WEBVTT - Making Movies with Machinima

0:00:00.320 --> 0:00:02.880
<v Speaker 1>Brought to you by the reinvented two thousand twelve camera.

0:00:03.200 --> 0:00:08.960
<v Speaker 1>It's ready. Are you get in touch with technology? With

0:00:09.119 --> 0:00:18.280
<v Speaker 1>tech Stuff from how stuff works dot com. Hello there, everybody,

0:00:18.320 --> 0:00:20.680
<v Speaker 1>welcome to tech Stuff. My name is Chris Poette and

0:00:20.680 --> 0:00:23.040
<v Speaker 1>I'm an editor here at how stuff works dot com.

0:00:23.120 --> 0:00:25.919
<v Speaker 1>And sitting next to me, as usual, is senior writer

0:00:26.000 --> 0:00:29.320
<v Speaker 1>Jonathan Strickland. Hey there, Crispy, and hey there to all

0:00:29.360 --> 0:00:33.919
<v Speaker 1>of you at home. Very nice, thank you. What if

0:00:33.920 --> 0:00:36.319
<v Speaker 1>they're not at home? Hey there, to all of you

0:00:36.760 --> 0:00:40.080
<v Speaker 1>not at home. I don't want to leave anyone out,

0:00:41.080 --> 0:00:44.120
<v Speaker 1>all of you, all of you at work who should

0:00:44.159 --> 0:00:46.520
<v Speaker 1>be working. But instead of listening to us, thank you

0:00:47.000 --> 0:00:50.600
<v Speaker 1>very much, why don't we get started? Okay, So to

0:00:50.680 --> 0:00:53.000
<v Speaker 1>start this off, I thought we would go to our

0:00:53.200 --> 0:00:57.400
<v Speaker 1>tried and trusted method of reading a little a listener mail.

0:01:00.880 --> 0:01:05.559
<v Speaker 1>And this a listener mail comes from Mori. Mori says, Hey, guys, lately,

0:01:05.600 --> 0:01:09.120
<v Speaker 1>I've become obsessed with the Machinima web series Red Versus

0:01:09.160 --> 0:01:12.880
<v Speaker 1>Blue and was wondering where Machinima started and how it's made.

0:01:13.200 --> 0:01:15.360
<v Speaker 1>I'm sure many others have suggested this to you, but

0:01:15.440 --> 0:01:16.959
<v Speaker 1>I think it would make a great topic for you

0:01:16.959 --> 0:01:20.360
<v Speaker 1>guys to talk about your dedicated listener morey Well, Mari,

0:01:20.520 --> 0:01:24.640
<v Speaker 1>actually you're the first person to bring this one up. Yep. Ever, no,

0:01:24.840 --> 0:01:28.480
<v Speaker 1>I mean for us, But I actually wrote how machinima works.

0:01:28.600 --> 0:01:32.000
<v Speaker 1>And I too, am a fan of Red Versus Blue.

0:01:32.800 --> 0:01:35.080
<v Speaker 1>And I'm just going to let you talk because up

0:01:35.160 --> 0:01:37.720
<v Speaker 1>until today when we were doing research for the podcast,

0:01:37.800 --> 0:01:40.360
<v Speaker 1>I hadn't even never even seen an episode of Red

0:01:40.440 --> 0:01:43.200
<v Speaker 1>Versus Blue. But you had at least seen some machinima, right,

0:01:44.319 --> 0:01:48.120
<v Speaker 1>like maybe a code Monkey video or something. Well, yeah, okay,

0:01:49.600 --> 0:01:51.480
<v Speaker 1>and I wasn't thinking of that. All right, Well, let's

0:01:51.600 --> 0:01:55.800
<v Speaker 1>let's define what maschinima is before we get started. Okay. So,

0:01:56.000 --> 0:02:01.320
<v Speaker 1>massinema is essentially using an existing computer generated world and

0:02:01.440 --> 0:02:08.600
<v Speaker 1>sometimes characters to create stories. Yes, machine animation, machinema, yep.

0:02:08.760 --> 0:02:12.679
<v Speaker 1>But it's not like regular you know, computer animation. No,

0:02:12.800 --> 0:02:15.840
<v Speaker 1>because all the work for building that world and building

0:02:15.840 --> 0:02:18.359
<v Speaker 1>the graphics has been done for you. You are actually

0:02:18.440 --> 0:02:22.480
<v Speaker 1>using a pre existing product to create your stories. Yeah.

0:02:22.560 --> 0:02:25.560
<v Speaker 1>It's almost like, uh, you know, using one of those

0:02:25.960 --> 0:02:29.360
<v Speaker 1>kits that you might find in uh, you know, a

0:02:29.400 --> 0:02:32.400
<v Speaker 1>piece of movie making software. You know, you've already got

0:02:32.400 --> 0:02:34.440
<v Speaker 1>the pieces you already get the camera angles and the

0:02:34.560 --> 0:02:37.680
<v Speaker 1>and the characters and and those things, but rather than

0:02:37.760 --> 0:02:40.400
<v Speaker 1>using the toolbox that comes with that kind of software,

0:02:40.400 --> 0:02:44.480
<v Speaker 1>you're actually using games. And uh, it actually can take

0:02:44.520 --> 0:02:47.000
<v Speaker 1>a couple different forms, right, I mean it could be

0:02:47.120 --> 0:02:50.240
<v Speaker 1>basically your recording of the actions, uh, you know in

0:02:50.280 --> 0:02:52.720
<v Speaker 1>the games that permit it, um, you know, recording of

0:02:52.800 --> 0:02:55.640
<v Speaker 1>the the actions of the characters, and then basically making

0:02:55.720 --> 0:02:59.440
<v Speaker 1>up a story to go with that, or actually taking

0:03:00.240 --> 0:03:03.399
<v Speaker 1>uh those pieces and making your own from scratch, which

0:03:03.440 --> 0:03:06.320
<v Speaker 1>it seems would be a bit harder. It might be

0:03:06.360 --> 0:03:08.800
<v Speaker 1>a bit harder, but in my experience, those tend to

0:03:08.800 --> 0:03:13.080
<v Speaker 1>be the most enjoyable ones to watch, because it's not like, uh,

0:03:13.160 --> 0:03:15.840
<v Speaker 1>you're trying to force words to fit the action. You've

0:03:15.840 --> 0:03:18.080
<v Speaker 1>already created the action and now you're or you already

0:03:18.120 --> 0:03:20.080
<v Speaker 1>created the words, and now you're you're creating the action

0:03:20.120 --> 0:03:23.320
<v Speaker 1>around it. Um. It's a lot like a puppet show.

0:03:23.480 --> 0:03:27.320
<v Speaker 1>I mean, it really is most similar to puppetry because

0:03:27.400 --> 0:03:30.720
<v Speaker 1>you have players who are manipulating or actors if you prefer,

0:03:31.000 --> 0:03:35.480
<v Speaker 1>manipulating characters on the screen using controls, and the characters

0:03:35.480 --> 0:03:39.640
<v Speaker 1>are responding appropriately, and then by doing that you can

0:03:39.680 --> 0:03:43.400
<v Speaker 1>create scenes, and by stringing scenes together, you can actually

0:03:43.400 --> 0:03:48.240
<v Speaker 1>tell a story. Now the recording of video games, that's

0:03:48.280 --> 0:03:50.880
<v Speaker 1>not new. A lot of people have been doing that

0:03:50.920 --> 0:03:54.040
<v Speaker 1>for quite some time. There were people who would videotape,

0:03:54.320 --> 0:03:57.600
<v Speaker 1>say a speed run through a video game, like let's

0:03:57.600 --> 0:04:00.520
<v Speaker 1>say someone is really really good at super Mare Brothers

0:04:00.560 --> 0:04:05.240
<v Speaker 1>and wants to videotape ah, an attempt to complete the

0:04:05.240 --> 0:04:09.040
<v Speaker 1>game as fast as humanly possible and uh and would

0:04:09.160 --> 0:04:11.680
<v Speaker 1>you know, videotape that upload it to YouTube or some

0:04:11.720 --> 0:04:15.920
<v Speaker 1>other service, and that would be that. So that's one step. Yeah,

0:04:15.920 --> 0:04:17.839
<v Speaker 1>I mean there are tons and tons of walkthroughs for

0:04:17.920 --> 0:04:20.320
<v Speaker 1>all kinds of games, not not you know, not just

0:04:20.360 --> 0:04:22.320
<v Speaker 1>the kinds that you would make machinim out of. I

0:04:22.320 --> 0:04:24.719
<v Speaker 1>mean there are you know, this is how you play

0:04:24.800 --> 0:04:28.000
<v Speaker 1>Level six, you know, all kinds of stuff. There's actually, yeah,

0:04:28.040 --> 0:04:30.359
<v Speaker 1>even more now that you have things like achievements in

0:04:30.520 --> 0:04:33.440
<v Speaker 1>Xbox three sixty and you've got you've got entire websites.

