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The Machinima Reader$
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Henry Lowood and Michael Nitsche

Print publication date: 2011

Print ISBN-13: 9780262015332

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262015332.001.0001

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Machinimatic Realism: Capturing and Presenting the “Real World” of Video Games

Machinimatic Realism: Capturing and Presenting the “Real World” of Video Games

Chapter:
(p.195) 12 Machinimatic Realism: Capturing and Presenting the “Real World” of Video Games
Source:
The Machinima Reader
Author(s):

Jeffrey Bardzell

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262015332.003.0013

This chapter examines the ways that machinima captures and presents the reality of games and virtual worlds. It begins by looking at how film theory has engaged with the problem of realism. It then situates this theory relative to machinima, whose “reality”is presumably distinct from the reality of cinematic film. The outcome of this exploration is to propose three stances that machinimators can take vis-à-vis the relationship between machinima and their host games. Next, the chapter offers close readings of three machinima films from the Halo universe to apply and explore the critical ideas developed here. Finally, it identifies some new difficulties and suggests additional refinements to this understanding of machinimatic realism.

Keywords:   machinima production, game environment, virtual world, film theory, Halo, realism

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