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	<title>Comments on: The coke taste of machinima</title>
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	<description>Motionographer shares the best in design and moving media, from student work to feature films.</description>
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		<title>By: wabash</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1339</link>
		<dc:creator>wabash</dc:creator>
		<pubDate>Thu, 17 Aug 2006 20:30:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1339</guid>
		<description>Closer and closer, now here, the video game &quot;look&quot; finds it&#039;s way to the t.v. screen.  I think this ad hit the nail on the head for the male teen gaming coke drinking demographic.  
About Machinima, what about some kids shows that are on T.V. using realtime &quot;game type&quot; engines, (i.e. motionbuilder, and brainstorm) used to create virtual backdrops for live-action shows like Nick Jr.&#039;s &#039;Lazytown&#039; or PBSKids &#039;It&#039;s A Big Big World&#039;.  These shows are using realtime technology for virtual backdrops.  The characters unlike Machinima are puppetes or real people.  
I look forward to the evolution of Machinima and what it will bring television/film and the new techniques to create this realtime media.  I know this commercial used non-realtime techniques to get the look of GTA but it does show us that this look can be palletable on TV.</description>
		<content:encoded><![CDATA[<p>Closer and closer, now here, the video game &#8220;look&#8221; finds it&#8217;s way to the t.v. screen.  I think this ad hit the nail on the head for the male teen gaming coke drinking demographic.<br />
About Machinima, what about some kids shows that are on T.V. using realtime &#8220;game type&#8221; engines, (i.e. motionbuilder, and brainstorm) used to create virtual backdrops for live-action shows like Nick Jr.&#8217;s &#8216;Lazytown&#8217; or PBSKids &#8216;It&#8217;s A Big Big World&#8217;.  These shows are using realtime technology for virtual backdrops.  The characters unlike Machinima are puppetes or real people.<br />
I look forward to the evolution of Machinima and what it will bring television/film and the new techniques to create this realtime media.  I know this commercial used non-realtime techniques to get the look of GTA but it does show us that this look can be palletable on TV.</p>
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		<title>By: brandj</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1336</link>
		<dc:creator>brandj</dc:creator>
		<pubDate>Tue, 15 Aug 2006 04:31:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1336</guid>
		<description>You also have to think about all the countless game commercials on tv that require a certain amount of &quot;actual game footage&quot; per spot. Vice City and Grand Theft Auto certainly have had huge television campaigns, not to mention all of EA&#039;s sports titles, etc. Those commercials may be many people&#039;s actual exposure to the look of current video games.The commercial is actually playing off of the conventions of commercials, more than anything else, and poking fun at the whole &quot;I&#039;d like to teach the world to sing... &quot; campaigns of yesteryear. Remember those?</description>
		<content:encoded><![CDATA[<p>You also have to think about all the countless game commercials on tv that require a certain amount of &#8220;actual game footage&#8221; per spot. Vice City and Grand Theft Auto certainly have had huge television campaigns, not to mention all of EA&#8217;s sports titles, etc. Those commercials may be many people&#8217;s actual exposure to the look of current video games.The commercial is actually playing off of the conventions of commercials, more than anything else, and poking fun at the whole &#8220;I&#8217;d like to teach the world to sing&#8230; &#8221; campaigns of yesteryear. Remember those?</p>
