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Machinima Production Tools:

A Vernacular History of a Creative Medium


Shad Gross Tyler Pace Jeffrey Bardzell Shaowen Bardzell
Indiana University, Indiana University, Indiana University, Indiana University,
Bloomington Bloomington Bloomington Bloomington
Address Address Address Address
shagross@indiana.edu tympace@indiana.edu jbardzel@indiana.edu selu@indiana.edu
ABSTRACT aspect of machinima is appropriation—taking assets from
In recent years, HCI has shown a rising interest in the crea- video games and using it for new purposes. Lowood de-
tive practices associated with massive online communities, scribes machinima as “found technology,” alluding to found
including crafters, hackers, DIY, and other expert amateurs. art, e.g., in Duchamp and Picasso; Lowood describes the
One strategy for researching creativity at this scale is ways that players make videos by “turning the found tech-
through an analysis of a community’s outputs, including its nology of the game engine into an animation engine, that is,
creative works, custom created tools, and emergent practic- by finding a new purpose and context for it” [17]. Nonethe-
es. In this paper, we offer one such case study, a historical less, machinima can also be seen as a rich and distinct me-
account of World of Warcraft (WoW) machinima (i.e., vid- dium in its own right. As Harwood suggests, machinimators
eos produced inside of video games), which shows how the “are not necessarily fan-producers with a commercial lean-
aesthetic needs and requirements of video making commu- ing, but artistic directors seeking to orchestrate and express
nity coevolved with the community-made creativity support their individual vision whilst encapsulating their creative
tools in use at the time. We view this process as inhabiting inspiration and situating their work within the machinima
different layers and practices of appropriation, and through tradition” [13]. Over time, machinima has developed a
an analysis of them, we trace the ways that support for community that incorporates individual contributions but
emerging stylistic conventions become built into creativity equally maintains a sense of stylistic conventions that are
support tools over time. unique to machinima. In this sense, it is a good example of
a massive scale, network-based creative community, the
Author Keywords study of which can contribute to HCI’s research agendas in
HCI; creativity; machinima; medium creativity support and community support tools.
ACM Classification Keywords The present study focuses on machinima made with World
H.5.m. Information interfaces and presentation (e.g., HCI): of Warcraft assets. WoW is a massively multiplayer online
Miscellaneous. game, with an estimated 10 million active subscribers. As
with other games, WoW has supported amateur creative
INTRODUCTION practices beyond machinima. Another creative WoW sub-
In recent years, creativity researchers in HCI have turned community is the add-on (or “mods”) developer communi-
their focus to non-professional forms of creativity, includ- ty, whose members use the WoW API to make custom user
ing DIY [3,14], craft [25], and amateurs [1, 16]. We believe interface panels and widgets. Kow and Nardi say of this
that research on machinima videos can contribute to this group that they “are not burdened by bureaucracies or em-
agenda. Machinima refers to digital videos that are primari- ployment restrictions or corporate obligations” [15]. These
ly produced (i.e., set, acted out, and recorded) in video mods allow players to change the experience of playing the
games and video recorded with screen capture software. For game. Nardi and Kallinikos describe this as an exploration
Davis et al., machinima can be understood as a creative of “the degree to which humans are able to bend technolog-
medium because it entails “digital crafting” involving ical systems or use them in creative and expressive ways”
“playful creative exploration” of its source materials [8]. through WoW mods [22]. One reason, we believe, for the
The amateur nature of machinima communities emphasizes success of the WoW machinima community is the fact that
emergent creativity as opposed to professionalized and the WoW modding community moved beyond developing
formal structures of creative practice. Another defining game UIs and started developing custom tools for machin-
ima-making.
Permission to make digital or hard copies of all or part of this work for
WoW machinima is supported by an amateur community
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies held together by the common goal of appropriating assets
bear this notice and the full citation on the first page. To copy otherwise, from WoW for the purposes of making videos. Machinima
or republish, to post on servers or to redistribute to lists, requires prior researchers have underscored the significance of machinima
specific permission and/or a fee.
CHI’13, April 27 – May 2, 2013, Paris, France.
in terms of both audience and intrinsic aesthetics. [19]
Copyright 2013 ACM 978-1-XXXX-XXXX-X/XX/XX...$10.00.

