Ed's Newsletter - September 2004

ANIMATED THANKS TO SONY COMPUTER ENTERTAINMENT OF AMERICA! Jason Parks organized a terrific workshop on Sony's San Diego campus. Animators came from up and down the Pacific Coast, joining the San Diego artists for a two-day workshop that was accompanied by the roar of Navy jets overheard. I think I learned as much as I taught on this one, and I send a grateful cyber high-five to all the talented mocap artists that took time to compare notes with me. The more I understand about what you do, the better able I am to bring to bear what I know.

BACK HOME IN CHICAGO, I HAD A GREAT TIME WITH THE TEAM AT HIGH VOLTAGE SOFTWARE (Leisure Suit Larry, Heh.). Eric Nofsinger and Nat Corso in particular deserve kudos for making the class happen. Being as how we are in the same town, guys, I am definitely looking forward to staying in touch with you!

WANT TO PURCHASE YOUR VERY OWN PERSONAL COPY OF "ACTING FOR ANIMATORS"? TRY THIS LINK:
http://www.actingforanimators.com/Resources/booksbyhooks.html#AFA

ED HOOKS'S UPCOMING SCHEDULE
2004
Sept. 21-22 Walt Disney Feature Animation -- Burbank

Sept. 24-26 Cineme 2004
Chicago, Illinois

Oct 9-10 Ringling School of Art and Design
Sarasota, Florida

Oct 13-16 Dundee, Scotland, Projector 2004 Animation Festival

Oct 30-31 College of Creative Studies
Detroit, Michigan

Nov 4 Montreal Game Summit
Montreal, Canada

Nov 22-27 SAND '04, Swansea Animation Days
Swansea, South Wales

Nov 29 National Film & Television School
Beaconsfield, UK

2005
Jan 22-23 College of Creative Studies
Detroit, Michigan

Jan 31-Feb 4 Animex '05
Teesside England

April 20-23 Louisiana State University Animation Festival

April 28 - May 1, FMX Animation Festival
Stuttgart Germany

May 2-3 Filmakademie Baden-Wurtemberg
Ludwigsberg, Germany

June 6-11 Annecy, France

CRAFT NOTES
GAMES ARE NOT MOVIES

According to August 12th Daily Variety, Warner Brothers is buying Monolith Productions, which puts the big studio up to its corporate navel in the videogame business. At the same time and across town, Sumner Redstone is picking up publisher Midway Games for Viacom. It won't be long before all of the big Hollywood telecommunications conglomerates have in-house game companies. We are heading toward a time in the industry when there will be an on-the-shelf echo videogame title for every demographically relevant TV show and movie. This might be an opportune moment to consider the impact of all this on the future of games.

From an artistic standpoint, games are not movies, and no amount of tinkering with them is going to make them movies. The game playing experience is fundamentally different from the movie watching experience. Unless developers want to forget interactivity altogether and simply produce humongous cut scenes, that's the way it is going to be.

Recently, I took a look at a hot new trade book in which a Hollywood author essentially spends several hundred pages browbeating the game industry for not being as clever as the movie industry. His big idea is that, if the game artists would simply pay attention to what the movie artists do, and then do the same thing, presto-change-o, we'd have triple the game grosses. The only hurdle holding back games, he seems to suggest, is that they are not movies. Yeah, well, thanks for the swell advice and pass the catsup.

The game industry is developmentally still an infant while the film industry is mature. A corporate drift toward joining the two at the hip is not going to help things. Oh sure, we already know that even a weak game will generate money if the box carries a photograph of a movie or TV star. My concern is with what this is doing artistically.

Game developers must have room to breathe. What the industry needs is more independent game development, not less, which corporate consolidation portends. Creators and producers must be willing to take risks, think outside the box and still have some hope for distribution. In the game industry - unlike the movie industry - artists are still working on issues of basic aesthetics. They are still trying to figure out how to get the player to empathize with an NPC. Games are artistically at the modern-day equivalent point of D.W. Griffith's invention of the close-up. I worry about major game talents being highjacked by big telecommunications companies into producing games with titles such as "Nip/Tuck, The Game".

Consider the mess that the entertainment industry has become since passage of the 1996 Telecommunications Act: We have something like five men running the entire show now, tying in movies with the TV show spin-offs with the books on which they are based. And soon we'll have the game. More product, less quality, a race for the lowest common denominator. Commerce over art.

No two game industry artists I meet seem to agree on what the future holds for the industry, yet nobody seems happy with the status quo.. There is too much talk about the limitations on creativity and not enough dreaming. There is too much leverage being applied to create more graphically exciting versions of whatever was a hit game last year. I'll tell you true, if D.W. Griffith had thought like this, we still wouldn't have editing rooms.

Here is an excerpt from on on-line biography of D.W. Griffith. Instead of movies, imagine games See you next month.

"But Griffith was not happy. In his Biograph years he had perfected all the elements of so-called film grammar -- cross-cutting, tracking shots, the running insert, flashbacks, and more. He wanted to make longer films, but Biograph fought him all the way.

"Biograph was a member of the Motion Picture Patents Company, a trust organized by Thomas Edison and his associates to restrict production of motion pictures to ten companies, to eliminate further competition. Theaters paid a two-dollar weekly fee and could only exhibit Trust-produced films. Independents who tried to produce their own films were often met with violence.

"The Trust had a policy when it came to filmmaking -- keep it simple and keep it profitable. One-reel films were profitable and there was no reason to make them longer or more expensive. Griffith did manage to make a number of two-reelers, but it was always under protest from the company.

"By 1913, the grip of the Trust was weakening, but not their resistance to change. Griffith decided to leave Biograph and, when he did, he took his stock company of actors with him. Biograph's decline began the moment Griffith walked out the door. In five years, it was gone.

"Griffith, on the other hand, continued to prosper and in 1915 he put forth his most ambitious effort, the twelve-reel destined to be classic Birth of a Nation, based on Thomas Dixon's southern tilted Civil War era drama. Although highly controversial for its content both then and now....(the climax of the movie is a highly dramatic gathering and riding of the Ku Klux Klan)....the film was an instant sensation. Griffith was hailed as a genius."

See complete article at http://www.2020site.org/griffith/bio.html

 
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