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		<title>By: carniceria</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1335</link>
		<dc:creator>carniceria</dc:creator>
		<pubDate>Mon, 14 Aug 2006 19:35:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1335</guid>
		<description>that lonely island skit is GREAT. my problem with machinima lately has been its arbitrariness. too much like: &#039;i&#039;m doing this in a video game and you should be entertained enough by that fact to overlook bad writing.&#039; that skit was just hilarious tho...   &#039;i&#039;m glad i wore these pants today...&#039;</description>
		<content:encoded><![CDATA[<p>that lonely island skit is GREAT. my problem with machinima lately has been its arbitrariness. too much like: &#8216;i&#8217;m doing this in a video game and you should be entertained enough by that fact to overlook bad writing.&#8217; that skit was just hilarious tho&#8230;   &#8216;i&#8217;m glad i wore these pants today&#8230;&#8217;</p>
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		<title>By: Tread</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1334</link>
		<dc:creator>Tread</dc:creator>
		<pubDate>Mon, 14 Aug 2006 18:19:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1334</guid>
		<description>don, you are miss-quoting me. I never said I liked how they look like video game dudes because they are low poly. In fact it&#039;s the exact opposite, and was merely proposing the question that if they were low poly, closer looking to how the game actually looks, would it have been a better result.</description>
		<content:encoded><![CDATA[<p>don, you are miss-quoting me. I never said I liked how they look like video game dudes because they are low poly. In fact it&#8217;s the exact opposite, and was merely proposing the question that if they were low poly, closer looking to how the game actually looks, would it have been a better result.</p>
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		<title>By: THA_DON</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1333</link>
		<dc:creator>THA_DON</dc:creator>
		<pubDate>Mon, 14 Aug 2006 17:51:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1333</guid>
		<description>Nice write up tread, great insight into the world of motion. Machinima makes me scratch my head too. I also like how they make them look like &quot;video game&quot; dudes like you say, low poly e.t.c, really good observation!</description>
		<content:encoded><![CDATA[<p>Nice write up tread, great insight into the world of motion. Machinima makes me scratch my head too. I also like how they make them look like &#8220;video game&#8221; dudes like you say, low poly e.t.c, really good observation!</p>
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		<title>By: D</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1332</link>
		<dc:creator>D</dc:creator>
		<pubDate>Mon, 14 Aug 2006 17:49:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1332</guid>
		<description>At http://www.thelonelyisland.com/nintendo.html I feel they did a really good job with machinima.</description>
		<content:encoded><![CDATA[<p>At <a href="http://www.thelonelyisland.com/nintendo.html" rel="nofollow">http://www.thelonelyisland.com/nintendo.html</a> I feel they did a really good job with machinima.</p>
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		<title>By: govinda</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1329</link>
		<dc:creator>govinda</dc:creator>
		<pubDate>Mon, 14 Aug 2006 03:19:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1329</guid>
		<description>Machinima is hard to understand and predict, and I&#039;ve had some association with it. As DeftCommunication said, it&#039;s more than you give it credit for. But is it as much as he gives it credit for? I&#039;ve lived through way too many overhyped &#039;next things&#039; to even raise an eyebrow until it shows more.

