Wollywood - Et Virtuelt Filmmekka? Om Film Produceret I Computerspil

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Wollywood - Et Virtuelt Filmmekka? Om Film Produceret I Computerspil Tales o f the Past III (2007, instr. Martin Falch). Wollywood - et virtuelt filmmekka? Om film produceret i computerspil A f Anne Mette Thorhauge Computerspil er ikke bare noget, man hvad angår forholdet mellem fakta og fik­ spiller. Lige siden 3D-spillene holdt deres tion, dels med hensyn til ytringsfrihed og indtog, har computerspillere anvendt spil­ ophavsret. lene til alle mulige andre formål end spil, herunder filmproduktion. På hjemmesiden Hvem er Martin Falch? De fleste er be­ warcraftmovies.com kan man i skrivende kendt med navne som Thomas Vinterberg, stund søge blandt mere end 37.000 film Lone Scherfig og Per Fly. Selv hvis man produceret af World o f Warcraft-spillere. skulle være blandt dem, der ikke har set M en hvad er det for en slags film? nogen af deres film, vil man stadigvæk Artiklen opridser det historiske, tek­ vide, at de er centrale navne inden for nologiske og kulturelle udgangspunkt for dansk film. Det er til gengæld knap så spilfilmene og skitserer nogle centrale mange, der kender navnet Martin Falch. spørgsmål, som spilfilmene rejser. Dels Men hvis man slår op på warcraftmovies. 87 Wollywood - et virtuelt filmmekka? com, vil man erfare, at denne unge dan­ til den klassiske film, nemlig på den ene sker er instruktøren bag Tales of the Past side forholdet mellem spilfilm som doku­ III, en 88 minutter lang film, der udspil­ mentation og spilfilm som fiktion, og på ler sig i World of Warcrafts spilunivers. den anden side spørgsmålet om ejerskabet Faktisk er Tales o f the Past III (Falch 2007) over spilfilmens univers. i skrivende stund blevet set mere end to millioner gange - og er dermed den mest Fra dokumentation til handlingsfilm. populære blandt de over 37.000 film, der Lige siden 3D-spillene holdt deres indtog er tilgængelige på serveren. Ikke så dårligt i 1990 erne, har spillene været anvendt til set i forhold til de tal, den danske film­ at skabe forskellige typer af spilfilm. Tradi­ branche almindeligvis opererer med. tionen dateres ganske vist ofte helt tilbage Som det fremgår, er World of Warcraft- til 1980ernes hacker- og demo-scene (se film (herefter WoW-film) altså et stort f.eks. Lowood 2006 og Nitsche 2007), fænomen. Det er forankret i et globalt hvor habile programmører producerede netværk af World of Warcraft-spillere, der små audiovisuelle præsentationer for at både leverer kreative kræfter og et entusia­ demonstrere deres programmeringsmæs­ stisk publikum til filmene. Man kan sige, sige færdigheder. Disse præsentationer at internettet har forandret de grundlæg­ eller film blev afviklet i realtime. Dvs. 3D- gende vilkår for den fankultur, der etable­ grafikken blev produceret samtidig med, at rer sig omkring populærkulturelle tekster, programmet blev afviklet - i modsætning og gjort den til et massefænomen på linje til klassiske animationer, hvor grafikken med mere kommercielle fænomener. er produceret på forhånd. Succeskriteriet Hvis man slår op på warcraftmovies. bestod i at skrive den m est effektive kode, com, vil man dog kunne konstatere, at der samtidig kunne generere det mest filmene ikke er organiseret i overensstem­ imponerende udtryk. Men hvor 1980 ernes melse med klassiske populærkulturelle demo-kunstnere programmerede deres genrer som f.eks. romance, komedie eller præsentationer eller film fra grunden, gav action. De er derimod klassificeret under 1990’ernes 3D-spil mulighed for at bruge kryptiske betegnelser som PvP, dungeons/ spilprogrammet som udgangspunkt for PvE, machinima, guild promotion, under- filmene. ground og how to/guides. Det skyldes, at I 3D-skydespil som Doom (id software WoW-filmene har deres historiske ophav 1993) og Quake (id software 1996) var i en meget specifik fankultur, nemlig en det nemlig muligt at gemme et spilforløb spillerkultur, som har nogle helt specifikke i form af en datafil, som så kunne distri­ motiver for at producere og udveksle spil­ bueres til andre spillere. Alle, der havde film. spillet installeret på deres computere, I det kommende afsnit vil jeg lægge kunne på den måde afspille spilforløbet i ud med at beskrive spilfilmens historiske den forstand, at spilprogrammet ved hjælp og teknologiske udgangspunkt. Herefter af datafilen rekonstruerede spilforløbets vil jeg forholde mig mere indgående til begivenheder og omsatte det til et audio­ den fankultur og spillerkultur, der danner visuelt udtryk. Disse spilforløb blev omtalt rammen om spilfilmene. Endelig vil jeg som demo movies eller replay files, og de forholde mig til to centrale punkter, hvor blev f.eks. brugt til at udveksle erfaringer, 88 spilfilmen rejser nye spørgsmål i forhold dokumentere specielle begivenheder og af Anne Mette Thorhauge Diary ofa Camper (‘The Rangers’, 1996). prale af særligt gode præstationer i spil­ Diary ofa Camper var imidlertid ikke ale­ lets univers (Lowood 2005, 2006). Som jeg ne iscenesættelsen af denne - indrømmet vil komme ind på senere, var spilfilmenes - simple historie, men også at tilskuerens motiver og handling på den måde præget synspunkt i spillet ikke var identisk med af