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writes that “player-created game movies have provided the scaffolds, and artifacts as key to the amateur creative pro-
largest player community ever assembled for a massively cess [1]. This conception of the amateur creative process
multiplayer game with a popular and important outlet for points to an area for potential understanding for HCI with
creative expression and performance.” [18] write that ma- regards to creativity support tools.
chinima is “on the way to a history, an aesthetic, and forms
Most previous studies of creative phenomena have a com-
of reception and marketability that it can call its own.” This
mon thread of placing particular emphasis on the agents of
evolving art form is made possible in part by the ever-
creativity (i.e., creative professionals, artists, etc.) and sup-
greater means of manipulating the graphics and animations
ports and scaffolds (i.e., creativity support tools, organiza-
in the game. “WoW machinima producers manifest their
tional and institutional supports, critical and evaluative
creative practices in often novel ways by leveraging… pro-
norms, etc.). Prominent creativity researchers in psychology
duction tools” [24], and where existing production tools are
have critiqued the emphasis of creativity research on the
insufficient, they develop new ones to replace them.
socio-institutional contexts of creativity and creative pro-
For this paper, we take the position that understanding the cesses, and the comparative lack of research on creative
creative practices of amateur creative communities benefits mediums [21, 26]. This focus has led to a wealth of under-
from not just an empirical understanding of creative behav- standing of the ways that people express themselves crea-
iors and attitudes, but also a critical and empirical under- tively, but has also paid comparatively less attention to the
standing of creative outputs. Another way to say this is that artifacts of creativity.
if we want to understand the creative practices of non-
In HCI, the study of artifacts as a means to understand the
professionals, we need to understand the production tech-
design process is not new. Carroll and Kellogg for example
nologies, visual languages, and intertextual meanings that
examine how “HCI artifacts embody psychological claims”
compose the very “stuff” out of which their creative outputs
[5]. We extend this thinking by looking at massively-
are made. Moreover, this understanding needs to be dia-
amateur creative communities where such claims not only
chronic, that is, unfolding over time rather than a snapshot,
become embodied in artifacts, but also in the tools created
like the communities and their creative practices them-
by the community. Because the artifacts in question are
selves. It also needs a certain degree of medium-specificity,
digital videos, we will adopt perspectives taken from new
that is to say, an awareness of what modes of creative ex-
media theory, visual culture, and art as a means of under-
pression and what experiential effects that the medium—in
standing what meanings lie inside the medium of WoW
our case, WoW machinima—is especially capable of
machinima. Particularly, we will focus on how the appro-
providing. We contribute an analysis of the co-emergence
priation of game assets plays an important role. Rosner [25]
of community-created machinima production tools and the
has previously investigated appropriation in the context of
visual language of machinima itself to provide the HCI re-
DIY Ikea furniture, using Ron Eglash’s [10] framing of
search community with a detailed case study exposing the
appropriation. We too will use this framing, given Rosner’s
relationships between creativity support tools and emergent
success applying it to physical appropriation. Applying it to
expressive languages.
a digital medium, we examine how such a process of ap-
propriation changes when the material is not physical. We
LITERATURE REVIEW
Research on digital creativity support tools has a considera- then explore in a concrete way specific two-way linkages
ble history in HCI. Shneiderman describes such tools, em- between the tools that facilitate this appropriation and the
phasizing how “software support seems most realizable and emerging visual language of WoW machinima.
beneficial for innovative scientists, doctors, lawyers, musi-
WOW MACHINIMA AS A MEDIUM
cians, artists, teachers, or other knowledge workers who
We view machinima as an emerging medium, and WoW
struggle with problems in recognized domains of work”
machinima as a specific instantiation of it. Other instantia-
[27]. Such conceptions of digital technologies place a focus
tions also exist, e.g., machinima from the game universes of
on the user as a professional individual working within spe-
Halo and Half-Life. We are scoping these out of our analy-
cific, well-defined creative spaces. Extending this notion of
sis for two reasons: their production environments and his-
the creative individual, other studies have focused on crea-
tories are distinct from WoW’s (and each other’s), and the
tive groups. Such investigations have focused on how indi-
intertextual linkages are much stronger within a game
viduals with different perspectives work together to form
community than they are across it (i.e., few WoW videos
communities or practice and how to design to bring creative
reference the Halo universe or its machinima and vice-
ability out in these groups [11]. As the number of people
versa). Instead, we will seek to understand diachronically
involved in a creative process increases, the communication
the most distinctive qualities of WoW machinima.
