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	<title>Comments for Overman's Blog</title>
	<atom:link href="http://z-studios.com/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://z-studios.com/blog</link>
	<description>Thoughts on Machinima and Life, and whether the two can peacefully co-exist</description>
	<pubDate>Fri, 09 May 2008 15:47:55 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.5</generator>
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		<title>Comment on How to be Full of Win by Overman</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12586</link>
		<dc:creator>Overman</dc:creator>
		<pubDate>Thu, 08 May 2008 12:51:34 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12586</guid>
		<description>@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 &lt;b&gt;a thing of value in and of itself&lt;/b&gt;, and not just a means to some other end i.e. resum&#233;, getting noticed by the film industry, &lt;a href="http://www.youtube.com/watch?v=LLob7jXzLHA" rel="nofollow"&gt;Stuart from Mad TV&lt;/a&gt; "look what I can do! [hop]".</description>
		<content:encoded><![CDATA[<p>@Todd: &#8220;I’m getting laughed at and emoted, and you wonder why I sold out.&#8221;</p>
<p>No one said anything about anyone selling out, but exactly what response did you expect to the disdainful &#8220;10 people who use [the highly unsophisticated] Moviestorm&#8221;?  There are now (at least) four teams of professionals working on software targeted specifically to what machinimators want in a software package; it&#8217;s what we&#8217;ve been waiting for.  There is no downside to that fact, and it&#8217;s kind of lousy to mock their work because it&#8217;s not yet up to the level of the large-budget companies who have been sculpting their tools for decades.  Let&#8217;s revisit the sophistication topic in 24 months.  Hell, let&#8217;s revisit it after iClone 3.0 is out.</p>
<p>I know leaving games isn&#8217;t for everyone; I&#8217;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&#8217;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&#8217;t care and doesn&#8217;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 <b>a thing of value in and of itself</b>, and not just a means to some other end i.e. resum&eacute;, getting noticed by the film industry, <a href="http://www.youtube.com/watch?v=LLob7jXzLHA" rel="nofollow">Stuart from Mad TV</a> &#8220;look what I can do! [hop]&#8221;.</p>
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		<title>Comment on How to be Full of Win by todnyc</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12547</link>
		<dc:creator>todnyc</dc:creator>
		<pubDate>Thu, 08 May 2008 04:13:44 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12547</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>I&#8217;m getting laughed at and emoted, and you wonder why I sold out.</p>
<p>Focus testing is an interesting gambit, and not really in the realm for many machinima artists. </p>
<p>There are plenty of &#8220;aeuteurs&#8221; who focus test their wares before they run with it, as of course do many companies before moving forward with a concept. </p>
<p>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?</p>
<p>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&#8217;re the only ones out their who&#8217;s time is/was worth the extra step. </p>
<p>Also, I think Phil you are in a distinct class who can afford to cut the gaming ties. Your work doesn&#8217;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.</p>
<p>Those of us who&#8217;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&#8217;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&#8217;m saying, is owning your early work is not necessarily the right choice for everyone.</p>
<p>A writer doesn&#8217;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.</p>
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		<title>Comment on WIP by Nefarious Guy</title>
		<link>http://z-studios.com/blog/2008/05/07/wip-5/#comment-12509</link>
		<dc:creator>Nefarious Guy</dc:creator>
		<pubDate>Wed, 07 May 2008 21:11:42 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=311#comment-12509</guid>
		<description>Looks awesome! Cant wait!</description>
		<content:encoded><![CDATA[<p>Looks awesome! Cant wait!</p>
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		<title>Comment on 52: An Announcement by FLeeF</title>
		<link>http://z-studios.com/blog/2008/05/02/52-an-announcement/#comment-12506</link>
		<dc:creator>FLeeF</dc:creator>
		<pubDate>Wed, 07 May 2008 20:04:18 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=308#comment-12506</guid>
		<description>Hey, I'm late as usual! This is cool; now I get Battlestar Galactica and Overman on Fridays... well, I doubt BSG will last 51 more week (wipes a tear from his eye) but I have no doubt the O'Man will! And, your new digs look shweet.</description>
		<content:encoded><![CDATA[<p>Hey, I&#8217;m late as usual! This is cool; now I get Battlestar Galactica and Overman on Fridays&#8230; well, I doubt BSG will last 51 more week (wipes a tear from his eye) but I have no doubt the O&#8217;Man will! And, your new digs look shweet.</p>
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		<title>Comment on How to be Full of Win by Jovial</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12499</link>
		<dc:creator>Jovial</dc:creator>
		<pubDate>Wed, 07 May 2008 18:42:41 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12499</guid>
		<description>@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.</description>
		<content:encoded><![CDATA[<p>@Todd.. Don&#8217;t be such a pessimist! </p>
<p>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.</p>
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		<title>Comment on WIP by Buddy_DoQ</title>
		<link>http://z-studios.com/blog/2008/05/07/wip-5/#comment-12496</link>
		<dc:creator>Buddy_DoQ</dc:creator>
		<pubDate>Wed, 07 May 2008 18:25:50 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=311#comment-12496</guid>
		<description>Looking very interesting Phil, can't wait to see the film! Reminds me just a bit of Fiezi's work...  Now all these great WIP post have me wanting to upload some of my own, but I Must. Hold. Back! To quote the Joker, "It's all... part of the plan."</description>
		<content:encoded><![CDATA[<p>Looking very interesting Phil, can&#8217;t wait to see the film! Reminds me just a bit of Fiezi&#8217;s work&#8230;  Now all these great WIP post have me wanting to upload some of my own, but I Must. Hold. Back! To quote the Joker, &#8220;It&#8217;s all&#8230; part of the plan.&#8221;</p>
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		<title>Comment on WIP by Tom</title>
		<link>http://z-studios.com/blog/2008/05/07/wip-5/#comment-12493</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Wed, 07 May 2008 17:03:41 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=311#comment-12493</guid>
		<description>Phil, you anymator you. 
