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Copyright 2006 Matt Daly mailtomeal
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There are three realms that I find myself sinking into on almost equal terms (these days, anyway). I live a normal life, elements of which make it worth living. I also play a lot of video games; I always have. In all the games I play I assume a role that is not exactly the one that I fulfill in real life. Whether the game is multi-player, persistent, or neither, I lose myself in the experience. Literally. Finally, each night I dream, and most of the time I can remember my dreams. On some occasions I attain lucidity and can control the events, settings, and characters within my dreams. In any event, the manifestations that I assume in these three realms exhibit three significantly different identities... and I'm most definitely not the only one.
The dynamics of each of these three realms, and my grasp on those dynamics, determines who I am at any given time, in any realm. This is a unique situation, to have three differing identities. Such fragmentation is brought upon by digital integration, and I believe is something beneficial to all of us who immerse ourselves in the virtual experience as well as the dream world. Obviously, everyone modifies their personality to a certain point during varied real-life encounters (whole libraries of literature have been written on the subject). This, I believe, is quite a bit different from basic personality modification. I believe that video games, more than any other medium, provide the mixture of interactivity and immersion in which the user is truly given the opportunity to experiment with his or her own tendencies, decisions, opinions, actions, and his or her overall personality.
The First Step: Somna
Being a multi-format film about fragmented identity in the digital era
Teaser Website
Rotoscoping, Live-Action Footage, and Machinima come together in this 30 min. short, telling the story of an individual whose reality becomes heavily jilted and confused, as he passes from what is ostensibly reality, dream, and virtual reality almost seamlessly, a different avatar or identity in each realm.
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The Plan
Somna was the initial step in a series of short films about the increasingly visceral role of virtual worlds and dreams in the post-modern age. Tapping from media and game theory, communications theory, philosophy, and design theory, I plan to embark on the production on more short(er) films, each with a more specific focus on one particularly impacting element of virtual worlds and their inhabitants. If Somna was a generalized analysis of identity fragmentation, then the upcoming series of shorts will be pointed and specific in their subject matter. Below is a list of braintstormed ideas for films; I will be adding to this list, and finally choosing four solid concepts that can be developed into 10-minute-or-less featurettes, working in conjunction with Somna, 30-min. in length at this time.
Current Pool of Short-Film Focii Ideas:
- Commerce - Business and commerce in MMO's

- Cosmology - Game designer's position as god in the virtual realm
- Love - Relationships, friendships, grudges, hatred, and love as experienced in MMO's
- Death - The experience of virtual death, and its impact on real life; conversely, the experience of real-life death and its impact on those loved ones in-game.
- Augmentation - Based on a real situation, a heavily disabled child transforms himself into a capable and powerful warrior/ smuggler/ thief/ what-have-you in-game.
- Phenomenology - Character recanting/reliving stories of virtual experiences as if he'd been there,
mixing and matching real-life, dream, and virtual experiences liberally and confusedly.
- Existentialism - Brain in a vat idea. Man assumes three radically different identities in and out
game, with no knowledge of the other two personae while in any particular realm.
- Gender Roles - Men and women experimenting with gender roles in-game, and the impact upon their real-life gender identity, sexual identity, and sense of capability or place in society (as well as their conception/manifestation of themselves in dream).
- Celebrity - Almost a super-hero story; an average citizen with a fairly ordinary real life assumes the role of a very powerful in-game avatar, highly praised and adored by the virtual community.
- (Mediated / Augmented) Socialization - Film would focus on a select group of (4 or 5) real-life friends that also form an in-game clan. Heavy contrast between in-group social hierarchy and the dynamics of the group between each world, as developed through differing sets of world mechanics and challenges.

- Politics / History - (possibly enough for two different shorts) A historical treatment of the advancement of generations of clans or in-game political groups, as they move from world to world. This may be more than a short film can handle, as it would naturally follow the chronology of MMO development, and how the dynamics of play have changed with each successive improvement or change to the cosmology of these worlds.

Learning From Somna
Through Somna , I aimed to address the notion of fragmented identity in the digital era, and its manifestations in various parts of our lives; dreaming, waking, and playing. The film focuses its attention on the three realms of dream, reality, and virtual-reality, and will portray how the blurred boundary between these realms in the post-modern age. I aim to establish a level of necessary ambiguity regarding the importance of these realms, to allow the audience to decide for themselves which realm is truly most appealing, more real or tangible. For this reason, the protagonist's identity is split into three personae, each a manifestation within one of the three planes of reality that he (she) experiences. While the characters, events, and use of visual motifs will be changed for the upcoming short(er) films, the approach that I took toward writing and producing Somna will remain intact.