0:04:33.440 --> 0:04:36.680
<v Speaker 1>And in fact, Rooster Teeth, the company that produces Red

0:04:36.800 --> 0:04:41.200
<v Speaker 1>Versus Blue, they have a separate product they call Achievement Hunter,

0:04:41.320 --> 0:04:45.120
<v Speaker 1>where they show how to achieve certain achievements in Xbox

0:04:45.160 --> 0:04:47.720
<v Speaker 1>three sixty games so you can go and watch a

0:04:47.839 --> 0:04:51.400
<v Speaker 1>video and that they explain it that way. So, yeah,

0:04:51.440 --> 0:04:53.919
<v Speaker 1>you have the these which are instructional. They're not telling

0:04:53.920 --> 0:04:56.440
<v Speaker 1>a story, and they're not using the game in any

0:04:56.440 --> 0:04:58.920
<v Speaker 1>way that it wasn't meant to be used before. And

0:04:58.960 --> 0:05:02.279
<v Speaker 1>in fact, several games even include the ability to record

0:05:02.360 --> 0:05:05.960
<v Speaker 1>footage within the game itself, like Quake. That would be

0:05:06.000 --> 0:05:09.120
<v Speaker 1>the example that actually that's kind of what started machinima

0:05:09.160 --> 0:05:13.440
<v Speaker 1>off in the first place. So let you have the

0:05:13.480 --> 0:05:16.440
<v Speaker 1>game Quake that allowed you to to record short snippets

0:05:16.480 --> 0:05:19.640
<v Speaker 1>of gameplay, usually so you could brag it to people about, Hey,

0:05:19.680 --> 0:05:22.480
<v Speaker 1>look how many people I sniped in this game or whatever. Right,

0:05:23.600 --> 0:05:25.640
<v Speaker 1>But then you had a group of people who got

0:05:25.720 --> 0:05:27.560
<v Speaker 1>very clever and they said, hey, how about we use

0:05:27.680 --> 0:05:30.560
<v Speaker 1>Quake this. You know, we can record stuff. Let's record

0:05:30.960 --> 0:05:34.359
<v Speaker 1>um a little story. And they did, and that was

0:05:34.440 --> 0:05:37.719
<v Speaker 1>the beginning of what became machinima. People said, hey, you know,

0:05:37.800 --> 0:05:40.640
<v Speaker 1>that's an idea. We can actually create what looks to

0:05:40.680 --> 0:05:44.920
<v Speaker 1>be a computer generated animated film, but we don't have

0:05:45.040 --> 0:05:49.360
<v Speaker 1>to develop any of the environments or characters. We don't

0:05:49.400 --> 0:05:51.680
<v Speaker 1>have to create any of the animations. All we have

0:05:51.800 --> 0:05:53.760
<v Speaker 1>to do is write the story and acted out and

0:05:53.800 --> 0:05:56.720
<v Speaker 1>then we're done. The game will do everything else for us.

0:05:57.279 --> 0:05:59.240
<v Speaker 1>And uh, I mean it sounds easy when you put

0:05:59.279 --> 0:06:01.320
<v Speaker 1>it like that. There a lot of different barriers you

0:06:01.320 --> 0:06:03.719
<v Speaker 1>have to get through while you're creating it. I could

0:06:03.720 --> 0:06:07.800
<v Speaker 1>think of a major one. What's that Basically you can't

0:06:07.839 --> 0:06:10.440
<v Speaker 1>shoot anything as part of your movie that doesn't actually

0:06:10.480 --> 0:06:14.320
<v Speaker 1>already exist in the game. Yeah, that's um without without

0:06:14.360 --> 0:06:16.800
<v Speaker 1>any post production. That is true. If you are going

0:06:16.839 --> 0:06:20.360
<v Speaker 1>to shoot your story using a game, you are relying

0:06:20.480 --> 0:06:23.760
<v Speaker 1>upon the uh the environments and the objects and the

0:06:23.839 --> 0:06:28.960
<v Speaker 1>characters that the the game developers have provided to you. Now,

0:06:28.960 --> 0:06:31.880
<v Speaker 1>there are some games that have very big communities where

0:06:31.880 --> 0:06:36.920
<v Speaker 1>the communities actually are allowed to submit new items for

0:06:36.960 --> 0:06:40.000
<v Speaker 1>the game. The SIMS does that. Several other games do

0:06:40.080 --> 0:06:42.120
<v Speaker 1>that as well, where you can actually develop and build

0:06:42.240 --> 0:06:44.920
<v Speaker 1>an object and then imported into the game and even

0:06:44.960 --> 0:06:48.200
<v Speaker 1>offer it to other people. So there are ways around it.

0:06:48.800 --> 0:06:50.800
<v Speaker 1>Sorry I didn't go ahead. I was going to point

0:06:50.839 --> 0:06:54.320
<v Speaker 1>out that actually a lot of it uh e A

0:06:54.440 --> 0:06:58.120
<v Speaker 1>stuff like especially along the Maxis line, like the sims

0:06:58.520 --> 0:07:03.280
<v Speaker 1>UM you know, spore basically spores one giant uh community

0:07:03.680 --> 0:07:05.520
<v Speaker 1>as part of the game, you have to basically have

0:07:05.600 --> 0:07:09.520
<v Speaker 1>an Internet connection, and um, you can find other people's

0:07:09.520 --> 0:07:13.520
<v Speaker 1>creations as you play, as you run into other species. Basically,

0:07:14.600 --> 0:07:16.880
<v Speaker 1>the chances really great that you're going to run into

0:07:16.920 --> 0:07:19.280
<v Speaker 1>something that somebody else created as part of the you know,

0:07:19.720 --> 0:07:22.040
<v Speaker 1>the startup of the game when you're creating new creatures,

0:07:22.520 --> 0:07:25.320
<v Speaker 1>and uh, I remember back in some City days when

0:07:25.320 --> 0:07:27.160
<v Speaker 1>I used to play the game that, uh, you know,

0:07:27.360 --> 0:07:30.040
<v Speaker 1>later versions of the game would let users create new

0:07:30.080 --> 0:07:32.280
<v Speaker 1>buildings and you can import those into the game, which

0:07:32.320 --> 0:07:35.160
<v Speaker 1>was kind of cool. Um, So, I mean, it just

0:07:35.160 --> 0:07:37.120
<v Speaker 1>sort of seems like machinima is just sort of a

0:07:37.760 --> 0:07:41.160
<v Speaker 1>a logical next step where you would, you know, build

0:07:41.200 --> 0:07:44.280
<v Speaker 1>on the community. Yeah, and a lot of games do

0:07:44.360 --> 0:07:46.480
<v Speaker 1>support that, not all of them, of course, Just like

0:07:46.600 --> 0:07:50.520
<v Speaker 1>several games have the ability to to set a camera

0:07:50.680 --> 0:07:53.600
<v Speaker 1>anywhere in the game. Here's some other cool things about

0:07:53.600 --> 0:07:57.480
<v Speaker 1>machinima that you know, you can't do in the real world. Okay,

0:07:57.680 --> 0:07:59.880
<v Speaker 1>with a lot of games, you can break the laws

0:07:59.880 --> 0:08:03.800
<v Speaker 1>of physics, right, I mean, yeah, yeah, yeah, yeah, you can.

0:08:03.880 --> 0:08:05.760
<v Speaker 1>You can. You can have you can set a camera

0:08:06.240 --> 0:08:08.600
<v Speaker 1>on the ceiling and you don't have to worry about

0:08:08.640 --> 0:08:10.560
<v Speaker 1>securing it. There it just it'll stay there because you

0:08:10.760 --> 0:08:13.680
<v Speaker 1>told it that's where it belongs. With a camera on

0:08:13.720 --> 0:08:21.320
<v Speaker 1>the ceiling. Oh oh that hurts, I'm having a video flashback.