Did I see toying with realistic human figure in painted environment? Did I or did not feel brave step in foggy world of "I am 3D, sure, but I will not hesitate to merge with 2D til low ratings do us apart?"
If this is a case, try to implement depth of field in scene; human eye is naive and this effect, so natural and common for viewer, will probably blend dimensions. 
God, I am so cinematic.</description>
		<content:encoded><![CDATA[<p>Phil, you anymator you.<br />
Did I see toying with realistic human figure in painted environment? Did I or did not feel brave step in foggy world of &#8220;I am 3D, sure, but I will not hesitate to merge with 2D til low ratings do us apart?&#8221;<br />
If this is a case, try to implement depth of field in scene; human eye is naive and this effect, so natural and common for viewer, will probably blend dimensions.<br />
God, I am so cinematic.</p>
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		<title>Comment on WIP by Trace</title>
		<link>http://z-studios.com/blog/2008/05/07/wip-5/#comment-12490</link>
		<dc:creator>Trace</dc:creator>
		<pubDate>Wed, 07 May 2008 16:22:08 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=311#comment-12490</guid>
		<description>Lol Ricky! 

It's looking great, can't wait to see it!</description>
		<content:encoded><![CDATA[<p>Lol Ricky! </p>
<p>It&#8217;s looking great, can&#8217;t wait to see it!</p>
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		<title>Comment on WIP by Overman</title>
		<link>http://z-studios.com/blog/2008/05/07/wip-5/#comment-12489</link>
		<dc:creator>Overman</dc:creator>
		<pubDate>Wed, 07 May 2008 16:13:41 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=311#comment-12489</guid>
		<description>@Ricky: LOL, beautiful.</description>
		<content:encoded><![CDATA[<p>@Ricky: LOL, beautiful.</p>
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		<title>Comment on WIP by Ricky Grove</title>
		<link>http://z-studios.com/blog/2008/05/07/wip-5/#comment-12488</link>
		<dc:creator>Ricky Grove</dc:creator>
		<pubDate>Wed, 07 May 2008 16:11:52 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=311#comment-12488</guid>
		<description>I don't know, Overman. Doesn't look like a game environment to me. You're probably only going to get .05% of the audience you would have had with Sims2. I'd abandon the project if I were you.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know, Overman. Doesn&#8217;t look like a game environment to me. You&#8217;re probably only going to get .05% of the audience you would have had with Sims2. I&#8217;d abandon the project if I were you.</p>
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		<title>Comment on How to be Full of Win by Hugh "Nomad" Hancock</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12484</link>
		<dc:creator>Hugh "Nomad" Hancock</dc:creator>
		<pubDate>Wed, 07 May 2008 15:02:37 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12484</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>I&#8217;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.</p>
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		<title>Comment on How to be Full of Win by Overman</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12472</link>
		<dc:creator>Overman</dc:creator>
		<pubDate>Wed, 07 May 2008 12:25:11 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12472</guid>
		<description>@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.</description>
		<content:encoded><![CDATA[<p>@Hugh, I find that shocking.  (Not that Hollywood sometimes does that, but that you&#8217;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.</p>
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		<title>Comment on How to be Full of Win by Hugh "Nomad" Hancock</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12458</link>
		<dc:creator>Hugh "Nomad" Hancock</dc:creator>
		<pubDate>Wed, 07 May 2008 09:22:22 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12458</guid>
		<description>"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.</description>
		<content:encoded><![CDATA[<p>&#8220;the Bloodspell idea came before any of that, right&#8221; - 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&#8217; room, just like they do it in Hollywood! And &#8220;who will like this and why?&#8221; was a major consideration in the film&#8217;s design.</p>
<p>(Which approach produces series like Buffy the Vampire Slayer and Battlestar Galactica, hence the reason I did it.) </p>
<p>I came to BloodSpell with one idea - &#8220;let&#8217;s make a fantasy movie&#8221;.</p>
<p>Now, there were upsides and downsides to that approach, but on the whole I&#8217;ll probably use it again.</p>
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		<title>Comment on How to be Full of Win by Overman</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12420</link>
		<dc:creator>Overman</dc:creator>
		<pubDate>Wed, 07 May 2008 07:25:22 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12420</guid>
		<description>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!</description>
		<content:encoded><![CDATA[<p>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.</p>
<p>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 &#8220;views&#8221; are the standard measure, it&#8217;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!</p>
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		<title>Comment on How to be Full of Win by Tom</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12418</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Wed, 07 May 2008 06:55:18 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12418</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>What a great subject. This is exactly the reason why this is my first net station every morning.<br />
Just want to add couple maybe interesting facts.<br />
