Emergence - Emergent Gameplay, Machinima, Virtual Economy, Dragon Kill Points, Darwin Among the Machines, Mudflation, Sequence Breaking (Paperback)


Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 33. Chapters: Emergent gameplay, Machinima, Virtual economy, Dragon kill points, Darwin among the Machines, Mudflation, Sequence breaking, Virtual crime, Emergent democracy, Graphical language, Strong emergence, Cat and Mouse, Darwin machine, CoSMoS, Emergent evolution, Emergent algorithm, Emergent organization, Emergenesis, Weak emergence. Excerpt: Machinima ( or ) is the use of real-time 3D computer graphics rendering engines to create a cinematic production. Most often, video games are used to generate the computer animation. Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 1992 video game Stunt Island, and 1990s recordings of gameplay in first-person shooter (FPS) video games, such as id Software's Doom and Quake. Originally, these recordings documented speedruns-attempts to complete a level as quickly as possible-and multiplayer matches. The addition of storylines to these films created "Quake movies." The more general term machinima, a misspelled portmanteau of machine cinema, arose when the concept spread beyond the Quake series to other games and software. After this generalization, machinima appeared in mainstream media, including television series and advertisements. Machinima has advantages and disadvantages when compared to other styles of filmmaking. Its relative simplicity over traditional frame-based animation limits control and range of expression. Its real-time nature favors speed, cost saving, and flexibility over the higher quality of pre-rendered computer animation. Virtual acting is less expensive, dangerous, and physically restricted than live ac...

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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 33. Chapters: Emergent gameplay, Machinima, Virtual economy, Dragon kill points, Darwin among the Machines, Mudflation, Sequence breaking, Virtual crime, Emergent democracy, Graphical language, Strong emergence, Cat and Mouse, Darwin machine, CoSMoS, Emergent evolution, Emergent algorithm, Emergent organization, Emergenesis, Weak emergence. Excerpt: Machinima ( or ) is the use of real-time 3D computer graphics rendering engines to create a cinematic production. Most often, video games are used to generate the computer animation. Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 1992 video game Stunt Island, and 1990s recordings of gameplay in first-person shooter (FPS) video games, such as id Software's Doom and Quake. Originally, these recordings documented speedruns-attempts to complete a level as quickly as possible-and multiplayer matches. The addition of storylines to these films created "Quake movies." The more general term machinima, a misspelled portmanteau of machine cinema, arose when the concept spread beyond the Quake series to other games and software. After this generalization, machinima appeared in mainstream media, including television series and advertisements. Machinima has advantages and disadvantages when compared to other styles of filmmaking. Its relative simplicity over traditional frame-based animation limits control and range of expression. Its real-time nature favors speed, cost saving, and flexibility over the higher quality of pre-rendered computer animation. Virtual acting is less expensive, dangerous, and physically restricted than live ac...

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Product Details

General

Imprint

Books LLC, Wiki Series

Country of origin

United States

Release date

July 2011

Availability

Supplier out of stock. If you add this item to your wish list we will let you know when it becomes available.

First published

July 2011

Authors

Editors

Creators

Dimensions

246 x 189 x 2mm (L x W x T)

Format

Paperback - Trade

Pages

34

ISBN-13

978-1-156-45397-1

Barcode

9781156453971

Categories

LSN

1-156-45397-6



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