det spillerfællesskab, de opstod inden­ spillerens. for. Mens demo-filmene var karakteriseret Det var imidlertid nærliggende at tage ved, at man så al handling fra en enkelt skridtet videre og benytte denne funktion spillers perspektiv, skilte Diary of a Cam­ til andre formål. I 1996 indspillede klanen per sig ud ved, at tilskuerens og spillerens (dvs. spillergruppen) ’The Rangers’ filmen synspunkter var adskilt. Man så hand­ Diary ofa Camper, som på flere måder lingen ’udefra’. Folkene bag The Rangers adskilte sig fra de andre spilfilm. Først havde altså været inde og rode i koden og og fremmest var spillernes handlinger i ændret på koordinaterne, så man så begi­ filmen nøje koreograferede. Filmen doku­ venhederne fra en anden vinkel end det menterede ikke et spilforløb, den iscene- enkelte spillerperspektiv (teknikken om­ satte et forløb, som spillerne på forhånd tales også som recamming i Lowood 2005: havde indstuderet (Nitsche 2007). Kort 13-14). Det frit bevægelige kamera var fortalt bestod det i, at en camper - dvs. en med til at skabe dramatisk effekt og yderli­ spiller, der ligger i baghold på strategiske gere understrege, at der her blev fortalt en steder i spillet - gør det af med to af grup­ historie, samtidig med, at det var et udtryk pens medlemmer, hvorefter de resterende for ophavsmændenes tekniske snilde. På tre gør kort proces. Det interessante ved den måde markerede Diary ofa Camper et 89 Wollywood - et virtuelt filmmekka? M Hao (Nyhm, 2007).ni t>no! skift i fokus fra spilfilmen som dokumenta­ skabt ved at scripte begivenheder, der blev tion af spilaktivitet til spilfilmen som isce­ afviklet i spillets program, som det beskri­ nesættelse af et handlingsforløb. Dermed ves ovenfor. Man kan sige, at filmproduk­ indvarslede den det, der siden blev kendt tionen bestod i at definere en række begi­ som machinima, eller machine cinema. venheder, som spilprogrammet efterfølgen­ de realiserede, og den adskilte sig derved Machinima. Begrebet machinima opstod fundamentalt fra de produktionsmetoder, omkring årtusindskiftet og fik sin officielle vi kender fra klassisk filmproduktion. Fra introduktion i 2001 (Nitsche 2007). Defi­ årtusindskiftet og frem blev det dog mere nitionen er ikke entydig og synes først og almindeligt at betjene sig af forskellige fremmest at hente sin mening på tværs af former for screen capture-programmer, der forskellige domæner som f.eks. spil, film, tv optager handlingen, som den udspiller sig og teater (ibid.) eller spil og performance på skærmen, og omsætter optagelserne til (Lowood 2005, 2006). Fra en teknisk vinkel videofiler, der kan redigeres i et almindeligt dækker machinima over flere fremgangs­ videoredigeringsprogram (Nitsche 2007). 90 måder. Op igennem 1990 erne blev spilfilm Fra dette tidspunkt kom produktionen af af Anne Mette Thorhauge machinima til at lægge sig tættere op ad den klassiske filmproduktion med præpro­ duktion, optagelser og redigering. Indholdsmæssigt adskiller machinima sig dog fra klassisk filmproduktion ved at have sine rødder i computerspil og spil­ lerfællesskaber. Selv om Diary of a Camper (Rangers 1996) tager skridtet fra doku­ mentation til iscenesættelse, forholder den sig fortsat til et meget spilrelateret fæno­ men, nemlig de luskede spillertyper, der Anna (Katherine Anna Kang, 2003). stiller sig på lur strategiske steder i spillet frem for at gå ind i åben kamp. Og denne tætte sammenhæng mellem spilaktivitet, spillerfællesskab og machinima holder software 1996), men som handler om en ved frem til i dag. Nitsche (2007) skelner blomst, der kæmper for overlevelse i en i den forbindelse mellem et inside-out og fjendtlig skov, blot for at blive plukket et outside-in perspektiv i forholdet mellem og visne på et bord. Machinima er i den spilaktivitet og spilfilm. Ved inside-out skal forstand en særdeles bred kategori, der forstås, at spillere bruger machinima som dækker over alle mulige former for isce­ et redskab til at udtrykke deres spilaktivitet nesættelse med udgangspunkt i computer­ og dele den med andre, mens der ved out- spilprogrammer. side-in skal forstås, at spillet blot danner På warcraftmovies.com optræder udgangspunkt for anim ation og fortælling machinima dog som én kategori blandt uafhængigt af spillet. D er er indlysende flere andre kategorier af spilfilm, og altså nok tale om en flydende overgang mellem ikke som en samlende betegnelse. Ma­ de to perspektiver. chinima synes her at betegne spilfilm, der Machinima kan forholde sig direkte til på forskellig vis beflitter sig med fiktion aspekter af spilaktiviteten, som det f.eks. og iscenesættelse, og kategorien er f.eks. er tilfældet i Diary ofa Camper (Rangers underopdelt i en række velkendte popu­ 1996). De kan bygge videre på spillets fik­ lærkulturelle genrer som action, komedie, tive univers, som i føromtalte Tales of the drama, horror og musik. Disse film ud­ Past III. De kan forholde sig satirisk kom­ gør en meget lille andel af den samlede menterende til specifikke spilaspekter eller mængde film på serveren, der domineres spillergrupper - som f.eks. musikvideoen af film med en mere direkte relation til N i Hao (Nyhm 2007), der er en kommen­ spilaktiviteten.
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