First of all, I didn&#8217;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.<br />
My old movie made in HL2, &#8220;Puppet&#8221; (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&#8217;t want to do that - but number of viewers was low.<br />
&#8220;Circus&#8221; had excellent critics, won some festivals - but number of viewers was low.<br />
&#8220;Toybox&#8221;, 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.<br />
And now the most interesting part - it looks that my most successful movie was CrazyTalk&#8217;s &#8220;I am&#8221;. This movie was made in two days, it is dark poem again, but I&#8217;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).<br />
Number of viewers, 2500 low but big hit for my case.<br />
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.<br />
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.<br />
Strange, but I started to enjoy in that. To hell with numbers.</p>
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		<title>Comment on How to be Full of Win by Overman</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12388</link>
		<dc:creator>Overman</dc:creator>
		<pubDate>Wed, 07 May 2008 01:29:08 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12388</guid>
		<description>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 &lt;a href="http://z-studios.com/forum/" rel="nofollow"&gt;new forum&lt;/a&gt;, 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.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think you missed anything recent, no. I&#8217;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&#8217;ll figure it out&#8230; If it is even formulaic, an assertion I think warrants further examination.  Come join my <a href="http://z-studios.com/forum/" rel="nofollow">new forum</a>, let&#8217;s talk about it more!</p>
<p>As for Bloodspell, I know you did heavy promotion and some focus grouping (a bit more of the latter than I&#8217;d have had patience for), but the Bloodspell idea came before any of that, right?  That was my main emphasis there&#8230; 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&#8217;s what I think.</p>
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		<title>Comment on How to be Full of Win by Hugh "Nomad" Hancock</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12366</link>
		<dc:creator>Hugh "Nomad" Hancock</dc:creator>
		<pubDate>Tue, 06 May 2008 22:38:53 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12366</guid>
		<description>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...</description>
		<content:encoded><![CDATA[<p>Yep, I agree with nearly all of that! There are definitely numerous other issues that impact how successful a film is. </p>
<p>I&#8217;ll be writing another post on the topics raised from all the discussion later this week or early next, most notably the &#8220;Make What You Love&#8221; part. (BTW, although it may be a little self-absorbed, I&#8217;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.) </p>
<p>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&#8217;s a top-notch piece of Machinima - I assumed it&#8217;d be very, very successful, and was startled when it wasn&#8217;t.</p>
<p>I&#8217;d note that actually I&#8217;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&#8217;t know the poem beforehand. It polarised people, but I&#8217;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. </p>
<p>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&#8217;t recall any&#8230;</p>
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		<title>Comment on How to be Full of Win by Overman</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12361</link>
		<dc:creator>Overman</dc:creator>
		<pubDate>Tue, 06 May 2008 22:03:09 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12361</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>Oh Todd. <img src='http://z-studios.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> 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&#8217;s own business?  Or declare independence from a tyrant to found a democracy?</p>
<p>Starting over is hard, and it&#8217;s scary.  No one said it would be otherwise, as far as I know.  Not being beholden to people who don&#8217;t give a crap about your interests&#8230; it&#8217;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.</p>
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		<title>Comment on How to be Full of Win by todnyc</title>
		<link>http://z-studios.com/blog/2008/05/06/how-to-be-full-of-win/#comment-12355</link>
		<dc:creator>todnyc</dc:creator>
		<pubDate>Tue, 06 May 2008 21:09:12 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=310#comment-12355</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>Okay Okay Okay. </p>
<p>Old formula for view count.</p>
<p>x(game)+ x(music/soundtrack)= views<br />
x=popular</p>
<p>Quality sometimes relevant.</p>
<p>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. </p>
<p>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&#8217;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.</p>
<p>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?</p>
<p>sorry for the cynicism, also poetry? I mean poetry&#8230; on youtube? I&#8217;ll be doing stick figure Beckett next week.</p>
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		<title>Comment on 52: An Announcement by Leo Lucien-Bay</title>
		<link>http://z-studios.com/blog/2008/05/02/52-an-announcement/#comment-12263</link>
		<dc:creator>Leo Lucien-Bay</dc:creator>
		<pubDate>Tue, 06 May 2008 10:11:37 +0000</pubDate>
		<guid isPermaLink="false">http://z-studios.com/blog/?p=308#comment-12263</guid>
		<description>Saw this late as usual. Sounds great Phil, I'll be watching keenly.</description>
		<content:encoded><![CDATA[<p>Saw this late as usual. Sounds great Phil, I&#8217;ll be watching keenly.</p>
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