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Features

Meet The Machinimakers: The 2006 Machinima
Festival Report
Popular
and acclaimed Machinima series “Trash Talk” and “This
Spartan Life” combine the live interview format with machinima,
swirling the spontaneity of real events into simulated machinima.
Not quite video game but not completely Larry King Live, both shows
have growing audiences of gamers and the internet community as
a whole, and continue to push limits of the possible content of
machinima. At the festival, I chatted with Chris Burke of “This
Spartan Life” and Matt Dominianni of “Trash Talk” on
their reasons for choosing machinima, their audience, and the future
of machinima.
This Spartan Life's Chris Burke
GS: How and why did you first start This
Spartan Life?
Chris Burke: My co-writer John Keats and I were working together
on some sound work. We had seen a bunch of Machinima and were really
interested
in it as a form. I wanted to do something like an art piece. When
I first come up with this idea, I thought it would be something
the Rhizome.org people would be interested in and I might post
it there; a few artists might think it was kind of cool. I knew
about Eddo Stern’s stuff. I had seen Red vs. Blue and
wanted to do something different. I had just gotten Halo 2 and
Xbox live at that point, and realized [Xbox Live] is really a social
space.
You’re in there and killing each other, but if you stop killing
each other for a second, it’s a social meeting place. You
can walk around, you can show people things.
There’s really a whole community there of people who specialize
in breaking the game or extending the gameplay into areas that
were not intended in the game. I got inspired by that phenomenon.
I thought a talk show would be the most rewarding thing you could
do there with the way that technology is now. You have the headset,
you can communicate with each other verbally. While the avatars
are limited in their movement, you can walk about and respond to
the 3D environment, do things in it. I thought it would be an interesting
to have a combination of a talk shows and documentary, like Bill
Moyers, where he interviews someone while he's walking.
GS: What have the responses been for TSL?
CB: We posted TSL on the web in July of 2005. It was received very
well from a whole difference audience that we never considered.
Several different audiences; one of which was gamers. G4 TV did
a story about it, and our site was knocked down by the hits that
we got. It got us out there to a lot of people that wouldn’t
have seen it. We had this really eclectic demographic. Half of
the audience was 15-20 year old gamers, and the other half of the
audience were media professionals and academics. It was weird walking
that line where we wanted to appeal to both of those sets of people.

Chris Burke (right) interviews Malcolm McLaren (left)
GS: In the
piece that screened at the festival, you interview media
provocateur Malcolm McLaren. You use your medium to appeal to
15-year-old gamers, a population that might not have been exposed
to McLaren. What do gamers think of your content?
CB: To the extent that it’s successful, it’s hard
to say. We definitely lose some of the gamers with the stuff we
do,
and
we lose some of the academics with the stuff that’s more
game-centric. There’s a lot of Halo in-jokes in
the show, gamer in jokes, L33t speak. Some of the academics don’t
really get it or aren’t interested in it. We try to balance
around the middle. We’ve had a lot of our fans say, "interview
this game designer, interview that guy who did the voice for Master
Chief in Halo." While we’re very interested
in that, I feel like that’s the easy way out. That would
be limited what we do.
I want to interview people who have nothing to do with games,
or would be fascinated with what you can do in a game. People like
Malcolm [McLaren] walk around that game, and was like, “This
is weird!” He doesn’t really come across like that
in the show but during the interview he would say, “I seem
to be lost, the whole place is falling down!”
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