
That aside, the chapter’s discourse on the Rodney King video and “real” videos was particularly interesting. In my photography class today we watched maybe half of a film called “Portrait of Jason.” The style the documentary is filmed in is called “cinema verite” meaning “cinema of truth.” In the documentary the camera records Jason telling his story. The sound recording is continuous through out the film, however each time the director and his assistant needed to change the roll of film they kept recording sound but allowed the video to be blank. You can actually see the black leaders on the film they shot the movie with. This was an attempt to portray the documentary as a portrayal of the truth, like the cinematic techniques S&C discuss. The focus is slightly off sometimes in the film and the camera creates the idea that it is being filmed by an amature. Like S&C say, we have a tendency to believe something that was filmed by an amateur is more likely to tell the truth than something that has been prepared for television. This was the case with the Rodney King video. (I love YouTube by the way. How else would I have found clips of a video from 1991?) This is also the case with the UCLA taser incident that we brought up last week, or maybe two weeks ago. The circumstances surrounding the two videos are nearly the same. Neither show the beginning of the incident nor are particularly clear, so it’s difficult to tell just from the video whether or not the police acted responsibly.
Even after brining up the role of the manipulation of footage in acquitting some of the cops involved in the Rodney King beating, I find interesting that S&C also bring up a case where “raw’ footage seems to provide a more complete picture. I feel like the manipulation of the image of the fetus was more serious than just reviewing the Rodney King footage because it actually used images from something completely different, not just techniques to control speed and motion. I still feel like any manipulation of film is somehow “cheating” and it’s no wonder that the result of the trial of the LAPD officers was one of the things to spark the 1992 riots. However, I feel like the same manipulation of footage today wouldn’t have even close to the same effect because people are so used to seeing videos messed with.
I’m jealous of that woman on the cover, of Time. She’s pretty. The cynical me says that they wouldn’t have put a random computer generated face on the cover if it was ugly, but…. S&C discussion of mapping the body using genetics is also really interesting in comparison to descriptions of the body using race. It seems like it’s a step in the right direction, because it leads us away from value judgments of the visual aspects of a person’s body, but then again I also don’t want to end up with a society like in “Gattaca.” Not only is the ability to create or manipulate pictures like the cover of Time interesting, it’s also useful, as S&C point out. You can not only see what your children could look like (like in tonight’s episode of the Gilmore Girls) you can also use it to create pictures based on the physiology of a skeleton or old pictures of a missing person. That’s a good use of image manipulation. Making already skinny models look even skinnier to distort the popular idea of beauty is a bad use of image manipulation. Bad advertising people, bad!
Moving on. My experience with games is very limited, although I have many many gamers for friends. They have tried many a time to convince me that good video games have plot and story and all that, so I’ll except that, because they’re my friends and I love them, but don’t ask me how it works. The only game I can think of with any sort of story that I ever played is Oregon Trail. I don’t feel I need to explain that. Hopefully you all get it. I have however, seen several shows that were originally based on games, and these all had proper narrative and plot, backing up the words of my friends.
“How often, for example, has science fiction been criticized for being preoccupied with world-making at the expense of character psychology or plot development?” Yeah, admit it. Science fiction does that a lot.
“If, for example, the attraction centers around pirates, Carson writes, ‘every texture you use, every sound you play, every turn in the road should reinforce the concept of pirates,’ while any contradictory element may shatter the sense of immersion into this narrative universe. The same might be said for a game like 'Sea Dogs' which, no less than 'The Pirates of the Caribbean,' depends on its ability to map our pre-existing pirate fantasies.” This is also amusing to me, since I loved that ride as a kid. I don’t think it really told a story (it’s been a while since I went to Disney Land) but it certainly created the world it wanted you to imagine yourself in.
Oh my goodness, seriously. Why are all of my classes related to this one somehow? I took a class on crime fiction and the multiplicity of stories on modern detective fiction last semester and here I find it mentioned in an article on gaming. The ability of a game to have multiple stories seems essential to its flexibility as something interactive. Flashbacks also seem feasible if not even an easier way to insert story into a game. In one film adaptation of a game the protagonist has lost his memory and slowly regains it throughout the film (and game). Each memory is structured as a flashback, like a mini film inserted into the game. The player controls the character in real time, but as more memories are unlocked more of the story becomes apparent. As is mentioned in the article a game like this, which serves as a sort of detective narrative, seems to work best to motivate the audience to continue to unravel the story (at least, in my very limited knowledge of games).
Final random notes:
1. Wow, there was a lot of interesting stuff this week.
2. In my photography class this week we watched a slide show of the entirety of Robert Frank's “The Americans”
3. I have a love/hate relationship with FCP.
4. No comments make me sad. :-(
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