For one thing, machinima is still a lot of work. Presently the tools are rudimentary for telling a story. If you look at Bells and Spurs 

(http://www.machinima.com/films.php?id=2079)

That&#039;s machinima done in Second Life. What you&#039;re looking at is actors playing their avatars, timing their gestures to the scene. I actually met one of the &#039;actors&#039; in-game as she was on the way to her &#039;scene&#039; in full costume--very strange. 

Since most games still use chat text and voice for expression rather than gesture and facial expression, acting is very limited. It had to have been grueling for the crew and the director (who was one of the workers at Linden Labs, maker of Second Life). 

This next weekend I&#039;m going to peek in to a conference session with Bedazzle and other machinima companies (yes there are &#039;comapanies&#039; doing this) at the Second Life Community Convention and see what they think the deal is.</description>
		<content:encoded><![CDATA[<p>Machinima is hard to understand and predict, and I&#8217;ve had some association with it. As DeftCommunication said, it&#8217;s more than you give it credit for. But is it as much as he gives it credit for? I&#8217;ve lived through way too many overhyped &#8216;next things&#8217; to even raise an eyebrow until it shows more.</p>
<p>For one thing, machinima is still a lot of work. Presently the tools are rudimentary for telling a story. If you look at Bells and Spurs </p>
<p>(<a href="http://www.machinima.com/films.php?id=2079" rel="nofollow">http://www.machinima.com/films.php?id=2079</a>)</p>
<p>That&#8217;s machinima done in Second Life. What you&#8217;re looking at is actors playing their avatars, timing their gestures to the scene. I actually met one of the &#8216;actors&#8217; in-game as she was on the way to her &#8217;scene&#8217; in full costume&#8211;very strange. </p>
<p>Since most games still use chat text and voice for expression rather than gesture and facial expression, acting is very limited. It had to have been grueling for the crew and the director (who was one of the workers at Linden Labs, maker of Second Life). </p>
<p>This next weekend I&#8217;m going to peek in to a conference session with Bedazzle and other machinima companies (yes there are &#8216;comapanies&#8217; doing this) at the Second Life Community Convention and see what they think the deal is.</p>
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		<title>By: DeftCommercialism</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1326</link>
		<dc:creator>DeftCommercialism</dc:creator>
		<pubDate>Sun, 13 Aug 2006 13:36:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1326</guid>
		<description>Machinima is not a gimmick, its a movement. And will be more so as games move even further in their popularity and animation technology filters into the populace (thus, relying more upon tech than talent). Its not about craft but about numbers. Unfortunately, most people in animation and motion graphics are too entrenched to see the evolution that&#039;s taking place. There&#039;ll always be After Effects and Maya, but why bother when I can use World of Warcraft to tell my story?</description>
		<content:encoded><![CDATA[<p>Machinima is not a gimmick, its a movement. And will be more so as games move even further in their popularity and animation technology filters into the populace (thus, relying more upon tech than talent). Its not about craft but about numbers. Unfortunately, most people in animation and motion graphics are too entrenched to see the evolution that&#8217;s taking place. There&#8217;ll always be After Effects and Maya, but why bother when I can use World of Warcraft to tell my story?</p>
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		<title>By: justin</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1325</link>
		<dc:creator>justin</dc:creator>
		<pubDate>Sat, 12 Aug 2006 15:17:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1325</guid>
		<description>Smith &amp; Foulkes are quite possibly my favorite direction/animation team in the universe. Everything they do is brimming with cleverness and a fanatical attention to detail.</description>
		<content:encoded><![CDATA[<p>Smith &#038; Foulkes are quite possibly my favorite direction/animation team in the universe. Everything they do is brimming with cleverness and a fanatical attention to detail.</p>
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		<title>By: Sir Monkey</title>
		<link>http://motionographer.com/2006/08/12/the-coke-taste-of-machinima/comment-page-1/#comment-1324</link>
		<dc:creator>Sir Monkey</dc:creator>
		<pubDate>Sat, 12 Aug 2006 08:40:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.motionographer.com/2006/08/12/the-coke-taste-of-machinima/#comment-1324</guid>
		<description>Great write up!

I do find this to be a very clever solution.  It looks as though Coke has created a new direction with their brand. After viewing this and the Psyops spot, &quot;Happiness Factory&quot;, they are definitely creating an image campaign that is based around the concept of happy, surreal and fun, also both spots take place in this crazy, grandiose environment.

If that is the case, Coke has done a great job creating, &quot;happiness&quot; between the two spots.

As for the gaming comment, to speak to the demographic, I imagine they are targeting that exact audience. As it is younger people drink more soda than adults. Even if they weren&#039;t targeting the younger audience, by now, whether you are young or old, smart or dumb, a  good portion of the american population knows what Grand Theft Auto is.  Grand Theft Auto was making headlines for many months on the news and also in congress.

Again, great write up and great campaign from Coke.  Some VERY strong work.</description>
		<content:encoded><![CDATA[<p>Great write up!</p>
<p>I do find this to be a very clever solution.  It looks as though Coke has created a new direction with their brand. After viewing this and the Psyops spot, &#8220;Happiness Factory&#8221;, they are definitely creating an image campaign that is based around the concept of happy, surreal and fun, also both spots take place in this crazy, grandiose environment.</p>
<p>If that is the case, Coke has done a great job creating, &#8220;happiness&#8221; between the two spots.</p>
<p>As for the gaming comment, to speak to the demographic, I imagine they are targeting that exact audience. As it is younger people drink more soda than adults. Even if they weren&#8217;t targeting the younger audience, by now, whether you are young or old, smart or dumb, a  good portion of the american population knows what Grand Theft Auto is.  Grand Theft Auto was making headlines for many months on the news and also in congress.</p>
<p>Again, great write up and great campaign from Coke.  Some VERY strong work.</p>
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