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May 6, 2008

How to be Full of Win

Filed under: Animation, Film, Machinima, Philosophy — Overman @ 3:57 pm

Hugh over at Machinima For Dummies has posted an article titled “The non-game speedbump,” in which he tries to make sense of the relationship between some machinima films and their audience size. The conclusion, in brief, was that those leaving game worlds to produce independent machinima had best be prepared for the de facto loss in audience they will encounter. My first reaction was, “Where have you been?” (The answer, of course, is Bloodspell). My second reaction was, “Where did Kate pick up her mindreading trade?” because her first comment on the article was precisely the sentiment of my first reaction.

A closer examination of the article reveals some overlooked aspects which, to me at least, eclipse the naiveté Kate and I ribbed him about.

He begins by talking about Tom Jantol’s Fish Incident and Strange Company’s When We Two Parted on a 1000 viewer tier, then mentions What I Love About Xmas on about a 10,000 viewer tier, and finally Baron Soosdon’s I’m So Sick, which has raked in over a quarter million viewers.

He then uses these numbers as an example of how machinima without an inherent game community has a hard time competing with game-rooted machinima.

And while the ultimate conclusion - the gaming advantage - is so true as to provoke the “duh!” response in me, I think the way in which it is reached in the article pays little heed to other very important factors which influence viewership. The four films are presented in an almost “all things being equal” kind of way, with the gaming audience being the sole variable of consequence. I disagree.

Here are some of those influential factors:

Quality

We can talk until we’re blue in the face about publicists and promotion and marketing strategy, but at the end of the day what matters most to viewers is: Is it great? Do I want to press play again as soon as it has finished the first time? Is it something so great that I want to be the one to tell my friends about it before they find out somewhere else?

And by what standard is it great? Is it great “for a machinima film”? Not good enough, not anymore.

Baron Soosdon’s film was one I wanted to tell anyone and everyone about, and that had zip to do with World of Warcraft. I have a confession to make: regarding WoW… I’ve never played it, I have no desire to play it, I find the hype and hysteria about it a bit boring, I don’t even like the general aesthetic of it. So if anything, I came at I’m So Sick prejudiced the other way, having only seen a couple WoW films I really enjoyed. And it blew me away, I told everyone I could think of to tell.

Fish Incident has strong production quality with regards to its animation style and visual design, What I Love About Christmas is of decent quality, and When We Two Parted is pretty good. None of these made me utter a profanity in awe when I watched them. Baron’s piece did that. It’s one of the most exhilarating pieces of machinima I’ve ever seen.

Intent of the Work

Films are crafted for different reasons, plain and simple. I’m not so much talking about the intent inside the creator’s head, but rather the intent that is spoken by the work itself. What I Love About Xmas was out for laughs. Fish Incident was meant to engage the viewer’s brain with a mystery, and then wrapped it in mysterious clothing. When We Two Parted was intended to illustrate a poetic work and - at least it appears to me - was deliberately intended to look different than other machinima.

I’m So Sick was intended to kick your ass up and down the block. It was intended to impress, to wow, to floor - without any prerequisite. Fish Incident could be said to have had some of this same intent… but it begins with 30 seconds of reading a static pane of text - 30 seconds = infinity for a web video viewer - and that creates a wholly different mindset. And it doesn’t impress as much on non-animators as it does on animators, who know the skills required to have made it. I’m So Sick impresses regardless of whether one is a fellow hobbyist.

Intended Audience

Who is your audience? More to the point, given that everyone’s audience potential starts with “All Internet Users Who Watch Videos,” what does your film do to limit that audience?

Fish Incident and When We Two Parted are “art” films, though I hate that term, and as far as I know there has never been a mass market art film. In fact, to be mass market would arguably raise question of whether it’s really an art film. In any case, neither of these films were targeting the whole of the potential audience, or even a large part of that potential. These are not the kinds of films that gain gigantic popularity, they are decidedly niche, and their creators both knew that going in. While I share the general sentiment that part of me wishes it weren’t so, there is nothing surprising to me about the viewership numbers of either of these films, nor am I surprised at all at the general reception of WWTP on the Machinima.com YouTube channel. To take a film that is about as far from game machinima as one CAN make, and put it before a crowd of people who are looking precisely for game machinima, must be taken to be one of the following: a grave miscalculation, an effort at missionary work, or an exercise in masochism. To me, it was as big a mismatch as posting a Team Fortress 2 video on a channel devoted to 19th century literature; what would the reception have been there? Friendlier, more civil? Really?

