Tightrope Walking on the Threshold of Virtual Reality: Phil Solomon’s Filmmaking in Grand Theft Auto

Hava Aldouby
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Abstract

In the last two decades, moving-image artists have ventured into the world of popular video games, crossing the threshold and asserting agency in the game world. Filmmaking in the terrain of virtual reality was made possible around the turn of the millennium by the development of first-person shooter (FPS) games. Now able to interact with a real-time game engine, gamers could influence the narrative and move freely in virtual environments.1 The present essay addresses the shift to filmmaking in video games, through a close look at one filmmaker’s venture into the gamescapes of Grand Theft Auto (hereafter GTA), a widely popular game of street gang warfare. Phil Solomon, an experimental filmmaker and a prominent figure in the American film avant-garde, shifted to virtual reality in 2005. Crossing over from film-based work to the virtual domain, he has produced a corpus of short films under the title In Memoriam (Mark LaPore 1952–2005), referencing the suicide of his close friend and fellow filmmaker. An uncanny note suffuses these films, very unlike the irony that generally characterizes machinima – the generic title for in-game filmmaking. Machinima is primarily associated with “media resistance ... entrenched in radical politics.”2 In the present essay, I prefer considering Solomon as a romantic tightrope walker, poised precariously on a thin dividing line and eternally suspended between unreachable points of safety. Taking up Mieke Bal’s concept of “migratory aesthetics,”3 this essay will discuss Solomon’s voyage through GTA’s “unhomely”4 spaces and how it maps onto the migratory condition that is deeply affecting contemporary culture.5 Attention to the “aesthetic dimension of the social phenomenon of the movement of people,” to quote Bal,6 may shed new light on filmmaking in the liminal spaces of game worlds, as a cultural practice that taps migratory tensions and anxieties. As noted by Soraya Murray, the sites of Grand Theft Auto function as “stages upon which to act out modes of compensation for the extreme instability of ... subject position, financial status,
在虚拟现实的门槛上走钢索:Phil Solomon在侠盗猎车手中的电影制作
在过去的二十年里,动态图像艺术家冒险进入了流行电子游戏的世界,跨越了门槛,在游戏世界中主张代理。在千禧年前后,第一人称射击游戏(FPS)的发展使虚拟现实领域的电影制作成为可能。现在玩家能够与实时游戏引擎进行互动,从而影响故事情节并在虚拟环境中自由移动本文通过一位电影制作人对《侠盗猎车手》(以下简称GTA)这款广受欢迎的街头帮派战争游戏的冒险经历,探讨了电子游戏中电影制作的转变。菲尔·所罗门(Phil Solomon)是一位实验电影制作人,也是美国电影先锋派的杰出人物,他在2005年转向虚拟现实。从基于电影的作品跨越到虚拟领域,他以“纪念”(Mark LaPore 1952-2005)为名制作了一系列短片,引用了他的密友和电影制作人同事的自杀。这些电影中弥漫着一种不可思议的气息,与machinima(游戏邦注:游戏内电影制作的通用名称)的讽刺风格截然不同。Machinima主要与“媒体抵抗……在激进政治中根深蒂固的在这篇文章中,我更愿意把所罗门想象成一个浪漫的走钢丝者,摇摇晃晃地站在一条细细的分界线上,永远悬在无法到达的安全点之间。本文将采用迈克·巴尔的“迁徙美学”概念,讨论所罗门在GTA“不寻常”空间中的航行,以及它如何映射到深深影响当代文化的迁徙状况关注“人们运动的社会现象的美学维度”,引用Bal的话,6可能会在游戏世界的有限空间中为电影制作提供新的视角,作为一种利用迁移紧张和焦虑的文化实践。正如Soraya Murray所指出的那样,《侠盗猎车手》的网站是“为极端不稳定的……职务、财务状况、
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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