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Media Theory & Game Studies
Games have been avenues of diversion throughout our cultural history. Through gameplay, people can engage in conflict and adventure, and establish an entirely independent diegetic universe for themselves and their playmates. However, while play has existed as long as we have, the (fairly recent) creation of the microchip and the advent of computer games have thrown game play onto a whole new trajectory. Video games allow users to bend their perception of reality and memory, as well as their own identities. Academic investigation of video games suggests that a combination of user imagination and game design allows the player to become nearly fully immersed into the game world. Richard Bartle (year) writes that “sometimes full immersion is likened to an altered state of consciousness” (p. 156). Alison McMahan concurs, as she cites Janet Murray's definition of immersion, when a game environment “takes over all of our attention, our whole perceptual apparatus” (McMahan 68). Nick Yee scrutinizes virtual communities under J.B. Walther's requirements for hyper-personal interactions, “interactions that are more intimate, more intense, more salient because of the communication channel,” positing that all of these elements exist within the virtual worlds of MMO's (Yee, 2004).
Just as Moore's law states that our technological capacity is increasing by orders of magnitude, so is the ability for developers to create much more fertile and realistic worlds for their players. As development continues, the interfaces through which we experience the virtual world (as well as film) are becoming less buffered and less disconnected from the user. In The Interface ¸ Lev Manovich discusses the inseparable roles of interface and content, in very much the same way that Marshall Mcluhan ( The Medium is the Massage ) and Scott McCloud address the issue . These three authors focus on different aspects of the interconnectedness of viewer, medium, and message in media as cultural texts. Manovich writes that “with a VRML interface, nature is firmly subsumed under culture.” (p)
It is the continually advancing and immersive nature of the interfaces through which we ingest hypertextual information and experience virtual life that is one of the growth points of radical identity experimentation and formation. In the novella True Names , Vernor Vinge writes a story about players who live the majority of their lives in the virtual world, and are so immersed that they come to identify much more so with their avatar, virtual environment and friends than with those in real life. Sherry Turkle, building upon McLuhan's global village idea, suggests that computer is playing a central role in our ‘retribalization.' Our identities, which are constantly in flux depending on our environments and social interactions, have the opportunity in the virtual experience to travel in various previously unavailable tangents.
So it has become that our media connect us to the world, and consolidate our communities and ideas into highly accessible nodes. Marshall Mcluhan spoke of the global village, how the world is actually getting smaller again, as we're all becoming hypertextually linked to each other. He wrote that “media, by altering the environment, evoke in us unique ratios of sense perceptions. The extension of any one sense alters the way we think and act- the way we perceive the world. When these ratios change, men change” (Mcluhan p.41). Players are allowed to be perceptually and psychologically immersed in the game world, and they begin identifying with the avatar, their representative manifestation in the game world. This most definitely has the potential to change a person, as it has changed me.
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The Process, & Film-Related Theory
It's difficult to pin down exactly where each decision comes from, but there is a synergy of style that I take great interest in. Philip K. Dick writes about the duality of the persona in A Scanner Darkly . I am inspired by Terry Gilliam's chaotic and frenzied film style and narrative content, as well as Michel Gondry's ingenious disruption of narrative structure and mise en scene . Donato Totaro works out an analysis of Fight Club , my favorite David Fincher film based on a book by one of my favorite authors, Chuck Palahniuk. Based on Gilles Deleuze's concept of the Rhizome , the arboreal symbol of research (and design) that involves the branching off in various laterals and exiting and re-entering at points along the narrative structure (or research) (Totaro). Deleuze's postmodern approach to epistemology resonates approximately with Descartes' implementation of methodological skepticism. The contorting and skewing of the narrative structure and visual content of the film will by default follow a branching, arboreal rhizome structure, as well as embracing a level of skepticism toward the idea of objective or ‘true' perception of reality, identity, and experience.
Manovich writes that “the designer of a virtual world is…a cinematographer as well as an architect”(p. ?). Film has occupied a dominant role in the dissemination of cultural texts and instruction since the early 20 th century. Directors and writers have, through film-making, been able to express ideas and emotions in a more visceral way. Manovich writes that “cinema is now becoming the cultural interface, a toolbox for all cultural communication." This particular film will take advantage of three visual motifs, and the production methods I follow will stem both from previous experience, as well as supplements, both personal and academic. Herbert Zettl's Sight, Sound & Motion explores the aesthetic qualities of film including framing, space & motion, and should serve as a good reference for cinematographical decisions. A large portion of the film will be machinima format. Paul Marino (year) and Matt Kelland (year) have also addressed some of the implications of using a video game as a filmic medium. The virtual director is given freedoms as well as hindrances that are not experienced in traditional film-making.