Moving on… What I Love About Xmas is comedy, which works in its favor audience-wise; everyone loves to laugh. But then it takes broad sweeping strokes and pares down that audience like a widdler with a chainsaw. Some people just don’t like (or get) satire. Christians aren’t generally going to like the irreverence or the profanity. One of its big hooks centers around a non-mainstream pop culture hardcore pornographic reference which, if not understood, makes some of the video incomprehensible. And to really heartily laugh at the film requires a familiarity with bitterness and jadedness that some people don’t relate to at all, and others find very uncomfortable to be around or to revisit.

So sure, the seasonal aspect of it helps it in some ways, as new people are bound to discover it every year… but it is most certainly not something which was aiming for a large target audience. At all. To be honest, the only reason I set out to make the video was to win Moviestorm’s holiday video contest (at which it did not succeed), but as the film developed it became about venting and wringing angst into the sieve of comedy, nothing else really mattered.

I’m So Sick had the widest target audience of any of these films. Sure it was helped by the WoW audience boost, and Baron’s own growing personal following, but ultimately what vaulted his video was the film itself having wide appeal. It has a familiar MTV-like aesthetic, it has all the polish and shine of a professionally produced music video, with a rockin’ soundtrack. The direction is undeniably cinematic. Honestly… what was there not to like? I guess if you don’t like Flyleaf (the band) or don’t like hard rock / screaming vocals, it would have little appeal. But it’s amazing how mainstream the hard rock sound has become; it’s certainly a sound which is not offensive to most internet video viewers.

Language

It’s a relatively minor point, but not an insignificant one in this global arena. Language can serve as a limiter, a divider. Films which transcend language have greater potential.

What I Love About Christmas and When We Two Parted - virtually incomprehensible to someone who doesn’t know English. Fish Incident, not so much, but would non-English viewers have endured 30 seconds of introductory English text?

I’m So Sick, while it has English lyrics, illustrates the power of music: if one likes that style of music, understanding the lyrics becomes entirely secondary, and does nothing to subdue the enjoyment of the song and/or the video. The same could hold true for Fish Incident once one gets past the intro, but it would leave one wondering “am I supposed to understand what is transpiring here?” I’m So Sick requires no comprehension; it is a pure performance.

Emotion

What does watching this or that film make me feel? This is an important question to the viewer that he/she has answered most of the time without even thinking about it. But that feeling evoked has a significant impact on the likelihood of sharing. Do I want to share this feeling with someone, to make them feel this way too? Sharing the film with someone is sharing the feeling with them.

In this sense, Fish Incident is probably one of the least equipped to snag audience by contagion of emotion, because it is an intellectual endeavor, synapses over heartstrings. Inquisitiveness. Curiosity. Wonder. Bewilderment. All “feelings” that a thinker treasures, but then thinking has always been a mostly solitary preoccupation, and these kinds of feelings are not particularly social in nature.

When We Two Parted conjures emotions we are all familiar with. Yearning. Desire. Nostalgia. Love. Loss. All laudable and accessible feelings… but ones which some associate with pain. Ones which do not, for many, carry with them a large scale pass-it-on compulsion. Watching this film, you might think of someone in your life who might be in a situation where they’d really appreciate the sentiments this film will evoke. And you’d pass it along to them. But Digg it? Mass mail all your friends? Hardly. It’s not that the film isn’t good work… it’s just not the kind of film you do that with.

What I Love About Xmas seems at first glance to be well poised for viral sharing; after all, comedy is pretty much king in this area. But a closer inspection of what feelings this film actually evokes, and it starts to take on a different hue. As I mentioned above, in order to really laugh at the black cynicism of the film’s embittered joyless narrator, one must either know something of what he is talking about, or must - as Arthur Schopenhauer once said - derive joy from the knowledge that others suffer more. Either way, this makes for one jaded viewer. And the birds-of-a-feather rule guarantees that they know other cynics who will get deep whole-belly cramp-in-the-side laughs from hearing someone say what they wish they could be more open about. So there is some potentiality there… until you acknowledge that most people are NOT bitter or cynical, particularly about their own loved ones, or at the very least they don’t like dwelling on or encouraging those kind of thoughts about family members.

