14.10.07

[machinima = storytelling]


After welcomes and introductions to the event, Paul Marino, Executive Director of the Academy of Machinima Arts and Sciences, shared with us his presentation, "commemorating the first ten years of the use of game engines in real-time for the creation of Machinima." For me, this was an excellent presentation as it really gave me a sense of how machinima began and the stages through which it has been evolving. What I found most exciting about Marino's presentation was his recurring statement that machinima is about telling stories (woo hoo go narrative!):




Watching Marino's chronology of machinima not only reflected the development of technology and skill but also the greater expertise or craft of storytelling. (here is a
list of his machinima selections) Marino, as well as other speakers on the day, reminded us that *anyone* can create machinima stories but then I wondered if that were true why are so few women (seemingly and please let me know if this is way off) are involved? Judging from the audience not many women are interested in machinima. Judging from the entries DMU received, not many women are making machinima. Judging from the films viewed at the festival, not many women are playing parts in machinima in terms of characters (there were a couple but not exactly positing *contemporary* views of women...) or production. Is this really the case or are women presenting their machinima work in other arenas and following different avenues? (perhaps Sims99.com might be such a place) The seeming lack of women was highlighted for me during an afternoon panel which included Ricard Gras, Xavier Lardy, Friedrich Kirschner and Klaus Neumann. Interesting as it was to hear the speakers' thoughts on distributing and promoting machinima as well as the variety of links Friedrich and Klaus zoomed through, I was left a bit surprised - given the perceived accessibility of machinima - that no women were represented in that session. I wonder if this gender imbalance grows out of the fact that machinima originated with gaming? How many women play Quake and Halo etc...? However, maybe this is changing already with Sims and SL game engines?





Food for thought I think.



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"When a guy can show a machinima vid and proudly announce 1996 as the date of origin for that art form, he’s eliding decades of female vidding history. And that’s very, very wrong. (Harvard 2005)"



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