0:08:22.440 --> 0:08:25.360
<v Speaker 1>Or you can put it in a corner. Nobody puts

0:08:25.400 --> 0:08:29.960
<v Speaker 1>baby in the corner, but you could put a camera there. Um,

0:08:30.000 --> 0:08:32.200
<v Speaker 1>so you can. But the new thing is you can

0:08:32.360 --> 0:08:33.960
<v Speaker 1>put the camera anywhere. You can put it in the

0:08:33.960 --> 0:08:36.280
<v Speaker 1>middle of the sky and it's gonna be fine because

0:08:36.720 --> 0:08:38.480
<v Speaker 1>you know, if you tell it that's where it needs

0:08:38.520 --> 0:08:40.200
<v Speaker 1>to be, that's where it's gonna be. No, no, not

0:08:40.320 --> 0:08:43.360
<v Speaker 1>every game supports this, I should add some games do,

0:08:43.480 --> 0:08:46.320
<v Speaker 1>some games don't. But for a game that does, it

0:08:46.400 --> 0:08:49.720
<v Speaker 1>gives you unlimited options of where you set your camera.

0:08:49.840 --> 0:08:51.600
<v Speaker 1>You can do as many different angles as you like,

0:08:52.320 --> 0:08:54.720
<v Speaker 1>and you can get some really cool effects. Now, other

0:08:54.800 --> 0:08:59.120
<v Speaker 1>games you have to obey whatever the game's rules are.

0:08:59.240 --> 0:09:02.200
<v Speaker 1>You can't ness necessarily create a camera, and you may

0:09:02.280 --> 0:09:05.840
<v Speaker 1>actually have to have one player act as the camera,

0:09:06.040 --> 0:09:09.920
<v Speaker 1>capture that player's view and use that as the main view. Now,

0:09:09.920 --> 0:09:13.160
<v Speaker 1>that's how Red Versus Blue works. One of the characters

0:09:13.160 --> 0:09:15.640
<v Speaker 1>that's in the game that you never see is the camera.

0:09:15.840 --> 0:09:17.960
<v Speaker 1>The camera's looking around and the point of view of

0:09:17.960 --> 0:09:21.560
<v Speaker 1>that character becomes your view into the world. Now. It

0:09:21.600 --> 0:09:24.080
<v Speaker 1>also means that when they want to do things like

0:09:24.160 --> 0:09:27.040
<v Speaker 1>crane shots or aerial shots, they have to come up

0:09:27.080 --> 0:09:29.760
<v Speaker 1>with really clever ways of doing it. For example, for

0:09:29.760 --> 0:09:32.720
<v Speaker 1>a crane shot, they would have the camera man jump

0:09:32.800 --> 0:09:35.240
<v Speaker 1>on the end of the tanks turret and they would

0:09:35.280 --> 0:09:38.040
<v Speaker 1>have someone sit in the tank and then slowly raise

0:09:38.120 --> 0:09:40.720
<v Speaker 1>the tourret to the right level, and there's your crane shot.

0:09:41.520 --> 0:09:43.440
<v Speaker 1>For the aerial shot, they would have someone jump on

0:09:43.480 --> 0:09:46.560
<v Speaker 1>a bansheet. They'd fly the banshee up into the air

0:09:46.960 --> 0:09:49.800
<v Speaker 1>and the cameraman would very carefully perch there and capture

0:09:49.840 --> 0:09:54.120
<v Speaker 1>the footage. And of course this could cause some problems

0:09:54.160 --> 0:09:56.480
<v Speaker 1>down the line if you if you just accidentally twitched

0:09:56.520 --> 0:09:58.600
<v Speaker 1>the controller just a little bit, you fall off and

0:09:58.640 --> 0:10:01.320
<v Speaker 1>then your shots ruined. Um. But the nice thing is

0:10:02.320 --> 0:10:05.480
<v Speaker 1>if your cameraman dies, he responds in thirty seconds, so

0:10:06.160 --> 0:10:09.959
<v Speaker 1>unlike real life, where you know it takes longer than that.

0:10:10.679 --> 0:10:15.960
<v Speaker 1>I mean, you can't respond at all. Uh So you

0:10:16.000 --> 0:10:18.280
<v Speaker 1>know there's no report of you know, six people died

0:10:18.360 --> 0:10:20.839
<v Speaker 1>during the shooting of this, but hey, they're all back

0:10:20.880 --> 0:10:24.280
<v Speaker 1>alive now. No, it's more like the report from mashinimas

0:10:24.400 --> 0:10:26.960
<v Speaker 1>this one guy died six times while doing that, right

0:10:27.280 --> 0:10:29.559
<v Speaker 1>as opposed to six people die. You know, I got

0:10:29.559 --> 0:10:34.280
<v Speaker 1>a question for you, Um, so are they playing as

0:10:34.480 --> 0:10:36.559
<v Speaker 1>as in the case of Red Worst Blue, where they're

0:10:36.559 --> 0:10:39.920
<v Speaker 1>actually playing the game. Are they playing online with you know,

0:10:39.960 --> 0:10:44.160
<v Speaker 1>where anybody could run into them, because that would mean

0:10:44.200 --> 0:10:47.319
<v Speaker 1>that it would be very difficult to control the action

0:10:47.480 --> 0:10:51.120
<v Speaker 1>that you're seeing in the film. Point But how but

0:10:51.480 --> 0:10:54.640
<v Speaker 1>they're playing together with multiple people. What what they're doing

0:10:54.720 --> 0:10:59.040
<v Speaker 1>is they've set up a land. They've yeah, they've hooked

0:10:59.120 --> 0:11:03.320
<v Speaker 1>up multiple Xbox machines, and so that puts a limit

0:11:03.360 --> 0:11:05.080
<v Speaker 1>on how many people you can have in a scene

0:11:05.280 --> 0:11:08.480
<v Speaker 1>right there. Um, if they do any network stuff, it

0:11:08.480 --> 0:11:10.840
<v Speaker 1>would have to be a completely closed party system, because

0:11:10.880 --> 0:11:13.560
<v Speaker 1>otherwise you would have all these people just randomly pop

0:11:13.640 --> 0:11:15.559
<v Speaker 1>up and you would have all these different little messages

0:11:15.559 --> 0:11:17.360
<v Speaker 1>popping up on the screen. That would be that would

0:11:17.400 --> 0:11:22.319
<v Speaker 1>ruin your shot. So life where you know, somebody stumbles

0:11:22.320 --> 0:11:24.240
<v Speaker 1>into the show like, oh my gosh, it's you guys,

0:11:24.280 --> 0:11:26.480
<v Speaker 1>I'm so sorry. I think it'd be more like he'd

0:11:26.480 --> 0:11:28.719
<v Speaker 1>stumble into the shot and then be like, Okay, I'm

0:11:28.720 --> 0:11:31.640
<v Speaker 1>gonna snipe Sarge, and then I'm gonna snipe Caboose, and

0:11:31.640 --> 0:11:34.360
<v Speaker 1>then I'm gonna snipe Church because boy, he deserves it.

0:11:34.760 --> 0:11:37.040
<v Speaker 1>And uh, these are all characters from Red Versus Blue,

0:11:37.480 --> 0:11:41.680
<v Speaker 1>and uh yeah, I think, um, my experience with people

0:11:41.720 --> 0:11:45.320
<v Speaker 1>online pretty much means that instead of being silly, they're

0:11:45.320 --> 0:11:48.280
<v Speaker 1>gonna first they're gonna kill you. Then they're gonna be

0:11:48.320 --> 0:11:51.839
<v Speaker 1>silly so you get you get shot first, and then

0:11:51.920 --> 0:11:55.280
<v Speaker 1>they do whatever their little victory dance happens to be,

0:11:55.320 --> 0:11:59.000
<v Speaker 1>which usually is involves them crouching right over your face,

0:11:59.200 --> 0:12:01.120
<v Speaker 1>sadly and simply. I think they do that in real

0:12:01.120 --> 0:12:04.160
<v Speaker 1>life too, crouching over your face. I don't want to

0:12:04.160 --> 0:12:06.640
<v Speaker 1>know what you're doing this weekend, Chris. Let's just move on.

