) to generate computer animation. It’s a more efficient way of creating large projects by using established routine to animate individual characters. It’s called, uh, Machinima, and it’s gonna be a more and more popular way of doing animation projects.” -- Private Leonard L. Church {Red Vs Blue} Red Vs Blue is the first Machinima series to make it into the popular Media. Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time graphics rendering engines (a game engine), mostly three-dimensional (3-D), to generate computer animation. Some machinima-based artists, sometimes called machinimists or machinimators, are fan laborers and often use graphics engines from video games, a practice that arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 1992 video game Stunt Island, and 1990s recordings of gameplay in first-person shooter (FPS) video games, such as id Software's 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 misspelled 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. A speedrun is a play-through, or recording thereof, of a whole video game or a selected part of it (such as a single level) performed with the intent of completing it as fast as possible, optionally under certain prerequisites, mainly for the purposes of entertainment and competition. The term, a compound of the words speed and run (as in "running" through a game, referring to the playing of a game) is only used in the context of games that were not originally or primarily designed with fast completion in mind (one generally does not "speedrun" a racing game; in those cases the game's standard setting for achieving and recording fast times is called a time attack or time trial mode). Commonly, speedruns are recorded on either an analog media such as a video tape (predominantly when games on consoles are concerned), or as a digital file, by the people ("players") who make them, for entertainment, time refinement, or verifiability purposes.[2] Entertainment has traditionally been the reason for the creation of speedruns, as the phenomenon was originally devised by enthusiasts who began comparing each others' playing skills via movies exchanged over the Internet, while verifiability stems from the necessity to provide evidence that one's playthrough went by the typical or game-specific speedrun rules and thus counts as a valid attempt to beat the record.[3] Despite their inherent differences, they seem to share a lot of common traits in this context, such as the ability to disjunct the common sequence of events in a game and thus skip entire parts of it—the act of sequence breaking—and the ability to use programming errors, or glitches, to one's advantage.

10 Within the Holodeck Machinima is basically another form of media that combines film and the newest media: Video Games. It combines the themes of Video Games, while at the same time, displaying it in film.

11 Red Vs Blue System Setup
A scene from Rooster Teeth Productions' popular machinima series Red vs. Blue: The Blood Gulch Chronicles

12 Mirror’s edge http://www.youtube.com/watch?v=eQS8aKC4oP8
Machinima has advantages and disadvantages when compared to other styles of filmmaking. Its 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.


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