When you really peel back the layers of WILAX, the distinction from MRE becomes clear: MRE was edgy, and pointed to something we can see in ourselves that we can laugh at, and the resultant raised self-awareness reduces the tensions which caused the silly rules it mocks to evolve in the first place. It ultimately leaves one in a positive space, and with something you feel comfortable relating to others because we’re all in the same boat after all. WILAX doesn’t do any of those things. It starts dark and ends dark, it doesn’t make one feel particularly good, the viewer with even the remotest of sensitivity feels a bit guilty laughing at it because what it casts a light on is uncomfortable and raw and ugly. It’s a purposeless and hopeless anger. It’s something you’re not sure you’d want to share with everyone. It’ll be shared among fellow cynics, but the pass-along factor will be much lower among normal well-adjusted people. I knew that going in, and don’t consider it a weakness of the piece; it serves its purpose. But it’s definitely not for everyone.

Once again, I’m So Sick triumphs here. It makes you feel like dancing, playing air guitar, smashing your air amplifier. It quickens the pulse, it widens the eyes. Even though the song itself is dark and tainted with anger of its own, the video is somehow wholly invigorating and inspirational. And the lyric is open enough to allow for multiple interpretations, allowing anyone who has felt justified being mad at the world to connect with it in some way. And who hasn’t, at some point, been there?


In conclusion, I want to reiterate that I do not deny the gaming audience advantage nor do I deny its power, but it’s not everything. It’s not even the most important thing. Is the film a work of great quality? What is the film’s inherent intent, and who is your intended audience? Is your audience limited by the language of your film? What emotion does the film evoke, and is that an emotion others will want to share?

Answer these questions… but for Pete’s sake, use these as tools to tweak your film, not as tools to dictate what that film will be at its core. I have no doubt in my mind that while Baron Soosdon had in mind the wide appeal of the rock style his video was based on, and while he was not ignorant of his WoW core audience… he made the video first and foremost because he liked the song, and that personal inspiration was injected into every frame of the film. Sans that as its first value, if the foundation of the film had been any other contrivance of marketing or promotion, it would never have had the same vitality and exuberance.

Learn from him. Hold your idea as sacred, and damn the torpedoes.

If you ask me, forget publicity stunts and press releases, forget focus grouping and crafting something with a marketing chisel. Make great movies. Some will hit, some will miss. Be aware of your audience, always, but don’t pander to them or they’ll see right through it; they are more clever than any marketing guru. The great popularity beast is a fickle monster, and you can expend a hell of a lot of energy trying to manipulate it and trick it and get it to do your bidding, and the most you will get from all that effort is short-term gain, your 15 minutes. Set your sights on slow steady gains; build up your 1000 hardcore fans. If the entire world gets excited about what you are doing for a moment - and that may never happen - but if it does, realize it for what it is: a moment which will pass and will leave you feeling empty if you spent all your energy and emotional capital chasing it.

   My Zimbio
12 Comments
  1. Okay Okay Okay.

    Old formula for view count.

    x(game)+ x(music/soundtrack)= views
    x=popular

    Quality sometimes relevant.

    And though I agree with most of your points above, here is my fundamental problem with these animation tools you are now advocating. They are not as sophisticated as the ones animators are using.

    Here is the hard reality for everyone who is forsaking Machinima for animation toolboxes, you are no longer in the top .05 percent of your fellow craftsman. You’re pond is bigger and you have one flipper. You have stepped out of your niche. Your media-edu relevance is diminished because your not producing using videogames you are producing using tools which mimic a videogame aesthetic.

    Ownership is important, but is it worth forsaking a chunky audience and whatever success that attention can bring to a filmmaker looking to eventually get a budget to work with? If ownership is worth that sacrifice, well I think to the 10 people who will use moviestorm will find it worth their investment, I mean why learn maya?

    sorry for the cynicism, also poetry? I mean poetry… on youtube? I’ll be doing stick figure Beckett next week.

    Comment by todnyc — May 6, 2008 @ 5:09 pm

  2. Oh Todd. :) If you look at it that way, why would anyone ever leave one bad career track to start another? Or leave a bad boss to start one’s own business? Or declare independence from a tyrant to found a democracy?

    Starting over is hard, and it’s scary. No one said it would be otherwise, as far as I know. Not being beholden to people who don’t give a crap about your interests… it’s worth it. Absolutely. The tools will get there. People were saying exactly the same things about machinima (excuse me, Quake movies) 10 years ago. Heck, they were saying it five years ago. A few even say it now.

