The Subjective Shot in Movies

The one really intriguing thing about Galloway’s essay to me was about the subjective shot in movies. I never really thought about the different points of views that can be seen in movies because to me it just seemed normal for the movie. The two points of view that stood out to me the most from the essay were the mental affect and the criminals and monsters. The mental affect view shows “the optical perspective of a drugged, drowsy, drunk or otherwise intoxicated character” (46). This point of view is really cool to me because it shows a person’s mental state in a way that you may not normally see. I tried to think of a recent movie where this technique could have been used but I could not come up with one. The other point of view mentioned is the view from criminals and monsters, otherwise known as predatory view. This view is obviously the scariest because it gives you the view from the monster or criminal and usually it’s the monster or criminal hunting its prey. To me this is the most suspenseful view because as you see the monster or criminals view you are wondering what their next move is. Another thing that I noticed about this article is that most of the movies he referenced are old movies. I only heard of a few of them but what I’m wondering is if the first person point of view is a technique of the past or can it be seen in movies today?

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Perspective: Yours or Mine or Ours?

We all know what a first-person story sounds like, but what does it look like?  A regularly-shot film with a voice over?  A single, continuous shot from one perspective?  Does it change when you are the story?  When you make the story?  When you play a game?

Galloway begins to answer these questions with his lengthy exploration of “subjective” (first-person) perspectives in film as a way to understand first-person-shooter (FPS) games.  First, subjective shots are not point-of-view (POV) shots.  POVs reveal what the character would see, but they remain stationary (or pan smoothly).  Subjective shots move (often with jerky, shaky motion) as the character, revealing what the character sees and feels.  Subjective shots are rarely used in film, but when they are, they almost always have a “negative vision.”  Generally, they are used in four ways:

1)        to demonstrate vertigo/intoxication/passing out (love interest’s face and voice blurs as hero faints),

2)        to communicate emotional isolation from a group (pan through a hostile classroom on the first day of school)

3)        to make the view feel hunted (monster or criminal stalks protagonist)

4)       to represent machine vision (numbers, grids, and text overlay the image.) In response to their unfamiliarity and negativity viewers find subjective shots unpleasant.  But not so with FPS games.

Sadly, Galloway’s analysis of viewer psychology ends here, but I would like to suggest that viewers and players react so differently to the technique due to the ownership of perspective.  As Galloway emphasizes, “subjective shots mean to show the exact physiological or emotional qualities of what a character would see” (emphasis mine.) Thus a subjective film shot is meant to take the viewer as far into the character’s experience as possible.  In contrast, FPSs attempt to take the player as far into the game experience as possible.  No character with psychological burdens disturbs the intimate perspective.  The perspective is not a characters; it is your own.  Could our reactions differ because we are uncomfortable with such a close relationship to a character?

Perhaps, but something deeper is also going on.  As Branigan observes, “In the case of character sight, what is important is not so much that the character sees something, but that he experiences difficulty in seeing. What is revealed is not the external object of a glance nor an internal state of the character, but a condition of sight itself.” Audiences dislike subjective perspective because they become subjected to the anxiety of incomplete vision.  In films, a subjective perspective means that the audience has no control over the situation; they cannot see anything outside of the frame and they cannot obtain an “objective” view.  Thus they become vulnerable, forfeiting the safety and omniscience of conventional viewing.  By giving up their unique, multifaceted perspective and taking another’s, they are, in some way, giving up their humanity and right to have their own view.  But in video games the player has complete control over his sight.  He is not restrained by a director.  He owns his actions controls his destiny.

Thus filmic and gamic subjective perspectives are both about movement; the first about experiencing the character’s physical and emotional movement, and the second about the player’s movement through constructed space.  The two differ in the type of movement.  FPSs offer the play an active role in deciding movement while subjective films force the viewer to passively experience someone else’s movement.  While FPSs may have inherited subjective perspective, they succeed where film failed since they offered the player control.

