Man vs machinima: can video games ever be art? - FT中文网
登录×
电子邮件/用户名
密码
记住我
请输入邮箱和密码进行绑定操作:
请输入手机号码,通过短信验证(目前仅支持中国大陆地区的手机号):
请您阅读我们的用户注册协议隐私权保护政策,点击下方按钮即视为您接受。
FT商学院

Man vs machinima: can video games ever be art?

The uncanny semi-reality of computer-generated worlds is producing a new form of filmmaking

The format of machinima comes with challenges. In ‘Grand Theft Hamlet’, the actors are constantly interrupted by violent police chases and robberies

In the hierarchy of pop culture, video games are relegated to the lowest of lowbrow categories. Praise for their artistic qualities tends to fall flat with non-gamers. Author Gabrielle Zevin writes beautifully about designers creating “infinite rebirth, infinite redemption”. But it’s difficult to remember that when you’re watching someone run over a pimp in Grand Theft Auto.

There is, however, one way in which the uncanny semi-reality of video games can be used to produce works of art. 

During England’s third, bleak pandemic lockdown, a pair of out-of-work actors hit on the idea of staging a full production of Hamlet while they were gaming. Their play, which was live streamed, won an innovation prize at The Stage Awards in London last year. It has now been turned into a documentary, Grand Theft Hamlet, that is a tribute to both the madness of elaborate lockdown projects and the possibilities of machinima. 

Machinima (a misspelt portmanteau of machine and cinema) is a form of filmmaking that takes place inside video games.

Some are simple voice-overs recorded by gamers messing around. More elaborate examples include an Emmy-award-winning episode of South Park set among the orcs and gnomes of World of Warcraft and artist Brent Watanabe’s San Andreas Streaming Deer Cam, in which a computer-generated deer wanders serenely through a game cityscape listening to the babbling of NPCs (nonplayer characters).

The format comes with challenges. In Grand Theft Hamlet, the actors are constantly interrupted by violent police chases and robberies. At one point, Hamlet has to break his soliloquy to make a plea for audience members not to shoot one another until the performance has come to an end.

The obvious question is why? Why put so much effort into making films in a medium designed for mindless distraction? And why create something that relies on blocky computer graphics and stiff avatars that have trouble moving their features?

Jenna Ng, professor of digital media at the University of York, says one reason is accessibility. No expensive camera equipment is needed to make a film. And if the aesthetic is off-putting to some it’s why she loves them. “I find it beautiful because it is unlike anything else we see in our visual culture.”

Machinima is a niche pursuit, though popular enough to have its own film festival in Milan. It joins the ever-increasing number of crossovers between traditional art forms, mainstream entertainment and gaming. Shakespeare fans can also seek out the Nintendo Switch offers To Be Or Not To Be (tagline: “guide Hamlet, Ophelia and Hamlet Sr to hundreds of hilarious deaths”). 

If you don’t play video games it can be hard to wrap your head around exactly how popular they are, let alone the idea that anyone could find them beautiful. But for several years now, gaming revenue has comfortably exceeded that of both film and music combined. 

There was even a time when it seemed as if machinima might become a dominant form of entertainment. In the early 2000s, during the rise of LA’s “Silicon Beach” mixture of entertainment and tech start-ups, a company also called Machinima began collecting the films and putting them on YouTube. Its founder declared younger generations didn’t want to watch TV in the old way any more. But after a change of ownership, Machinima was shut down. 

What has emerged since then are films with fewer online views but more cinematic ambition.

At a screening of Grand Theft Hamlet co-director Pinny Grylls explained their appeal as a uniquely modern art form. “I think it is the job of filmmakers to reflect the world people live in,” she said. “And many more people live, love and interact inside these game worlds.”

elaine.moore@ft.com

版权声明:本文版权归FT中文网所有,未经允许任何单位或个人不得转载,复制或以任何其他方式使用本文全部或部分,侵权必究。

秘密对冲基金为激进卖空者提供资金

当华尔街自诩为金融侦探的人对目标公司发出指控时,这些沉默的合作伙伴就会从中获利。

芝加哥的唐•威尔逊是金融界最聪明的人吗?

从雷曼兄弟破产后的清理工作到早期对比特币的押注,DRW已成为行业巨头。

如何规避关税的指南

在特朗普准备重返白宫之际,或许是时候翻开那本大豆食谱了。

角斗士II:比第一集更血腥、更疯狂、更有趣

雷德利•斯科特在一部由保罗•梅斯卡尔、佩德罗•帕斯卡和丹泽尔•华盛顿主演的趾高气扬的续集中大肆宣扬野蛮行径。

人工智能狂潮让老牌美国电信公司躲过灭亡的命运

大型科技交易可能为Lumen及其垂死的同行提供了生命线。

为什么政府在解决问题方面如此糟糕?

世界各地的政客似乎注定要重蹈覆辙。还有另一种方法。
设置字号×
最小
较小
默认
较大
最大
分享×