    Comment by Overman — May 6, 2008 @ 6:03 pm

  3. Yep, I agree with nearly all of that! There are definitely numerous other issues that impact how successful a film is.

    I’ll be writing another post on the topics raised from all the discussion later this week or early next, most notably the “Make What You Love” part. (BTW, although it may be a little self-absorbed, I’m interested no-one has mentioned BloodSpell in that regard, as a film which was created using marketing, focus groups, and, yes, some publicity stunts.)

    I think you underrate WILAX early on in this article, though. One of the reasons I referenced it in the piece is that I think it’s a top-notch piece of Machinima - I assumed it’d be very, very successful, and was startled when it wasn’t.

    I’d note that actually I’m very happy with the response to WWTP on the Machinima.com channel. About 1/3 of the comments were very, very positive - many of them from people who clearly didn’t know the poem beforehand. It polarised people, but I’m not unhappy about that - what I am happy about is that I managed to make a film that successfully introduced a 19th century poet to, shall we say, an number of potentially hostile viewers.

    Finally - have I missed numerous blog posts or forum discussions talking about the problem of publcising non-game Machinima? From the reception, I kinda get the impression that I must have missed at least a few major discussions of this topic, but I read Machinifeed every day, and don’t recall any…

    Comment by Hugh "Nomad" Hancock — May 6, 2008 @ 6:38 pm

  4. I don’t think you missed anything recent, no. I’ve talked at length about it with Leo, Tom, and a few others, but mostly in private settings. It is a real challenge, to learn to sell without an existing community on which to capitalize, but through trial and (lots of) errors, we’ll figure it out… If it is even formulaic, an assertion I think warrants further examination. Come join my new forum, let’s talk about it more!

    As for Bloodspell, I know you did heavy promotion and some focus grouping (a bit more of the latter than I’d have had patience for), but the Bloodspell idea came before any of that, right? That was my main emphasis there… Using those tools to tweak an existing idea = good, using them as the criteria for coming up with the idea = bad. I fully admit a great deal of idealism on my part with regard to that, but it’s what I think.

    Comment by Overman — May 6, 2008 @ 9:29 pm

  5. What a great subject. This is exactly the reason why this is my first net station every morning.
    Just want to add couple maybe interesting facts.
    First of all, I didn’t put Wizard on YouTube. I wanted to try another roads - read: sites dedicated to animation only, thinking that viewers there already have some sort of sensibility I am addressing in movie, and I was right - they have, comments are excellent - but number of viewers is low.
    My old movie made in HL2, “Puppet” (poem) had also very good critics, even from Remedy, some say that this was at the time best movie in that engine, plus Paul Marino wanted to put movie in distribution over Steam if I change Nick Cave music but I didn’t want to do that - but number of viewers was low.
    “Circus” had excellent critics, won some festivals - but number of viewers was low.
    “Toybox”, text from Bible, dark, very good critics, Movie of the month on MyBoom animation site even I never put this movie there - 2000 viewers low but I should be happy if I catch this number.
    And now the most interesting part - it looks that my most successful movie was CrazyTalk’s “I am”. This movie was made in two days, it is dark poem again, but I’m constantly receiving mails from people about that movie - right now I am working on Making off for one Californian high school teacher (6th teacher who use this movie in classroom).
    Number of viewers, 2500 low but big hit for my case.
    What I wanted to say, there are authors, or themes, that are absolutely incapable to make or predict big numbers whatever game or non game tools they use.
    And it look also that some types of movies had some internal life not easy to describe by numbers; for almost every movie I made I am getting some delayed success - every now and then some people want to show Puppet or Circus or I am or Toybox or Bridge on some Poet Evening, classroom, festival, convention. This will probably be the case with Wizard, too.
    Strange, but I started to enjoy in that. To hell with numbers.

    Comment by Tom — May 7, 2008 @ 2:55 am

  6. What an amazing body of work you have amassed, Tom. I believe people will continue to discover it and appreciate it. You make a HUGE point, that significance of delayed discovery. Some seeds do not sprout overnight.

    And you are so right about there being less tangible measures than view numbers which are equally - if not more - fulfilling. With YouTube having firmly established a culture where “views” are the standard measure, it’s so easy to get obsessed with them - I fight it all the time (as my post betrays). Thank you for reminding us all of that!

    Comment by Overman — May 7, 2008 @ 3:25 am

  7. “the Bloodspell idea came before any of that, right” - nope! As I mention on the documentary, BloodSpell was designed, not a private obsession of mine. The central ideas for the plot were fleshed out in a writers’ room, just like they do it in Hollywood! And “who will like this and why?” was a major consideration in the film’s design.