0:12:07.080 --> 0:12:11.800
<v Speaker 1>So again, Missinema is another way of telling stories. And

0:12:12.160 --> 0:12:15.000
<v Speaker 1>the important thing here to remember is that, I think

0:12:15.040 --> 0:12:17.680
<v Speaker 1>for for the most successful missinema folks out there, the

0:12:17.720 --> 0:12:21.640
<v Speaker 1>thing that comes first is the story. And uh that

0:12:21.720 --> 0:12:23.520
<v Speaker 1>means that you know, if you have a story and

0:12:23.520 --> 0:12:26.320
<v Speaker 1>it's worth telling, it doesn't really matter how you tell that,

0:12:26.480 --> 0:12:28.920
<v Speaker 1>it just matters that it gets told. And massinema is

0:12:29.000 --> 0:12:31.400
<v Speaker 1>just one tool that's available to you. And then the

0:12:31.400 --> 0:12:33.600
<v Speaker 1>cool thing about missinema is it's a tool that allows

0:12:33.640 --> 0:12:36.800
<v Speaker 1>you to go to places, to have sets, and to

0:12:36.960 --> 0:12:41.120
<v Speaker 1>have special effects that you could never do in practical terms,

0:12:41.520 --> 0:12:44.280
<v Speaker 1>you know, things that you know, the average movie maker,

0:12:45.240 --> 0:12:48.920
<v Speaker 1>amateur movie maker, i should say, has no hope of

0:12:48.960 --> 0:12:51.720
<v Speaker 1>achieving on his or her own without such a tool.

0:12:52.520 --> 0:12:55.040
<v Speaker 1>But with mishinima, you can go into other space. You

0:12:55.080 --> 0:12:57.280
<v Speaker 1>can you know, have all these cartoonish characters. You can

0:12:57.320 --> 0:13:00.760
<v Speaker 1>have these huge routes that you would never are actually

0:13:00.760 --> 0:13:03.320
<v Speaker 1>see in real life, all interacting in different ways. So

0:13:03.360 --> 0:13:05.600
<v Speaker 1>it really opens up a huge number of options for

0:13:05.679 --> 0:13:10.960
<v Speaker 1>you as a filmmaker. Well, Um, one of the things

0:13:11.000 --> 0:13:14.520
<v Speaker 1>that as I was reading your article, Um, one of

0:13:14.559 --> 0:13:18.000
<v Speaker 1>the things that I found really compelling was the legal

0:13:18.080 --> 0:13:22.439
<v Speaker 1>issues behind all of this, because you know, you are

0:13:22.520 --> 0:13:26.280
<v Speaker 1>using someone else's art, and uh, you know, it seems

0:13:26.360 --> 0:13:29.600
<v Speaker 1>like in one way it might be good for the

0:13:29.640 --> 0:13:33.080
<v Speaker 1>gaming companies because it's drawing a lot of attention to

0:13:33.120 --> 0:13:36.120
<v Speaker 1>the game. You might say, Hey, those characters look interesting.

0:13:36.160 --> 0:13:38.400
<v Speaker 1>I wonder what game they're from, and you know, it

0:13:38.400 --> 0:13:40.000
<v Speaker 1>looks like a lot of fun. I might check that out.

0:13:40.679 --> 0:13:48.720
<v Speaker 1>Versus the need to protect copyright and intellectual property and stuff. Yeah,

0:13:49.240 --> 0:13:50.920
<v Speaker 1>that's that's one thing to keep in mind if you

0:13:50.920 --> 0:13:54.320
<v Speaker 1>ever decide to take on a machinima project for yourself,

0:13:55.200 --> 0:13:57.800
<v Speaker 1>it's good to find out if the company has any

0:13:57.840 --> 0:14:00.439
<v Speaker 1>sort of the company that makes the game, if they

0:14:00.440 --> 0:14:03.240
<v Speaker 1>have any sort of policy on that kind of thing.

0:14:03.360 --> 0:14:06.360
<v Speaker 1>Some companies are totally cool about it, and like Bungee

0:14:06.679 --> 0:14:09.079
<v Speaker 1>that makes Halo or used to anyway before the whole

0:14:09.120 --> 0:14:13.480
<v Speaker 1>Microsoft thing. Um, Bungee was incredibly supportive of the roost

0:14:13.600 --> 0:14:16.120
<v Speaker 1>Rooster Teeth people when they were making Red Versus Blue,

0:14:16.400 --> 0:14:18.280
<v Speaker 1>and they could have gone the other way. They could

0:14:18.280 --> 0:14:20.760
<v Speaker 1>have said, hey, you know, that's our intellectual property that

0:14:20.800 --> 0:14:24.200
<v Speaker 1>you're messing with there, and yeah, your your jokes are

0:14:24.200 --> 0:14:27.320
<v Speaker 1>all funny and everything, but um, please stop because that's

0:14:27.320 --> 0:14:31.280
<v Speaker 1>our work. But they didn't. They said this is great, um,

0:14:31.520 --> 0:14:34.080
<v Speaker 1>have fun, and they even got behind it. They even

0:14:34.080 --> 0:14:38.240
<v Speaker 1>contracted the Rooster Teeth people to make official Halo videos

0:14:38.800 --> 0:14:41.360
<v Speaker 1>as promotional tools for things like when Halo two and

0:14:41.400 --> 0:14:45.480
<v Speaker 1>Halo three came out. So it pays to do your

0:14:45.480 --> 0:14:48.520
<v Speaker 1>research before you go and start making your project, because

0:14:48.800 --> 0:14:51.040
<v Speaker 1>the one thing you don't want to have happen is

0:14:51.080 --> 0:14:54.960
<v Speaker 1>to create something that people love and is genuinely getting

0:14:55.000 --> 0:14:58.160
<v Speaker 1>some success and then get penalized for it, right, And

0:14:58.200 --> 0:15:01.000
<v Speaker 1>that's that's just terrible when you poured your heart and

0:15:01.040 --> 0:15:04.080
<v Speaker 1>soul into a project and then you're told by a company, Hey,

0:15:04.120 --> 0:15:06.080
<v Speaker 1>you can't do that, and if you keep doing that,

0:15:06.160 --> 0:15:10.160
<v Speaker 1>I'm going to sue you for X amount of dollars. Yeah, yeah,

0:15:10.240 --> 0:15:14.000
<v Speaker 1>I can't count how many times? Never mind, um so

0:15:14.240 --> 0:15:18.360
<v Speaker 1>at least three since Wednesday. So what would you recommend

0:15:18.680 --> 0:15:20.720
<v Speaker 1>for someone who wants to start doing this? They say,

0:15:20.960 --> 0:15:23.120
<v Speaker 1>you know, I'm I'm willingly give this a try, you know,

0:15:23.160 --> 0:15:26.360
<v Speaker 1>at least to see how complicated it is. I mean,

0:15:26.400 --> 0:15:27.840
<v Speaker 1>what do you need? Do you need basically just the

0:15:27.880 --> 0:15:30.560
<v Speaker 1>game console and and and a computer? Said that you

0:15:30.560 --> 0:15:32.480
<v Speaker 1>can dump the stuff into the computer and do some editing,

0:15:32.560 --> 0:15:35.640
<v Speaker 1>or I mean, does this need a really complex expensive rig.

0:15:35.960 --> 0:15:39.440
<v Speaker 1>It kind of depends on what games you're using, and

0:15:39.480 --> 0:15:43.680
<v Speaker 1>it depends on what your ultimate um goal is, and

0:15:43.760 --> 0:15:46.520
<v Speaker 1>also depends on how high your standards are. Frankly for

0:15:47.080 --> 0:15:49.880
<v Speaker 1>a production. Uh, if you're using a game that has

0:15:49.920 --> 0:15:54.720
<v Speaker 1>an in game capture system where you can create you know, cameras,

0:15:54.800 --> 0:15:58.560
<v Speaker 1>third person cameras and capture the the images there, you

0:15:58.600 --> 0:16:01.680
<v Speaker 1>may not need anything other than and the computer, a

0:16:01.680 --> 0:16:04.240
<v Speaker 1>few copies of the game so that everyone who's participating

0:16:04.280 --> 0:16:09.320
<v Speaker 1>can you know, essentially act on the scene, and probably

0:16:09.920 --> 0:16:12.160
<v Speaker 1>I would say, some video editing software so that you

0:16:12.160 --> 0:16:15.840
<v Speaker 1>can add audio tracks in later. In my experience, trying

0:16:15.880 --> 0:16:19.760
<v Speaker 1>to capture audio while doing these things doesn't work very well.

