An analysis of- Red Dead Redemption Machinima/Movie "Dastardly"http://www.youtube.com/watch?v=a8OMqil7Kqg
Bernard Peron and Mark Wolf insist that those studying videogames should
consider ‘how artistic decisions are shaped by technological compromises.’
Unlike the successful Red vs. Blue machinima,
Red Dead Redemption characters have no futuristic battle-masks to cover their
faces. Uploader and creator ‘Foolish Pedro’ therefore faced a problem. Dialogue
in his short film couldn't work because the avatars mouth would not move as
they spoke. In the early days of videogames, creators faced a level technological
playing field leading to innovative use of software becoming the main form
of competition. Similarly, machinima producers all have access to pre-made
video games that they cannot easily alter. Faced with the same canvas, the way
machinima artists manipulate and overcome limitations is what makes the various
films unique and interesting. ‘Foolish Pedro’ cleverly adopted a silent film
style to overcome the dialogue issue. The dialogue comes up in captions over a
black background. Ironically films of this era used this technique to overcome
the problem of non-synchronous sound. This technique works well due to the setting
of the game and Pedro parodies the style further by adding in olden day piano
music, an old fashioned black and white projector effect and a generic damsel
in distress narrative. However, Pedro plays with the oft told damsel in
distress train story by adding in a videogame twist. A key difference between
videogames and film is that players have capacity to act. They do not merely passively
watch but have agency. When playing Red Dead, there is
nothing to stop users from hogtying a lady and throwing her on a train track. No
hero will appear to stop us as they do in films. Pedro’s short film reflects on
this with its overly simplistic plot. The main character has no reason for his
actions and he wins by killing the girl because the protagonist doesn't get
there in time. This is something that does not happen in traditional narrative
structures. This raises issues of the moral problems involved with videogames.
You can become a bad guy and nothing can stop you from pointless acts of extreme
violence. However, as Constance Steinkuehler argues, ‘the game that’s actually
played by participants is not the game that designers originally had in mind.’
Videogame creators may argue that they cannot be blamed for encouraging
grotesque behaviour (with could lead to potentially dangerous social issues)
because they did not anticipate such an act to be carried out by the player or
are at least not in control of the players actions. Yet this is clearly not the
case in Red Dead. At the end of the short film, the title Dastardly is revealed to be the name of a gaming achievement. Not
only did the creators predict the murder of a bystander by train, they
encouraged it in their achievement guides. The game therefore encourages players to kill innocent people in
the most creative ways they can think of. There might be a problem there..
Word count: 494
Lloyd Thomason (2691650)
This week I contributed to the 'Gaming as a Sport?' thread
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