Story and Game Combined Using Machinima for Interactive Experiences

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Story and Game Combined Using Machinima for Interactive Experiences Story and Game Combined Using Machinima for Interactive Experiences by Erik Schneider first supervisor Prof. Dr. Stephen Lowry second supervisor Prof. Dr. Huberta Kritzenberger A thesis submitted in partial fulfilment of the degree of Master of Arts in the Medienautor program at the Hochschule der Medien Stuttgart on July 4th 2008. This document was downloaded from www.serik.de. Dieses Dokument wurde von www.serik.de heruntergeladen. Über Kritik würde ich mich freuen. Erklärung Declaration Ich erkläre hiermit, dass ich die I declare that this work is written Arbeit selbstständig und ohne solely by me and all sources are fremde Hilfe verfasst habe und referenced in the text or in the dass sämtliche Quellen im Text bibliography and mediography. oder im Anhang nachgewiesen sind. Erik Schneider Abstract This thesis is going to introduce machinima and its history and tech- niques. Due to the possibilities of real time 3D, I will propose to use the inter- active potential of machinima. Furthermore, the concepts of the terms story and game, as well as their differences, will be discussed. This will be concluded with the suggestion of a new way of combining stories with game-elements, in order to make use of the diversity in the field of combining stories and games. Based on this theoretical point of view, I will present three ideas for the use of the interactive potential of machinima: an interactive installation, digital theatre and live cinema. I will exemplarily develop the idea of an interactive installation to a more concrete description, a concept. This concept will use my idea of combining a story with game-like elements. Keywords: Machinima, Real-time 3D, Virtual Environment, Interactiv- ity, Story, Narrative, Dramaturgy, Narratology, Ludology, Game Studies, Computer Game, Interactive Storytelling, Immersion, Flow, Suspense, Interac- tive Installation, Digital Theatre, Live Cinema Content 1 Introduction........................................................ 13 1.1 Machinima........................................................................................13 1.2 Stories and Games ..........................................................................14 1.3 Two Ideas and One Concept ........................................................14 1.4 Overview ..........................................................................................14 1.5 Motivation........................................................................................15 2 Machinima........................................................... 17 2.1 What is Machinima?........................................................................17 2.2 History..............................................................................................18 2.2.1 The Beginnings without a Name.....................................19 2.2.2 The Term “Machinima” Was Born ................................22 2.2.3 Machinima Achievements ................................................22 2.3 Machinima Today ...........................................................................25 2.4 Machinima and Art.........................................................................27 2.5 Ways to Produce Machinima.........................................................29 2.5.1 Techniques..........................................................................29 2.5.1.1 Recamming............................................................29 2.5.1.2 Puppeteering .........................................................30 2.5.1.3 Scripting.................................................................30 2.5.1.4 AI............................................................................30 2.5.2 Teams ..................................................................................31 2.5.3 Assets...................................................................................31 2.5.4 Distribution ........................................................................31 2.6 Real-Time 3D ..................................................................................32 2.6.1 Game Engines....................................................................32 2.6.2 Other Real-Time 3D Software ........................................33 2.6.3 Demos.................................................................................33 2.7 Machinima Genres..........................................................................34 2.8 Machinima – Limits and Potential................................................35 2.8.1 Searching for Quality ........................................................40 2.8.1.1 Bloodspell..............................................................40 2.8.1.2 Lit Fuse Films.......................................................42 Story and Game Combined 2.8.1.3 Cinematic Factors ................................................ 43 2.8.2 Machinima’s Interactive Potential................................... 46 2.8.2.1 Live Shows and Performances........................... 46 2.8.2.2 Interactive Storytelling ........................................ 47 2.8.2.3 Visualisation and E-Learning............................. 48 2.9 Machinima Defined........................................................................ 49 2.10 Heading towards...? ........................................................................ 53 3 Narrativism and Ludology ................................ 57 3.1 Interactivity...................................................................................... 58 3.2 The Conflict..................................................................................... 60 3.3 Natural Game and Story Roots .................................................... 61 3.4 Why is a Game not a Story?.......................................................... 63 3.5 Translation and Development ...................................................... 66 3.6 Differences between Games and Stories..................................... 70 3.6.1 Repeatability....................................................................... 70 3.6.2 Participation ....................................................................... 71 3.6.3 Temporal Relations........................................................... 72 3.6.4 Point of view...................................................................... 73 3.6.5 Authorship.......................................................................... 73 3.7 Games and Stories Combined ...................................................... 74 3.7.1 Computer Games .............................................................. 76 3.7.1.1 Half-Life................................................................ 77 3.7.1.2 Role-Playing-Games ............................................ 77 3.7.1.3 The Sims................................................................ 78 3.7.2 Second Life......................................................................... 79 3.7.3 Interactive Drama ............................................................. 79 3.7.4 Interactive Fiction ............................................................. 82 3.7.5 Hypermedia........................................................................ 82 3.7.6 Machinima.......................................................................... 83 3.8 Definitions ....................................................................................... 84 3.8.1 Story .................................................................................... 84 3.8.2 Game................................................................................... 85 3.9 Conclusion....................................................................................... 88 4 Story and Game Combined .............................. 91 4.1 Rollercoaster Rides in Computer Games.................................... 92 4.2 Why do we enjoy...?........................................................................ 95 4.2.1 Immersion .......................................................................... 96 4.2.2 Suspension of Disbelief.................................................... 98 4.2.3 Identification...................................................................... 99 4.2.4 Emotions ..........................................................................100 4.2.5 Suspense............................................................................101 Content 4.2.6 Agency...............................................................................102 4.2.7 Flow...................................................................................103 4.3 Linear Story with Game-Elements.............................................106 5 Multipurpose Concept..................................... 111 5.1 Problems and Solutions ...............................................................112 5.2 The Story........................................................................................115 5.3 The Aesthetics...............................................................................116 5.4 The Technique...............................................................................117 6 Interactive Installation..................................... 119 6.1 The Use of Space ..........................................................................120 6.2 Multiuser Interface Devices.........................................................122 6.3 Enhancing the Story .....................................................................123 6.4 Installation Setup...........................................................................129
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