Every inch of this film's production has been permeated by the very substance of the message I've been trying to get across. There has been a synchronicity, a weird sort of resonance that has so naturally followed the course of this production. My first realization was that I had chosen automatically to set the dreams within rotoscoped World of Warcraft environments. Not only was this a very simple and efficient (not to mention beautiful) way to drive home the plausibility and fantastical nature of the dream world, but it was so incredibly appropriate in a conceptual level. The film's concept first came to me during a week when I had under a few circumstances had a very difficult time placing vague (but poignant) memories. Had I dreamt them? Where they in game? During that same week I also had a number of dreams that were thematically organized like video games I'd been immersed in as a child. Ultimately, the choice to use the WoW environments for the dream sequences was a good stylistic choice, but it was made for completely separate reasons, I believe.
The machinima element of this film brings to mind yet again what a profound impact that the virtual worlds are having on the art world, as well as nearly every other facet of modern day society. I have been embarking on virtual art in a non-tangible context for a while, and this film only made me immerse myself deeper into it. Again, it seems so appropriate that while I'm standing at cusp of the professional life, I find myself wandering the virtual environment with a semi-professional attitude. Having abstained from massively multiplayer games for a while, I seem to have returned to that realm under a new context. I believe this has allowed me a new ludological view on video games. Wandering about with the interests of finding the right shot, I have passed up mithril veins, very tempting gank kills, and other assumed trappings of MMO enjoyment. It is most interesting to think that at one time, it was the gamers who felt so out of place in the real world; Now, it seems that I takes a roll as preposterous as virtual cameraman/film-maker to feel out of place in virtual worlds that have become so normal to such a large spectrum of society.
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Dream & Philosophy
Stanford professor and research Stephen LaBerge's (year) Exploring Lucid Dreams , covers the topic quite thoroughly. It combines techniques for attaining lucidity, as well as documented instances of lucid-dreaming, and the psychological implications therein. On a more far-out, fictional level, Alan Lightman's Einstein's Dreams proposes a series of short stories in which time and space act idiosyncratically, and the implications therein. Much like the dream-world, a series of non-sensical outcomes arrive out of these scenarios, but are rationalized by the application of some of Einstein's core theories. I aim to address the implications of perceptual experimentation within the dream-world. The dream portions of the film will touch on ideas discussed both within pop culture regarding lucid dreaming as well as these literary works. The protagonist's dream self will be female, for instance, exposing the radical opportunity for identity revamping in the sandbox of the mind.
The schools of philosophy that seem to correspond well to the themes in this film (although the film was not a derivative of these schools) are phenomenology, skepticism, and branches of existentialism. McCloud, McLuhan, and Manovich describe the depth of experience that can be wrought from mediated engagement. The phenomenological approach was delved into largely by existentialist philosopher Jean-Paul Sartre. In his debut work, La Nausee , Sartre recants a heavy mescaline trip, wherein he faces, among other dark voids, the nature of the ‘naked existence.' He realizes (or convinces himself of the realization) of the existence of objects and environments independent of our selves. In the park scene, he writes, in reference to the people around him “I used to say like them: 'The sea is green; that white speck up there is a seagull', but I didn't feel that it existed, that the seagull was an 'existing seagull'; usually existence hides itself” (Sartre). This, according to him, was the first time that he was able to indulge in the idea of independently existing objects. When the ‘doors of perception' (Huxley) are shut, even our interaction with people and our environment is in our own perception merely an interaction with symbols and representations. In this traditional, unenlightened point of view, then, he retrofits the phenomenological approach to include not only direct experience, but actual representations of those experiences as well. These include cultural texts, such as theatre, literature, film, etc.
Renee Descartes takes the idea of the existence of objects a step further, and through an eight-step method, attempts to prove the existence of the mind independent of the corporeal body. Alison McMahan cites the humanities definition of presence in the virtual environment as “the feeling of being there.” Many players' virtual experiences are enough on par with those of tangible reality that even the traditional phenomenological approach applies well enough. Along that train of thought, the user is investing his mind thoroughly into the virtual experience, and any actual physical interaction required merely due to a current lack of an advanced interface. The film in large part will also fantasize the current interface technology, more along the lines of an advanced interface apparatus (i.e. not just a keyboard and monitor) that is more akin to total sensory immersion. In this way, I hope to equate the realms of dream, game, and life and integrate them successfully into each other. |

Visual Motifs
Rotoscoping
Rotoscoping was pioneered when film was a relatively new medium. It involved the drawing atop each frame of a filmstrip, so as to integrate animation effects in a live-action sequence. Today, with digital video editing tools, it's much simpler (and less permanently investing) to apply rotoscoping techniques. There are a variety of techniques that can be employed, depending on the desired effect, but after experimenting a bit, I've deduced that I'll probably be using two methods. Adobe Premiere allows the user to export a filmed sequence as a filmstrip or a batch of single-frame images. Those images can then be batch-processed through Photoshop, using the “cutout” filter (I'm currently looking for a better one, but can't seem to find one at the moment). The filter effectively rotoscopes each image for you, and then it's possible to re-insert thebatch into the premiere timeline. Voila, you have rotoscoping. The effect is adequate, but definitely not exactly how I'd like it. Touch ups are required in after-effects and illustrator.