0:16:20.040 --> 0:16:22.600
<v Speaker 1>I wouldn't imagine so well for one and for one thing,

0:16:22.640 --> 0:16:25.960
<v Speaker 1>it's just hard to concentrate on, oh, this is my line,

0:16:26.120 --> 0:16:28.240
<v Speaker 1>and then I have to move over here, and I

0:16:28.320 --> 0:16:31.440
<v Speaker 1>have to waive the gun, and if you're doing all

0:16:31.480 --> 0:16:33.440
<v Speaker 1>of that all at the same time, it gets it

0:16:33.480 --> 0:16:36.400
<v Speaker 1>gets pretty complicated. If, however, you do what a lot

0:16:36.440 --> 0:16:40.120
<v Speaker 1>of what practically every animator does, which is you record

0:16:40.160 --> 0:16:42.520
<v Speaker 1>the vocal tracks first, and then you have those to

0:16:42.560 --> 0:16:45.320
<v Speaker 1>work off of while you're creating the scene, it makes

0:16:45.320 --> 0:16:46.960
<v Speaker 1>it a lot easier. So you need some software to

0:16:47.000 --> 0:16:50.560
<v Speaker 1>capture the vocal tracks. You'll need some microphones obviously um

0:16:50.760 --> 0:16:53.440
<v Speaker 1>so microphones and the software to capture the vocal tracks.

0:16:53.680 --> 0:16:56.160
<v Speaker 1>You'll need the copy of the game. If it does

0:16:56.200 --> 0:17:00.280
<v Speaker 1>not have in game video capture software included, you will

0:17:00.320 --> 0:17:03.520
<v Speaker 1>need to find a tool to allow you to do that,

0:17:03.880 --> 0:17:07.359
<v Speaker 1>something to record the video output from that, right, and

0:17:07.359 --> 0:17:09.919
<v Speaker 1>in all, if it's a console system, you're gonna probably

0:17:09.920 --> 0:17:12.400
<v Speaker 1>need something so that you can hook the console up

0:17:12.400 --> 0:17:16.320
<v Speaker 1>to your computer to capture that footage, because most console

0:17:16.359 --> 0:17:19.320
<v Speaker 1>games don't have the the record feature built in, at

0:17:19.400 --> 0:17:24.520
<v Speaker 1>least not until fairly recently. Um, since the achievement Hunter

0:17:24.760 --> 0:17:27.520
<v Speaker 1>stuff has really taken off, there have been some a

0:17:27.560 --> 0:17:30.440
<v Speaker 1>lot of games to include some sort of recording software

0:17:30.440 --> 0:17:33.800
<v Speaker 1>so that you can record particularly spectacular wipeouts or whatever,

0:17:33.840 --> 0:17:36.399
<v Speaker 1>and then upload dumps so that people can enjoy watching

0:17:36.440 --> 0:17:39.000
<v Speaker 1>your character catch fire as these flipping through the air

0:17:39.119 --> 0:17:43.960
<v Speaker 1>screaming um, which I find endlessly entertaining by the way. Um,

0:17:44.000 --> 0:17:48.320
<v Speaker 1>So yeah, there's a huge variety. I mean, it goes

0:17:48.440 --> 0:17:50.800
<v Speaker 1>from as simple as you can get with if you

0:17:50.880 --> 0:17:53.399
<v Speaker 1>wanted to record everything in game and you're happy with

0:17:53.440 --> 0:17:56.640
<v Speaker 1>that quality, there's that level, and then there's the whole

0:17:56.680 --> 0:18:00.240
<v Speaker 1>all right, I need video and audio editing soft where

0:18:00.240 --> 0:18:03.920
<v Speaker 1>I need microphones, I need maybe even creating a little

0:18:03.920 --> 0:18:07.320
<v Speaker 1>sound studio. The Red versus Blue guys, they started off

0:18:07.359 --> 0:18:13.040
<v Speaker 1>by setting aside a closet, coding it in foam, and

0:18:13.080 --> 0:18:16.600
<v Speaker 1>shutting the voice actors into the closet to record their

0:18:16.640 --> 0:18:20.400
<v Speaker 1>lines and they're done that. Yeah, yeah, I have been there.

0:18:20.440 --> 0:18:24.840
<v Speaker 1>I am looking at one of those right now. Yeah.

0:18:25.040 --> 0:18:27.440
<v Speaker 1>In our podcast studio, we have a little corner set

0:18:27.480 --> 0:18:30.960
<v Speaker 1>aside for sound booth stuff. And the sound booth is

0:18:30.960 --> 0:18:35.720
<v Speaker 1>is really not much more than a glorified closet. It's

0:18:36.040 --> 0:18:39.200
<v Speaker 1>it's comfortable and safe in there, actual custom built it

0:18:39.359 --> 0:18:41.760
<v Speaker 1>is I have. I've actually stood in a you know,

0:18:42.000 --> 0:18:45.560
<v Speaker 1>an actual cultural class like the egg carton foam. Yeah.

0:18:46.080 --> 0:18:49.760
<v Speaker 1>Well that's how the Red versus Blue guys started. So, um, yeah,

0:18:49.960 --> 0:18:52.160
<v Speaker 1>you can start with a pretty small investment. But if

0:18:52.160 --> 0:18:55.119
<v Speaker 1>you want something that's gonna really be snazzy and and

0:18:55.240 --> 0:18:57.280
<v Speaker 1>have you know, nice titles and things like that, you're

0:18:57.280 --> 0:19:00.560
<v Speaker 1>gonna want some video software, video editing software, and some

0:19:00.560 --> 0:19:04.439
<v Speaker 1>audio editing software. Um. For those people who think I

0:19:04.480 --> 0:19:07.879
<v Speaker 1>have an anti Mac bias, I actually recommend Max for

0:19:07.920 --> 0:19:10.200
<v Speaker 1>this kind of work. I think that Max, I think

0:19:10.320 --> 0:19:15.200
<v Speaker 1>I think Max are great machines for editing media. Um.

0:19:15.240 --> 0:19:18.160
<v Speaker 1>I edit all my media for all of my personal projects.

0:19:18.160 --> 0:19:20.480
<v Speaker 1>I do all of that editing on a Mac. So

0:19:20.520 --> 0:19:23.199
<v Speaker 1>you're admitting that your anti Mac bias is just a

0:19:23.320 --> 0:19:25.760
<v Speaker 1>faux anti Mac bias for now, but I'll bring it

0:19:25.840 --> 0:19:28.960
<v Speaker 1>up again later some other podcasts, you know it. Yeah,

0:19:29.160 --> 0:19:31.800
<v Speaker 1>they'll never die. Well, Um, the audio equipment and I've

0:19:31.800 --> 0:19:34.280
<v Speaker 1>always worked with UM. Now I don't own a whole

0:19:34.280 --> 0:19:37.000
<v Speaker 1>lot of it myself, um, but I do have access

0:19:37.000 --> 0:19:39.920
<v Speaker 1>to studios and just about everybody I know he uses

0:19:39.960 --> 0:19:42.439
<v Speaker 1>a Mac. But um, you can use PCs for it.

0:19:42.520 --> 0:19:47.120
<v Speaker 1>Certainly you're playing a complications out there for it. Yeah. Yeah,

0:19:47.400 --> 0:19:49.440
<v Speaker 1>just can get a little expensive, you know, getting all

0:19:49.480 --> 0:19:52.200
<v Speaker 1>the getting the soundboard and the mics and all that stuff.

0:19:52.720 --> 0:19:54.920
<v Speaker 1>Probably want to start small, and it seems like you

0:19:54.960 --> 0:19:59.640
<v Speaker 1>wouldn't exactly be looking to put these in Hollywood anyway, probably.

