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CONT'D:
Game
Theories from the Digital Diva | Page
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In 1999, three movies, Existenz, Run Lola Run,
and The Matrix employed the conventions of video games in
their narrative structures. What do you think the future holds for
the convergence of the gaming and cinema worlds, if any?
I think that gaming and cinema are as distinct as radio and billboards.
They're both moving images, which is why we tend to confuse them
or think they are going to converge, but beyond the fact that they
are moving images, they don't have much in common. Movies are about
linear storytelling, and games are about the ruse of interaction
and they're really focused around the player. The player takes complete
responsibility for the outcome. In a film, the viewer takes no responsibility
and that's part of the pleasure of film. In fact, when I went to
a screening of Run Lola Run in February before the film was
released, the director [Tom Tykwer] was there and he was asked the
inevitable question whether this would be great as a CD-ROM product.
He said, "Absolutely not" because the film was so carefully constructed.
The thing about Run Lola Run is that even though on the surface
it seemed like a game, it's such a testament to the craft of cinema.
The whole film was storyboarded so tightly; every scene; every shot,
the rhythm; the pacing. The director also composed the music. He
would go into the editing suite and do a rough cut of the scene
and then go into the music studio and mix a song to 140 beats a
minutes and then go back into the editing suite and edit the scene
to 140 beats a minute. The whole impression that things could go
anyway is a complete illusion and in a way Run Lola Run is
the least game like film that came out last year because it was
so tightly controlled by one person down to the frame-level.
Existenz illustrated a director's complete misunderstanding
of what a game is because in Existenz all these people had
bit parts in the game. In a game, nobody has a bit part everyone
is the hero. While David Cronenberg called that a game it was more
an exercise in improvisational theatre in a 3D virtual soundstage
than it was a game. It wasn't a game at all.
The Matrix borrowed the aesthetics of video games but again,
it really wasn't one; it was a linear story. That action sequence
was scripted. You wouldn't get something that good in a game. The
hero never lost those fighting sequences. That's why it's not a
game. So, I think what you're going to see is a convergence of aesthetics,
not a convergence of form.
I think where the real convergence is happening in the area of
special effects. They are using a lot of the same equipment and
the same software packages which is why they look similar and the
people making are them are crossing the lines from gaming to special
effects and vice versa. But the way that something looks doesn't
necessarily correspond to what it really is. Cars are a perfect
example of that. You know, you can put a really great paint job
on a car with a motor the size of a lawnmower and it's not gonna
be a drag racer.
2000 will bear witness to new consoles like Playstation 2, Dolphin,
and possibly Microsoft's X-Box. In addition, the already released
Dreamcast will initiate their online gaming capabilities in August
or September. What are your thoughts on the new year and where it
will take us?
I think it's going to be great. This year is kind of like 1995
in that the whole console universe turns over. When that happens
it's always a scramble for developers. Everyone wants to leverage
the technology as far as they possibly can so you're going to see
some incredible technical demonstrations, but it usually takes some
time for people to really understand the hardware well enough to
get deeply into game design. And similarly with online access, people
who make conventional games don't really understand how to make
games for an online environment, much less a broad band environment
because they've never done it and they're not used to doing it.
It will be a year after those features become available that designers
really hit their stride with regard to content. In the meantime,
we'll just have Gosh! Wow! technology lust.
Finally, what's the most important piece of hardware or software
from this past year?
Pokémon.
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Nick
Braccia is PopPulse's founder. He lives and writes in New Canaan,
Connecticut.
nbraccia@poppulse.com
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