and barriers to that communication become an additional
aspect of the creative process [12]. In addition to extending In doing so, we will partly make use of a fundamental con-
the concept of creativity to include groups, insights have cept in media studies and the ontology of art in philosophi-
been drawn from the ways that non-professionals employ cal aesthetics: the medium-specificity hypothesis. Philoso-
creativity. One such insight identifies agents, supports and pher of art and film Noël Carroll [6] defines it as follows:

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The medium-specificity hypothesis holds that each art the artifact [i.e., the source material] has not been creat-
form has its own domain of expression and exploration. ed for or by the artist, nor generally for the purpose of
That domain is determined by the nature of the medium display or artistic statement. The artist selects unexcep-
through which the objects of a given art form are com- tional objects and gives them a new context or purpose.
posed. Often the idea of ‘the nature of the medium’ is
Appropriation is thus aesthetically interesting because of its
thought of in terms of the physical structure of the me-
decontextualizations and creative conceptual re-cycling,
dium. The medium-specificity thesis can be construed as
notions that we will refine throughout the paper.
saying that each art form should pursue those effects
that, in virtue of its medium it alone—i.e., of all the Let us apply all of this to machinima. The physical aspects
arts—can achieve. Or the thesis might be interpreted as of WoW machinima as a medium comprises the assets of
claiming that each art form should pursue ends that, in the WoW game: characters, animations, environments,
virtue of its medium, it achieves most effectively or best sounds, physics, camera, user interface, etc., and, somewhat
of all those effects at its disposal. recursively, WoW’s own visual style, which can be de-
scribed as cartoony high fantasy. The artistic aspect of
Beyond suggesting that each medium is uniquely capable of
WoW machinima as a medium, then, is how machinimators
supporting certain expressive modes and/or achieving cer-
stylistically appropriate those assets to create new mean-
tain experiential effects, this hypothesis also suggests that
ings.
doing so is a normative criterion for evaluating creative
works, i.e., that they are good inasmuch as they leverage the Our analysis reveals diachronically the ways that communi-
unique capabilities of the medium. ty-created tools alter the physical appropriation of WoW
game assets, which in turn alters the artistic aspects of the
The second point—the normative criterion—has been criti-
medium by facilitating the emergence of new styles. In do-
cized for its failure to accommodate stylistic innovation and
ing so, we are contributing to what creativity theorist Bur-
medium reinvigoration over time, because such a view
gess [4] calls a “vernacular history,” that is, a history com-
seems to fix a medium’s purpose in its physical nature [6,
parable to those of art history, but focusing on popular cul-
9]. Yet the means by which artists work with their materials
ture, with the benefit of contributing to a scholarly under-
is inevitably stylized. By style, we refer to “the constancy,
standing of amateur creativity.
or consistency, in the way an individual, or a group, treats
the formal elements of art, or visual culture” [2]. But it is
METHODS
difficult to argue that any given style is inherently more true
Our methodology was designed to support the construction
to the physical materials than another. To provide a more
of a vernacular history by placing focus on stylistic consid-
useful formulation, Margolis [cited in 7] distinguishes be-
erations built into the historical unfolding of the machinima
tween two aspects of a medium: the physical medium,
production tools themselves. There are a number of differ-
which is defined by what the work is physically composed
ent tools that WoW machinimators employ, but our interest
of, and the artistic medium, which encompasses the stylistic
lay specifically in those that were created and maintained
decisions regarding how to use those physical properties.
by members of the community, because they most directly
Margolis’ view, which we adopt in this paper, sees the
represent the specific stylistic concerns of the medium;
specificity of a medium as a negotiation between its physi-
thus, we are not incorporating into our analysis the histories
cal and stylistic aspects.
of Adobe Premier or Windows Movie Maker, though we
The physical constitution of digital video may not be obvi- know that they were used.
ous. Media theorist Lev Manovich suggests that the materi-
Our choice of which tools to focus on was informed by our
als of digital media include “graphics, moving images,
parallel analysis of a large corpus of WoW machinima, in
sounds, shapes, spaces and text become computable, i.e.
