Friday, October 9, 2009

Super Mario 64 and the Introduction of the Camera

Written By Chris Solis


Introduction
On September 29th, 1996 Nintendo released Super Mario 64 as the flagship launch title for their new console, the Nintendo 64. Nintendo has always believed in focusing on a new "element" from the previous generation and the N64 was Nintendo's launch into the world of Three Dimensions. We have seen third dimension titles from Nintendo before; Star Fox (Nintendo, 1993) was a huge hit and even earlier third dimension was seen on the early First Person Shooter’s. Gamer's were used to two dimensional space and Nintendo needed to convince the gamer to not only enjoy three dimensional space but also be able to understand and navigate three dimensional space; It was time to introduce 3D space to the main stream and masses. Mario 64 revolutionized the platforming genre and agreeably carried elements of 3D game play to games today.



The Box Art of Super Mario 64




The Opening Crane shot of Super Mario 64

What function does the crane shot serve in our film language?  The crane shot is usually used to establish location in most contemporary film we see today though it is also used to establish space. Famously Touch of Evil (Orson Welles,1958) uses a long crane shot to establish space. More recently Children of Men( Alfonso CuarĂ³n ,2007) uses extremely long takes to provoke a sense of journey. We understand a close up means “remember this” and we understand a crane or establishing shot means “ this is where we are”. It seem so obvious now because our film language is so developed but you had to be taught this. It now works on a subconscious level. Mario 64 uses our film language to help us understand it’s 3D space;Space and depth is illustrated to the viewer as the camera cranes around the opening environment. There are no cuts until we are put into the control of the characters. This crane shot was the first step to making the player understand the new play environment by tapping into everyone’s film language.



The Opening Scene of Mario 64


The Two Main Characters
The game opens with a premise; Peach has baked us a cake at the castle and we are invited. Once she fades out we are introduced to something very new to the world of gaming; the camera. This new element is presented before us as Lakitu takes his camera on a crane (literally) for a spin around our new environment. After the space is established we are introduced into our main character, Mario. Consider the order of presentation. In a traditional story telling platform we would first talk about the Main character(s) then the plot or present a plot and plug in the characters. That information wasn’t enough for the introduction to 3D space. We now had to introduce another constant even before we introduced the main character. So why do we introduce the camera before we introduce the main character? Simply the camera is more important then Mario in this title. Yes mario saves the princess but the function of camera and the use of the camera is what other 3D games lacked and Mario 64 presented to the industry. We are always playing as two characters from the beginning to the end of the game. The two heroes of early 3D, Super Mario and the camera.



Lakitu and the Personification of the Camera

Nintendo was faced with the problem of the personification of the camera. With the player having control over the camera it was uncertain if it would lead to the feel of the player voyeuristically following Mario around. Another problem was what if the camera didn’t feel like a point of view shot and instead felt like the eye of another in-game entity. Remember this was a time of uncertainty when we didn’t know how the control of the camera in space would be interpreted by the player. Why don’t we have to explain the camera in cinema? The truth is the camera is consistently being explained with the control of the frames angle, movement, and subject matter. When the camera isn’t explained we always feel the view is from a persons perspective. Sometimes the film maker will do this intentionally to give a sense of voyeurism or intention of a character. Even in amateur film making, if the film’s perspective isn’t explained in some way you will think of “they poorly filmed this” , “ why did they use this shot?”, or something of that nature. They key word there is “they”. You are always thinking of the camera’s entity when it isn’t hidden explained or concealed in film language. Considering the camera’s identity became a problem since we have no way to conceal it. Given those circumstances, Nintendo decided to personify the camera as Lakitu. Lakitu serves as an in game reason why we are getting the opening crane shot of the castle and even more dynamic angles as we play the game. If the player ever felt the presence of the camera the reason would be it’s Lakitu.


Our camera man



Conclusion
Super Mario 64 was a benchmark for many reasons though the most important reason is the camera. It helped us understand 3D space for the first time by tapping into our film language, it gave us the tools needed to navigate the space of the game ( c-buttons, Z snap back) and it personified the camera into a definable entity if the camera turned out to hold to much presence.


To Long. Did Not Listen Version:
1.) The opening crane shot taps into our film language to familiarize us with 3D space.
2.) The camera was personified as Lakitu to give reason for the presence of camera 4.)
3.)You play as two characters. Mario and Lakitu ( the camera)
4.) The camera is introduced before Mario because the camera is what’s important in  this title.


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Thursday, October 1, 2009

Site Syllabus

Good Evening,

The site is now cosmetically up and running. Here is what you can expect from this site. Bookmark and remember to visit every friday!

Game / Film Analysis 
-Once a week; Friday

The Game/ Film Analysis article will talk about a specific game/film in the form of critical study.
Over the plot and basic presentation of game/film like a review show would give you I'll talk about elements  like the atmosphere of a title, how does this game treat the player/viewer in it's own universe? The screen direction of a game/film, eye trace, sound direction and how all these elements control your gaming / film experience and expectations.  Parts of old and new titles will be talked about from an analytical and theoretical point of view. Can a game be art? For the titles under discussion we will assume so.This article is the meat of my blog.

My in progress Web Shows

- Shows will target the gaming culture
- Updates at they develop

I'm planning to make several web shows over the course of the next year with various groups of talent. The target audience is the gamer. Not the casual or hardcore gamer but rather the gamer who grew up with gaming; the gamer that regardless of skill level within the game can discover the community and personalities in this culture. Want to know more as they develop? Stay tuned here.

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Minor Posts
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Gaming Event Coverage

When I am able to attend a large gaming event I will cover various parts of the event when able. This isn't a professional game event coverage site like Getyourtournament.com but it is another eye to the event. You'll find video's and articles about the event.


You Tube videos

- about once of week regularly
- after an event all event's videos will be uploaded with in the week

The You Tube videos found in my channel are a unique blend. I upload all kinds of various things from gaming videos to personal adventures. When a video is related to the article it will be embedded into it.  Otherwise enjoy my carefully calculated play lists to met your interest.

Tuesday, September 29, 2009

CGC Grayfox on the visual medium

Good evening, readers!
In this blog I'll be sharing my thoughts and progress and adventures in:

My Master's Degree in Film and Television
My Competitive Gaming Experience


I'll be making ton's of student projects and soon a series of web shows for my degree. Find all about them on this blog! Take a look at my progress on the projects as a progess from idea to final product. In the world of competitive gaming, I'll be uploading video's and thoughts about the game I play casually and competitively. Gaming it a big part of my life and interestingly enough a big reason why I got into Film and Television; I wanted to tell stories and experiences like the games I grew up with told me. Subcribe, All media I produce on those catagories will be on this blog.

Ultimately there a huge parallels between what makes a good movie and a good video game. In this blog I'll be talking about my Film and Television - Directing studies and projects , my life and experiences as a competitive gamer and talking about the thin line between both mediums.