0:20:00.160 --> 0:20:02.280
<v Speaker 1>I mean. The strange thing is is that for the

0:20:02.400 --> 0:20:05.120
<v Speaker 1>really popular ones, some of them have been shown at

0:20:05.160 --> 0:20:08.840
<v Speaker 1>at film festivals or at at other big events. So

0:20:08.880 --> 0:20:12.200
<v Speaker 1>there have been some cases where stuff that was made

0:20:12.240 --> 0:20:15.280
<v Speaker 1>on an Xbox with some guys who just thought of

0:20:15.320 --> 0:20:17.800
<v Speaker 1>some funny jokes while they were playing some some video

0:20:17.840 --> 0:20:22.480
<v Speaker 1>games have been shown to a full, full theater audience,

0:20:23.119 --> 0:20:25.120
<v Speaker 1>which is pretty impressive when you think about But that's

0:20:25.119 --> 0:20:27.560
<v Speaker 1>the other nice thing about machinima is it's another way

0:20:27.600 --> 0:20:30.760
<v Speaker 1>for the average person to really break into a creative

0:20:30.800 --> 0:20:34.679
<v Speaker 1>industry that traditionally was really closed off. I mean, you

0:20:34.720 --> 0:20:40.680
<v Speaker 1>had to have phenomenal luck to get into the entertainment industry. Um. Yeah,

0:20:40.720 --> 0:20:43.919
<v Speaker 1>connections or luck or some combination thereof. But if you

0:20:44.000 --> 0:20:48.199
<v Speaker 1>have enough talent, patients and and some you know, good

0:20:48.240 --> 0:20:52.160
<v Speaker 1>old fashioned effort to put together a really good machinema project,

0:20:52.840 --> 0:20:55.720
<v Speaker 1>you can get a lot of attention and and even

0:20:55.760 --> 0:21:00.119
<v Speaker 1>make a living off of it. Yeah. And uh, I

0:21:00.119 --> 0:21:03.160
<v Speaker 1>mean especially considering the amount of money that you might

0:21:03.160 --> 0:21:06.359
<v Speaker 1>have to spend. Again. And the underneat thing is that

0:21:06.440 --> 0:21:08.560
<v Speaker 1>Mishinima has introduced me to a lot of stuff that

0:21:08.600 --> 0:21:12.320
<v Speaker 1>I never would have really found out about otherwise. What

0:21:12.560 --> 0:21:16.159
<v Speaker 1>Jonathan Colton, Uh yeah, Well, so when I was writing

0:21:16.600 --> 0:21:20.479
<v Speaker 1>how Massinima works, um, one of our fellow writers, Tracy Wilson,

0:21:21.160 --> 0:21:23.400
<v Speaker 1>wrote to me and said, Hey, have you seen this

0:21:23.480 --> 0:21:27.040
<v Speaker 1>music video. It's a Mishinima music video. And it was

0:21:27.080 --> 0:21:30.600
<v Speaker 1>a Mishinima music video to Jonathan Coulton's song Code Monkey,

0:21:31.000 --> 0:21:34.160
<v Speaker 1>and it used the world of Warcraft right, And so

0:21:34.359 --> 0:21:38.800
<v Speaker 1>I watched the music video. I was immediately enchanted by

0:21:39.440 --> 0:21:42.159
<v Speaker 1>to use a world of warcraft kind of term. I

0:21:42.200 --> 0:21:45.199
<v Speaker 1>was immediately enchanted by the the both the song and

0:21:45.280 --> 0:21:47.679
<v Speaker 1>the video itself. The video was just really cute. It

0:21:47.760 --> 0:21:50.840
<v Speaker 1>was really well done and sweet, and so is the song.

0:21:51.440 --> 0:21:53.560
<v Speaker 1>And um, without it, I never would have found out

0:21:53.560 --> 0:21:55.639
<v Speaker 1>who Jonathan Coulton was. And now I'm a huge Jonathan

0:21:55.680 --> 0:21:59.200
<v Speaker 1>Culton fans. So um, that's, you know, another one of

0:21:59.240 --> 0:22:00.600
<v Speaker 1>those things where I'm like, well, I'm glad that I

0:22:00.600 --> 0:22:03.280
<v Speaker 1>found out about machinema. Of course, I had already watched

0:22:03.280 --> 0:22:06.320
<v Speaker 1>Red Versus Blue up up to that point. Um, so

0:22:06.400 --> 0:22:09.520
<v Speaker 1>I was somewhat familiar with mishinima already, but I had

0:22:09.600 --> 0:22:13.280
<v Speaker 1>never seen the music video. Yeah, I learned about Jonathan

0:22:13.320 --> 0:22:18.159
<v Speaker 1>Colton through John Hodgman because I right, yes, and I

0:22:18.200 --> 0:22:21.400
<v Speaker 1>listened to the Hobo names and he played the song

0:22:21.480 --> 0:22:23.800
<v Speaker 1>and he played the song over and over again without

0:22:23.800 --> 0:22:27.080
<v Speaker 1>stopping for like, and that's how that was my introduction.

0:22:27.119 --> 0:22:30.960
<v Speaker 1>Two minutes after minutes after minutes, a very very long clip,

0:22:31.840 --> 0:22:33.800
<v Speaker 1>but but that was my first That video was my

0:22:33.840 --> 0:22:36.040
<v Speaker 1>first introduction to machina and I didn't even know I

0:22:36.040 --> 0:22:38.520
<v Speaker 1>was being introduced to it. And even even videos where

0:22:38.560 --> 0:22:41.280
<v Speaker 1>you might think, oh, this is video capture footage, this

0:22:41.320 --> 0:22:44.959
<v Speaker 1>isn't mashinema, sometimes it turns out it actually is maschinema.

0:22:45.480 --> 0:22:51.240
<v Speaker 1>For example, the Leroy Jenkins video from World of Warcraft.

0:22:51.280 --> 0:22:53.800
<v Speaker 1>Do you know what I'm talking about? Okay, it's a

0:22:53.840 --> 0:22:56.720
<v Speaker 1>famous goofy video on YouTube. If you guys have never

0:22:56.720 --> 0:22:59.360
<v Speaker 1>seen it, go to YouTube and type in le Roy Jenkins.

0:22:59.840 --> 0:23:04.399
<v Speaker 1>And it shows this group of adventurers as they're about

0:23:04.440 --> 0:23:07.760
<v Speaker 1>to go into a very dangerous area and as the

0:23:07.880 --> 0:23:10.840
<v Speaker 1>leader is explaining what their tactics are, one guy's like,

0:23:10.960 --> 0:23:15.600
<v Speaker 1>let's do this, hero Jenkins, and he just runs into

0:23:15.640 --> 0:23:19.040
<v Speaker 1>the room without helping, you know, without stopping to listen

0:23:19.040 --> 0:23:23.800
<v Speaker 1>to the strategy, which results in everybody dying, and every

0:23:23.960 --> 0:23:26.200
<v Speaker 1>someone yells out something along the lines of like, Leroy,

0:23:26.240 --> 0:23:28.080
<v Speaker 1>you idiot, and you hear him say, well, at least

0:23:28.119 --> 0:23:30.359
<v Speaker 1>I got chicken, and that's the end of it. This,

0:23:30.400 --> 0:23:32.440
<v Speaker 1>this is goofy little thing. So of course the video

0:23:32.440 --> 0:23:35.800
<v Speaker 1>makes the rounds as Leroy Jenkins totally screws up this

0:23:36.000 --> 0:23:39.359
<v Speaker 1>raid that everyone had planned. And I'm probably using the

0:23:39.359 --> 0:23:41.520
<v Speaker 1>wrong terminology, please forgive me. I'm not a World of

0:23:41.520 --> 0:23:44.439
<v Speaker 1>Warcraft player, but anyway, he messed up the plan. It

0:23:44.480 --> 0:23:46.320
<v Speaker 1>turned out later that this was all just it was

0:23:46.359 --> 0:23:51.879
<v Speaker 1>all staged, so it actually was machinima you know, Um,

0:23:51.160 --> 0:23:55.280
<v Speaker 1>I had my notes on computer this time for I mean,

0:23:55.400 --> 0:23:58.080
<v Speaker 1>Jonathan knows that, but you all don't. And now that

0:23:58.119 --> 0:24:01.240
<v Speaker 1>I look it up, there are about four thousand six

0:24:01.720 --> 0:24:06.160
<v Speaker 1>nine videos with Leroy Jenkins. Yeah, that's one of the first,

0:24:06.520 --> 0:24:09.160
<v Speaker 1>very first couple. Look like they're the ones he's talking about.

0:24:09.560 --> 0:24:13.480
<v Speaker 1>Everything else apparently has been applied to, uh, Star Wars,

0:24:13.560 --> 0:24:17.800
<v Speaker 1>paper Mario, and all kinds of other things. I've got

0:24:17.800 --> 0:24:20.240
<v Speaker 1>a friend who has a band and they have a

0:24:20.280 --> 0:24:26.280
<v Speaker 1>song about Leroy Jenkins. And to investigate this tenpenny Travelers,

0:24:26.320 --> 0:24:28.760
<v Speaker 1>so you guys do a Google search on them. They're awesome.

