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。

深度求索计划大规模招聘,加剧中国人工智能人才争夺战

招聘岗位显示,该公司正专注于前沿研究成果的商业化。

世界杯表现抢眼,挪威掀起维京划船仪式热潮

多名议员和王室成员加入走红的划船潮流,挪威男足在自1998年以来首次亮相世界杯之际凭借连胜确保晋级。

点亮世界杯的久旱群岛

小国佛得角先后战平乌拉圭和欧洲冠军西班牙,只需再拿一分即可出线。

我们都需要补水时间吗?

只有通过被强制安排、井然有序却毫无乐趣的休息,我们才能最大限度发挥工作的效益。

“DeepMind帮”如何把AI热潮带到伦敦

英国科技行业一片火热,但它能否超越美国海外前哨的角色?

英伟达金伯莉•鲍威尔:我们正在重塑医生体验

这家芯片制造商负责医疗健康业务的负责人认为,AI能缓解该领域的诸多问题,包括减轻医务人员的工作负担以及应对专业人才短缺。
设置字号×
最小
较小
默认
较大
最大
分享×