Machinima
The virtual environments I will be using will be within a machinima format. Machinima is basically video game cinema, wherein the filmmaker uses the game world, characters, and in-game tools to create a film. Using fraps, a video capturing application, I will use various multiple game environments, including those from World of Warcraft. Furthermore, I will be doing some level design in such engines as Source (Half-Life 2).
Some would agree that memories from virtual adventures are comparable if not more vivid than memories of many real-life experiences (speaking from personal and shared experience). And the same can be said for dreams; many of us wake up in the morning incredibly disappointed at having been ripped away from an excellent lucid dream by our alarm clock. Finally, there are those of us whose fond memories are based strictly in reality. I hold memories from all three close to my heart, and hope to elicit mutual sentiments in the audience. The tone of the films will remain neutral, not suggesting that one realm is more superior then the other. The point is to establish that they're all starting to level off in their role of shaping identity through experience. |
... And Some Applicable Material
 Communications Studies, Ludology
Bartle, Richard. Designing Virtual Worlds . New York, 2004: New Riders Publishing.
Macmahan, Alison. Immersion, Engagement, and Presence: A method for analyzing 3-D videogames . Chp. 3 in The video Game Theory Reader , 2003, pp. 67-86
McCloud, Scott. Reinventing Comics: How imagination and technology are revolutionizing an art form . 2000. New York. Harper Paperbacks.
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McCloud, like McLuhan, addresses the effects of media convergence and experimental modes of artistic expression, as well as
McLuhan, M. (1967). The Medium Is The Massage . Madera: Gingko Press
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This pivotal work employs a textual-and-visual address of topics pertinent to mediated globalization (his prophetic "global village" framework), media hybridization, and digital integration at the advent of the microchip; a prophetic work that told the story of voluntary mediated evolution before it happened.
Manovich, L. (2001) “The language of cultural interfaces” excerpt from The Language of New Media
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Acclaimed game theorist Lev Manovich describes the inextricable link between interface and content; addresses the notion of the HCI, or human-computer interface, and how it shapes our inception of media material, particularly highly interactive worlds such as MMO's.
Murray, Janet. Hamlet on the Holodeck: The Future of Narrative Cyberspace. 1998. MIT Press
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Murray addresses in depth the concepts of agency and immersion, culminating toward a sense of "being there" in the virtual world. Also covers the inherently user-determined and continuously dynamic narrative that is developed continuously by inhabitants of virtual worlds, just as in the case of our real-life stories.
Sherry Turkle, “Aspects of the Self” Excerpt from Life on the Screen . 1995, New York. Simon & Schuster.
- An in-depth analysis into the identity experimentation and reformation possible through the agency of the virtual avatar.
Vinge, Vernor. True Names . 2001, New York. Tom Doherty Associates, LLC.
Yee, Nick. (2004). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage . In R. Schroeder & A. Axelsson (Eds.), Social Life of Avatars II London: Springer-Vertag.
Dream, Philosophy, Psychology, Sociology
Descartes, Renee. Meditations on First Philosophy
Foucault, Michel. The History of Sexuality: The Use of Pleasure. 1990
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Prolific philosopher and media theorist Michel Foucault addresses the malleability of gender identity, based on a myriad of contextual determinants, including social hierarchy, cultural practices, political systems, and generally the mechanics of the environment in question.
Lightman, Alan. Einstein's Dreams . 1994: Warner Books
Laberge, Steven. Exploring the World of Lucid Dreaming . 1990, New York. Random House
Philip K. Dick. Scanner Darkly . 1977, New York. Double Day & Co.
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This novel, along with Richard Linklater's Waking Life, are owed more a nod of inspiration than anything else. There are other works that've inspired me, but Linklater's visual motifs and Dick's portrayal of fragile human consciousness and identity are among the more visceral.
Sartre, Jean Paul. La Nausee . Paris, 2002. Gallimard Jeunesse Publishing
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Fathering spectic existentialism, Sartre's first work tells the story of a drug-induced realization of the "naked existence." He also recontextualizes the phenomenological approach to include the influence and teachings of cultural texts as well as immediate experience in cultivating our social selves.
Aesthetics, Design
Kelland, Matt et. Al. Machinima . 2005, Boston, MA. Thomson/Course Technology
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A manifesto on the dynamics of a very new and budding film form, wherein the virtual film-maker uses virtual environments as sets, game characters as talent, and the game engine's camera perspectives to create a movie.
Herbert. Sight Sound Motion : Applied Media Aesthetics . 2004. Wadsworth Publishing
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