0:24:28.760 --> 0:24:30.639
<v Speaker 1>We're going off on a tangent and unfen some of

0:24:30.640 --> 0:24:33.359
<v Speaker 1>our listeners. Oh, I'm sorry. Yeah that's right. UM, let's

0:24:33.359 --> 0:24:35.800
<v Speaker 1>get back on task. So do we have anything else

0:24:35.840 --> 0:24:37.800
<v Speaker 1>you want to talk about as far as mashinima goes.

0:24:37.800 --> 0:24:39.840
<v Speaker 1>I mean, we talked about music videos, we talked about

0:24:39.880 --> 0:24:42.160
<v Speaker 1>making stories, we talked about how you do it? Yes,

0:24:42.200 --> 0:24:44.240
<v Speaker 1>I do, all right, go for it. Um. One of

0:24:44.280 --> 0:24:46.720
<v Speaker 1>the best games to use for this. I notice you

0:24:46.800 --> 0:24:50.040
<v Speaker 1>list some in your in your article, but you know,

0:24:50.080 --> 0:24:54.040
<v Speaker 1>it seems like the the shooter games Third person Shooter

0:24:54.160 --> 0:24:56.800
<v Speaker 1>seems to work well, third person or first person first

0:24:56.800 --> 0:24:59.160
<v Speaker 1>person shooters usually because you're using the point of view

0:24:59.160 --> 0:25:01.200
<v Speaker 1>of the shooter. Yeah, well, I guess, I guess I

0:25:01.280 --> 0:25:06.360
<v Speaker 1>keep thinking of Halo is a third person you're actual person? Well,

0:25:06.840 --> 0:25:08.719
<v Speaker 1>I think I think it all depends on what you

0:25:08.760 --> 0:25:11.560
<v Speaker 1>want to do. Like the world of Warcraft, music video

0:25:11.640 --> 0:25:15.160
<v Speaker 1>stuff is awesome, it works really well for that. Um

0:25:15.200 --> 0:25:16.959
<v Speaker 1>it's a little harder to tell a story now that

0:25:16.960 --> 0:25:20.359
<v Speaker 1>that stop people. I mean South Park did it, but uh,

0:25:20.520 --> 0:25:24.440
<v Speaker 1>I think the difficulty there is creating a story where

0:25:24.960 --> 0:25:28.000
<v Speaker 1>random people aren't walking into frame and screwing up what

0:25:28.040 --> 0:25:32.080
<v Speaker 1>you're trying to do. So I would say avoid online

0:25:32.119 --> 0:25:37.520
<v Speaker 1>games unless you are able to do a localized instance exactly.

0:25:37.560 --> 0:25:39.800
<v Speaker 1>If you could do a localized instance of an online game,

0:25:39.840 --> 0:25:42.679
<v Speaker 1>that's fine, But otherwise you're gonna have random people just

0:25:42.680 --> 0:25:44.800
<v Speaker 1>show up and like can I group And you're like, dude,

0:25:44.800 --> 0:25:47.159
<v Speaker 1>we're totally like shooting a movie right now, can you

0:25:47.320 --> 0:25:50.000
<v Speaker 1>like not be here? Um? I get that all the

0:25:50.040 --> 0:25:53.199
<v Speaker 1>time in real life. Actually, dude, like, can we have

0:25:53.240 --> 0:25:56.920
<v Speaker 1>you across the street because we're like shooting something. Um,

0:25:57.040 --> 0:25:58.760
<v Speaker 1>So it would just happen to me online as well.

0:25:59.400 --> 0:26:04.000
<v Speaker 1>So localized rather than online. Uh. The shooters work really

0:26:04.040 --> 0:26:06.240
<v Speaker 1>well in the sense that it gives you a really

0:26:06.240 --> 0:26:10.000
<v Speaker 1>good cameraman. It's easy to control the camera angle, it's

0:26:10.040 --> 0:26:12.840
<v Speaker 1>easy to point at different stuff. You know, it's and

0:26:13.119 --> 0:26:14.919
<v Speaker 1>you have an active person there as a camera as

0:26:14.960 --> 0:26:17.159
<v Speaker 1>opposed to just a stationary camera and every all the

0:26:17.160 --> 0:26:20.040
<v Speaker 1>actions moving around it. So you can do things like

0:26:20.160 --> 0:26:22.960
<v Speaker 1>running towards someone as a zoom or you can uh

0:26:23.040 --> 0:26:24.560
<v Speaker 1>you know, turn to the left or right as a

0:26:24.600 --> 0:26:28.439
<v Speaker 1>pan um and you don't have to worry about stationary camera. Uh.

0:26:28.520 --> 0:26:30.560
<v Speaker 1>The flip side of that, of course, is you may

0:26:30.560 --> 0:26:32.960
<v Speaker 1>be limited by the physics of the world, like the

0:26:32.960 --> 0:26:35.000
<v Speaker 1>Red versus Blue guys work, but you can find ways

0:26:35.000 --> 0:26:41.080
<v Speaker 1>around that. Um. So really, I say, first of all,

0:26:41.280 --> 0:26:44.119
<v Speaker 1>pick a story that you like, then think about the

0:26:44.200 --> 0:26:47.119
<v Speaker 1>environment that it would most it would be the best in,

0:26:47.280 --> 0:26:49.280
<v Speaker 1>and then find a way to use that environment in

0:26:49.359 --> 0:26:52.040
<v Speaker 1>your storytelling. I think if you if you look at

0:26:52.040 --> 0:26:54.639
<v Speaker 1>the story first, that's what's really going to make a

0:26:54.680 --> 0:26:57.439
<v Speaker 1>good product. I think instead of saying, hey, I really

0:26:57.440 --> 0:27:00.080
<v Speaker 1>like Halo, let's find let's make make a fun the

0:27:00.200 --> 0:27:02.840
<v Speaker 1>story for Halo, it works better if you say, hey,

0:27:02.840 --> 0:27:05.520
<v Speaker 1>I've got this funny story it would be even funnier

0:27:05.560 --> 0:27:09.800
<v Speaker 1>if we said it in a universe with futuristic soldiers.

0:27:10.080 --> 0:27:12.520
<v Speaker 1>Why don't we use Halo? I think that's the best

0:27:12.520 --> 0:27:14.800
<v Speaker 1>way to go about it. Okay, See, I had this

0:27:14.840 --> 0:27:17.040
<v Speaker 1>problem because I was I was trying to make a

0:27:17.119 --> 0:27:21.240
<v Speaker 1>machine Emmo with a solitaire game, and it really didn't

0:27:21.240 --> 0:27:23.400
<v Speaker 1>go anywhere. No, it really wasn't working out. I tried

0:27:23.440 --> 0:27:25.800
<v Speaker 1>to make one using the game of Tron, and then

0:27:25.840 --> 0:27:33.040
<v Speaker 1>I found out they already did that, saying so yeah

0:27:33.080 --> 0:27:35.160
<v Speaker 1>that I think that was it for my question. All right, Well,

0:27:35.200 --> 0:27:38.560
<v Speaker 1>then that wraps up this discussion on machinima. But that

0:27:38.640 --> 0:27:46.720
<v Speaker 1>does lead me to our second instance of a listener mail. Excellent.

0:27:46.840 --> 0:27:50.760
<v Speaker 1>This listener mail comes from JT from Joplin, Missouri, and

0:27:50.880 --> 0:27:53.960
<v Speaker 1>JT says, Hello, I just found your podcast last week

0:27:54.000 --> 0:27:55.919
<v Speaker 1>and really enjoy them. With my job, I do a

0:27:55.920 --> 0:27:58.560
<v Speaker 1>lot of driving all over the US. Your podcasts are

0:27:58.560 --> 0:28:01.280
<v Speaker 1>great to listen to while driving. This traveling also brings

0:28:01.400 --> 0:28:03.880
<v Speaker 1>up a question. I was listening to your podcast about

0:28:03.920 --> 0:28:06.000
<v Speaker 1>to J three G and fog Networks, and I received

0:28:06.000 --> 0:28:07.960
<v Speaker 1>a text. When I went to reply, I had no

0:28:08.080 --> 0:28:10.800
<v Speaker 1>signal on my BlackBerry Bold World phone from a T

0:28:10.920 --> 0:28:13.000
<v Speaker 1>and T, but I still had good signal on the

0:28:13.080 --> 0:28:15.679
<v Speaker 1>Sprint phone. My company issue to me, I see this

0:28:15.760 --> 0:28:18.680
<v Speaker 1>a lot both ways. Some areas the Sprint phone works,

0:28:18.680 --> 0:28:20.840
<v Speaker 1>and some areas a T and T phone works better.