    (Which approach produces series like Buffy the Vampire Slayer and Battlestar Galactica, hence the reason I did it.)

    I came to BloodSpell with one idea - “let’s make a fantasy movie”.

    Now, there were upsides and downsides to that approach, but on the whole I’ll probably use it again.

    Comment by Hugh "Nomad" Hancock — May 7, 2008 @ 5:22 am

  8. @Hugh, I find that shocking. (Not that Hollywood sometimes does that, but that you’d want to deliberately emulate that plastic facet of Hollywood). At least now the degree of focus grouping makes more sense to me, since it had been there since conception.

    Comment by Overman — May 7, 2008 @ 8:25 am

  9. I’ll be covering this in an upcoming piece either on BloodSpell.com or MfD - I have, I think, a rather dramatically different attitude to many things involved in storytelling to many people in the community.

    Comment by Hugh "Nomad" Hancock — May 7, 2008 @ 11:02 am

  10. @Todd.. Don’t be such a pessimist!

    Great article Phil. Make what you love.. Make great movies.. the golden rules of machinima. With quality, will come appreciation. No need to take to heart so much about an audience number, but rather whether they will come back to watch your next project. If they keep coming back, then you are successful.

    Comment by Jovial — May 7, 2008 @ 2:42 pm

  11. I’m getting laughed at and emoted, and you wonder why I sold out.

    Focus testing is an interesting gambit, and not really in the realm for many machinima artists.

    There are plenty of “aeuteurs” who focus test their wares before they run with it, as of course do many companies before moving forward with a concept.

    Why? Not to homogenize their message or defeat creativity, but instead to hedge their bets. Is a movie testing low worth investing hundreds of millions of dollars in? Or a weak ad spot not worth production budgets and ad buys?

    Machinima however is cheap to produce and usually not worth the research investment. In the case of StrangeCompany, the commodity worth insuring was their time. But I suspect they’re the only ones out their who’s time is/was worth the extra step.

    Also, I think Phil you are in a distinct class who can afford to cut the gaming ties. Your work doesn’t rely on an engine or its audience, you write well. It sets your stuff apart. Your writing is value added to whatever engine you choose to roll with, while for most machinima the engine/game is value added to the production.

    Those of us who’s time/writing is/was worth little might be smarter to hitch their wagon to a more relevant engine with a following and show off our leet skillz their. An obscure poem read by Niko Belik (sp) will get you in the times before fuzzy avatars three generations old. I’m not suggesting fame/views sets a highbar standard, but it is something that can open doors and put some talented folks to work. Otherwise someone can find themselves stranded in a world of hobbyists when they should be a paid artist. All I’m saying, is owning your early work is not necessarily the right choice for everyone.

    A writer doesn’t write because he has to, he writes because he wants to be heard. Before I veer off into Simon and Garfunkel, I better hit submit.

    Comment by todnyc — May 8, 2008 @ 12:13 am

  12. @Todd: “I’m getting laughed at and emoted, and you wonder why I sold out.”

    No one said anything about anyone selling out, but exactly what response did you expect to the disdainful “10 people who use [the highly unsophisticated] Moviestorm”? There are now (at least) four teams of professionals working on software targeted specifically to what machinimators want in a software package; it’s what we’ve been waiting for. There is no downside to that fact, and it’s kind of lousy to mock their work because it’s not yet up to the level of the large-budget companies who have been sculpting their tools for decades. Let’s revisit the sophistication topic in 24 months. Hell, let’s revisit it after iClone 3.0 is out.

    I know leaving games isn’t for everyone; I’m not trying to be a pied piper when I talk about merits of doing so, but you know as well as I do what ceding ownership to someone who does not share your values and goals can mean, and very little of it has ANYTHING to do with money. We’re talking about a basic level of control over what you make, where it can be shown, etc. Surrendered, to a faceless entity who doesn’t care and doesn’t have to care and has the money to rock your world if you oppose them. That basic reasonable level of control that comes with ownership has tremendous value (as do these still developing rights-free tools) to anyone who sees machinima/anymation as a thing of value in and of itself, and not just a means to some other end i.e. resumé, getting noticed by the film industry, Stuart from Mad TV “look what I can do! [hop]”.

    Comment by Overman — May 8, 2008 @ 8:51 am

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