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Origins of the First-Person Shooter

The moment I read the title of Chapter 2 in Galloway’s Gaming, I was instantly excited.  I thought the chapter would make mention of the first games that incorporated first-person shooting.  I figured the chapter would be all about Doom and the revolution it started.  I am partial to first-person shooters, from Goldeneye to Half-Life to Halo to Call of Duty, they are one of two consistent game types I buy (the other being sports games).  I soon found out that my assumption was wrong.  The chapter was all about how film influenced the invention of the first-person shooter, which did not turn out to be such a bad change from what was expected.

When reading the chapter it surprised me that no film since Lady in the Lake has attempted to film a whole movie in first person subjective.  While movies have flirted with a similar idea in using a video camera as the perspective, such as The Blair Witch Project or Cloverfield, the camera switches hands a few times and doesnt have the same feel as would a first person subjective shot.  With movies moving more and more towards gimmicks such as 3D to invigorate movies or try to invest in a new idea, one would think that a whole untapped perspective of movies would be jumped upon.

Galloway touched upon one difficulty of having a whole movie shot from the first person subjective is that movies are normally continuous.  He argues that the reason the angle can succeed in games is because players play “during the interstices between other actions.”  I however, have more faith in filmmakers.  If one has seen the movie Memento then they would know that a continuous storyline is not necessary.

Would anyone else be intrigued by a movie shot in the first-person subjective angle?

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Game time versus Cinema time

I had some trouble understanding Galloway’s description on pages 65-67 of how video games and cinema differ in the definition of time.

He says that video games can be paused, sped up, slowed down, and restarted. But movies can do all of this if you are watching them at home also. He states that a movie must “transpire through time in order to be played, to be experienced”. If you pause a movie, i agree that you do loose the flow of it and the experience is different. But if you pause a game, don’t you also loose that flow? Although, video games were made to be paused and picked up again at a later time, so is this the point he is trying to get across?

He then goes on to talk about how in The Matrix, the “bullet time” is actually a gamic cinema, where the aesthetic of games takes over that of cinema. Is he saying that anytime there is slow motion or something is sped up in a movie, it is a game moment? For example, in a romantic comedy where they guy and girl run in slow motion towards each other, is this another example of gamic cinema, because traditional cinema did not do this?

I agree with his hypothesis that games and cinema have played off each other and learned from each other for years. The two mediums are definitely linked.

But if anyone can offer a better explanation of his point here, I would appreciate it.

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Five things you never knew about Pac-Man

This story was on the Yahoo! front page. Just some interesting tidbits about the creation of the characters.

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History of “Combos” in videogaming

Here is a Wikipedia entry on the history of combos.

The article mentions how the combo was left in as a “design defect” or glitch in Street Fighter II. Here is a video of the glitch mentioned (go to 1:22).

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GDC Video Game Awards

Check out the GDC Video Game Awards; independent Minecraft took five!  Links to the games here and USA Today’s coverage here.

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Video Game Music Awards

http://www.g4tv.com/thefeed/blog/post/710690/Why-Video-Game-Music-Deserves-A-Dedicated-Grammy-Award.html

We discussed in class how the limitation of hardware dictated what sounds could be created, thus shaping the music.  In the case of the Atari 2600, some pitches were not even in tune.  In the modern era, technology has advanced to the point where masterpieces using full orchestras can be included in video games.  One use of the modern level of sound fidelity is Baba Yetu, used in Civilization IV, as was mentioned last class.  Even if the status of video games as art is debatable, music is certainly an established art form.  The music in video games can be quite influential in establishing the mood of a game, so why not have a dedicated Grammy award category for it?  There is not one yet, simply a category for “Score Soundtrack Album For Motion Picture, Television Or Other Visual Media,” a rather long and non-specific category.  This article argues that one of the reasons that video games should not be lumped into this category with film and TV is that many more games with decent soundtracks are released yearly than TV shows or movies.  Additionally, this will help to legitimize video games as an artistic medium, by putting them on equal footing with film as opposed to just an element of a catch-all category, a mere footnote.

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Typing of the Dead

If you want to improve your typing skills this would be the way to do it. Typing of the Dead combines a zombie game with a typing tutor. Needless to say, this would have you typing like a champ in no time! Blasting zombies, saving people, and typing silly phrases makes for an excellent combination of an educational-action game. Unfortunately I could not find an online flash version of the game and downloads for it looked sketchy. Try to play at your own risk.