0:28:20.880 --> 0:28:23.600
<v Speaker 1>And of course some areas both are good. I expect

0:28:23.600 --> 0:28:26.120
<v Speaker 1>the Sprint phone to do to go in and out

0:28:26.320 --> 0:28:29.640
<v Speaker 1>as is not a world phone. My question is, can

0:28:29.680 --> 0:28:32.760
<v Speaker 1>you really call it a world phone when it doesn't

0:28:32.760 --> 0:28:35.320
<v Speaker 1>even work all over the US? Thanks and keep up

0:28:35.320 --> 0:28:38.440
<v Speaker 1>the great work, j T. All right now, JT, Yes,

0:28:38.520 --> 0:28:40.160
<v Speaker 1>you can call it a world phone because the world

0:28:40.160 --> 0:28:43.320
<v Speaker 1>phone does not mean it's going to work everywhere. What

0:28:43.400 --> 0:28:45.440
<v Speaker 1>the world phone means is that it works on the

0:28:45.480 --> 0:28:48.160
<v Speaker 1>frequencies used in the United States as well as in

0:28:48.240 --> 0:28:51.560
<v Speaker 1>other parts of the world. Ye. Yeah, I mean otherwise, well,

0:28:51.560 --> 0:28:54.600
<v Speaker 1>I mean for marketing reasons. Uh, some places phone just

0:28:54.640 --> 0:28:57.800
<v Speaker 1>doesn't sound as cool, right, Yeah. The the issue we

0:28:57.840 --> 0:29:00.280
<v Speaker 1>have here is that it's not that the end Hanna.

0:29:00.480 --> 0:29:02.440
<v Speaker 1>You know, a world phone doesn't necessarily have a more

0:29:02.480 --> 0:29:07.160
<v Speaker 1>powerful antenna, doesn't necessarily receive signals better than any other

0:29:07.200 --> 0:29:11.040
<v Speaker 1>phone working on any particular frequency. No, But frequency is

0:29:11.040 --> 0:29:13.880
<v Speaker 1>the key here, because there are frequencies of all of

0:29:13.920 --> 0:29:18.320
<v Speaker 1>all genres chres. There are all kinds of frequency, all right, Yeah,

0:29:18.320 --> 0:29:22.600
<v Speaker 1>that's a better one. Um, I'm thinking on the fly here. Um. Yeah.

0:29:22.600 --> 0:29:25.560
<v Speaker 1>So there are frequencies in all different ranges all over

0:29:25.600 --> 0:29:29.360
<v Speaker 1>the world, depending on the governmental regulations of the country

0:29:29.400 --> 0:29:31.520
<v Speaker 1>you happen to be using your phone in. Right, So,

0:29:32.200 --> 0:29:34.240
<v Speaker 1>in the United States, we have two different kinds of

0:29:34.520 --> 0:29:38.640
<v Speaker 1>phone technologies, basic phone technologies. They get more complicated, but

0:29:38.680 --> 0:29:41.080
<v Speaker 1>basically we have C D M A and G s M.

0:29:41.520 --> 0:29:44.880
<v Speaker 1>G s M is the more popular one throughout the world. Okay,

0:29:44.960 --> 0:29:48.040
<v Speaker 1>but even G S G S M has four different

0:29:48.080 --> 0:29:51.120
<v Speaker 1>frequencies upon which it operates throughout the world. There is,

0:29:51.280 --> 0:29:54.400
<v Speaker 1>um there's the eight fifty and the nineteen hundred bands,

0:29:54.400 --> 0:29:57.959
<v Speaker 1>which the United States uses, but Europe uses nine hundred

0:29:58.040 --> 0:30:02.120
<v Speaker 1>and eighteen hundred bands. So you have two different sets

0:30:02.160 --> 0:30:04.840
<v Speaker 1>of bands, and phones that run on one will not

0:30:04.920 --> 0:30:07.360
<v Speaker 1>work on the other. But if you get a phone

0:30:07.400 --> 0:30:10.280
<v Speaker 1>that is capable of running on any of those four,

0:30:10.440 --> 0:30:12.880
<v Speaker 1>it's called a quad band phone, that would be a

0:30:12.920 --> 0:30:14.880
<v Speaker 1>world phone. It would be It means that you can

0:30:14.920 --> 0:30:17.600
<v Speaker 1>go to Europe and it will still work on Europe's system.

0:30:17.640 --> 0:30:19.840
<v Speaker 1>It does not mean, however, that if you go around

0:30:19.840 --> 0:30:22.200
<v Speaker 1>the corner to that dead zone that affects your other

0:30:22.240 --> 0:30:24.040
<v Speaker 1>a T and T phone, that your phone will still work.

0:30:24.480 --> 0:30:27.440
<v Speaker 1>It could still very well be dead. So I hope

0:30:27.440 --> 0:30:30.320
<v Speaker 1>the answers your question. Jt Uh. Thank you for writing

0:30:30.320 --> 0:30:33.120
<v Speaker 1>in greatly appreciate it. That was a great question, And

0:30:33.480 --> 0:30:35.840
<v Speaker 1>it'll all work out fine until four G comes along. Yeah,

0:30:36.760 --> 0:30:39.120
<v Speaker 1>we'll have to buy new phones. That's okay. I'm sure

0:30:39.160 --> 0:30:40.840
<v Speaker 1>that iPhone will come out with a new phone as

0:30:40.840 --> 0:30:43.920
<v Speaker 1>soon as four ghaits you know, any minute now, probably

0:30:43.960 --> 0:30:47.080
<v Speaker 1>pretty much. September is right around the corner. That's when

0:30:47.080 --> 0:30:51.400
<v Speaker 1>the big announcements come. If any of you have any questions, comments, suggestions,

0:30:51.400 --> 0:30:53.400
<v Speaker 1>anything like that you want to shoot our way, you

0:30:53.440 --> 0:30:56.400
<v Speaker 1>can write us. Our email address is tech stuff at

0:30:56.440 --> 0:30:59.360
<v Speaker 1>how stuck works dot com. You can read how Machinima

0:30:59.400 --> 0:31:01.760
<v Speaker 1>works at how suff works dot com. It's a pretty

0:31:01.840 --> 0:31:04.800
<v Speaker 1>darn good article, if I do say so myself. It's

0:31:04.800 --> 0:31:06.280
<v Speaker 1>been a long time since I've read it. I mean,

0:31:06.320 --> 0:31:08.640
<v Speaker 1>I wrote it ages ago, so to read it now,

0:31:08.680 --> 0:31:10.680
<v Speaker 1>I was thinking, hey, you know, I actually did a

0:31:10.680 --> 0:31:12.360
<v Speaker 1>pretty good job with that, and I wasn't even in

0:31:12.400 --> 0:31:14.160
<v Speaker 1>your editor at that time, and not Yeah, I think

0:31:14.200 --> 0:31:17.600
<v Speaker 1>it's you know an excellent art right. I think Julie

0:31:17.720 --> 0:31:20.200
<v Speaker 1>edited this one. Well that was a long time ago,

0:31:21.120 --> 0:31:23.920
<v Speaker 1>so anyway, check that out guys, and we will talk

0:31:23.960 --> 0:31:28.680
<v Speaker 1>to you again really soon for more on this and

0:31:28.760 --> 0:31:31.320
<v Speaker 1>thousands of other topics. Does it how stuff works dot

0:31:31.360 --> 0:31:33.440
<v Speaker 1>com and be sure to check out the new tech

0:31:33.480 --> 0:31:41.080
<v Speaker 1>stuff blog now on the house Stuff Works homepage, brought

0:31:41.120 --> 0:31:44.320
<v Speaker 1>to you by the reinvented two thousand twelve camera. It's ready,

0:31:44.480 --> 0:31:44.920
<v Speaker 1>are you