If this interests you there is more info on it at Wikipedia.

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The Evolution of Video Game Music

The article The Evolution of Video Games from NPR gave an interesting but brief history of the music in video games. Reflecting on the musical background of video games today, I realized how extensive this evolution actually is. The sound of the first video games, Pong, Pacman, etc. was relatively low level and simple. Today we have entire orchestras doing the sound on games at conferences like Video Games Live. The most intriguing line of this article was stated by Tommy Tallarico (a video game composer) “It’s for this reason that I’ve always said that if Beethoven were alive today, he’d be a video game composer.” The concert violinist interviewed said that because video game composers are restricted, Beethoven would not have appreciated being tied to the outcome of the game when writing his music. Personally, I think that Beethoven might sell some of his compositions for video games if he was in a tight spot for cash but I cannot see Beethoven taking a job as a video game composer. What do you guys think?

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“Spent”

http://playspent.org/

A friend of mine posted this on Twitter over the weekend. It’s a game created by/sponsored by the Urban Ministries of Durham in Durham, NC (the town closest to Raleigh).

Here’s the description of the game:

We’re going to challenge the way you think about poverty and homelessness.

Work hard. Do the right thing. Homelessness is something that will never happen to me. Sometimes, all it takes is one life-changing experience to land you on the streets: a job loss, death of a loved one, divorce, natural disaster, or serious illness.

Next thing you know, a chain of events sends things spiraling out of control…

How would you cope? Where would you go? What would you do? Figure something out, right?

We invite you to take the challenge…

I played it a couple of times–it’s very, very interesting. I wouldn’t say it was fun, exactly, but it definitely got me thinking. You have to make a lot of tough choices throughout the process. At the same time, it also challenged my view on games and play–is simulating difficult, strenuous life choices really “play”? Anyhow, I hope you play it and that it gets you thinking about how some of the issues we’ve discussed might tie in to this.

–Hayley

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My Play Aloud

http://www.youtube.com/watch?v=hbM4sYkT-4Y

I played the Silver Surfer, if you watch you will see that it is not a fun game…

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I feel…epic

I have never gotten sick of listening to the music from Halo. In class we talked mainly about the simple origins of music in video games. To me Halo (especially the halo 2 soundtrack) represent a mature expression of music within the video game genre. The wiki article on the subject has a number of cool facts:

  1. More then 100,000 copies of the soundtrack were sold.
  2. The composer, Martin O’Donnell got addicted to the halo series while playing them as research for his musical composition.
  3. The total length of the two soundtracks for the second game are 2 hours and 20 minutes long.
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Video Games Live

Video Games Live Intro is a video of an orchestra providing the sounds for video games.

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Instant Messaging Sound Alerts

In class and on the blog, we talked about the use of sound bytes and the emotional effects they have on the player. A pleasant sound with ascending notes reinforces “good” or productive activity and is part of the “reward” a player gets from playing the game. Most of us have had experience using instant messaging programs, from the original, widely used AOL Instant Messanger (AIM) to the currently prominent Facebook Chat. In both of these programs, a default sound is assigned for when one receives a new instant message. Facebook, of course, recently changed the default alert sound from a “pop” to an arguably more pleasant “tone.” One benefit of Facebook chat, however, a factor that adds to the “coolness” factor of Facebook, is that there are no other alert sounds for the chat, such as when one of your friends signs on or offline. In AIM, however, default alert sounds include a squeaking door opening for someone signing online, and a slamming door for someone signing off. Most of us respond positively at the prospect of a new message, so we associate these alert sounds with excitement and the comfort of friendship. When these sounds are used in other contexts, however, it is unsettling and surprising to hear the alert without the consequential automatic response of a new message.

This song is a mix of sound effects from AIM, it is interesting to observe the initial Pavlovian responses to these sounds in a different context. This song made its debut in an online game called Flash Flash Revolution, a PC version of Dance Dance Revolution for the fingers.

AIM Anthem

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