which we noticed that machinima producers acknowledged
simply another set of computer data” [20]. In other words,
two particular tools in the video credits and in descriptions
for Manovich, the “physical” substrate of digital media
attached to the videos in their online portals. The two tools
comprises computational forms of traditional elements—
that we saw referenced repeatedly are the WoW Model
images, melodies, etc. This definition accommodates both
Viewer and the WoW Machinima Tool. These tools served
continuity and change. It accommodates continuity because
as the focal points to guide our data collection efforts. They
traditional media—including their visual languages, repre-
also had the intellectual benefit of reflecting three key val-
sentational conventions, etc.—are still inscribed in digital
ues: they were free and commonly used; they were devel-
media. It accommodates change because these visual lan-
oped to support WoW machinima as an emerging medium,
guages and conventions are now subject to algorithmic ma-
and the WoW player community generated them.
nipulation. The tension between continuity and change be-
comes the locus for much aesthetic possibility in digital We applied a systematic and explorative process of gather-
media. Reencoding traditional media elements and digitally ing data, first casting a large net with sequential searches on
manipulating them is a form of appropriation. Google, bracketed by year from the release of WoW to the
present (2004-2012), of the names of the two tools along
Lowood [17] describes appropriation art as follows:

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with related words/phrases such as “change log,” “release,” into a “low-rider” fundamentally alters the structure,
and “download.” Combined, these searches returned ap- use, and association of a vehicle.
proximately 7,200 hits, which were then reviewed and fil-
These different levels of appropriation reference both the
tered for relevance (some hits were from links on unrelated
physical (e.g., a wall and spray paint) and artistic (e.g., the
sites). The pages were categorically organized into sources
specific stylistic identity of a graffiti artist) aspects of a
that were focused on application versions, change logs, and
medium that we introduced earlier in the paper.
tutorials. This was distilled down to the most salient 14
different versions of the two tools, 16 change logs, and 6
Reinterpretation
video tutorials.
Early definitions of the medium of WoW Machinima fo-
The change logs and machinima tutorials were used to de- cused on capturing and sharing the actions and environ-
termine when specific tool releases and features occurred ments found in the game. The defining component of WoW
within the period of observation. For the remaining catego- machinima, World of Warcraft, was released in November
ries, we identified frequently mentioned sites, blogs, and 2004. However, some of the earliest machinima date back
forums, such as the tools’ websites, machinima hosting to September of that year, showing off aspects of the beta
sites, and prominent machinimators’ blogs. These sites version of the game [i].1 Shortly after the game’s release,
were subsequently used as sources to build a more focused warcraftmovies.com debuted, dividing machinima into cat-
timeline, with emphasis given to the machinima tools’ sites. egories of Player vs. Player (“PVP”), which is players
Since the Internet is not a static document, and we wanted fighting other players, and Player vs. Environment
to gather information that was as close as possible to the (“PVE”), which is players fighting AI-controlled monsters
original context, the Internet Archive WayBack Machine within the game, and “Other”—a catch-all for anything that
(web.archive.org) was used to view archived news updates did not fall into the other categories [ii]. Oxhorn, who
from the tool websites, allowing access to content that had would later emerge as one of the medium’s superstars,
been removed over time. This resulted in a total of 91 news posted “A PVP Laugh,” a machinima video about PVP [iii].
updates from WoW Model Viewer and WoW Machinima While this video uses mostly unaltered assets of the game,
Tool’s respective websites. its meta-PVP commentary challenged Warcraft Movies’
categorization. Even at this early point, when the medium
Significant events and videos that were identified through of WoW Machinima was very tightly tied to what happened
our searches were chronologically organized, and further in the game, the seeds of its later explosive development
searches were employed to fill in any gaps with respect to were being sown.
specific events in the timeline. This synthesis of events
serves as the core of the data used to reconstruct meaning in Our focus on the appropriation of game content as-it-was
the history of WoW machinima tools and their relationship presents one of the earliest, wide-spread stylistic considera-
to the community and medium of WoW machinima. It is tions in WoW machinima. PVP and PVE videos would take
supplemented with a handful of “close readings” [23] of visuals from the game and present them as they happened,
popular films that are representative of some aspect of the only in video rather than interactive format. This wholesale
history of the tools. taking of game visuals constitutes only a semantic associa-
tive change – a move from the interactive experience of
FINDINGS playing the game to the viewing / narrative experience of a
We noted earlier that a key aesthetic quality of machinima video. The game remains the same, but presentation and
is the appropriation of game assets. Eglash [10] identifies association with how it should be consumed changed.
three distinct modes of appropriation, which get at different
While a large quantity of videos just showed gameplay,
degrees of appropriation. We use these distinctions to struc-
there were nonetheless videos that incorporated narrative
ture our description of our findings. Eglash’s distinctions
elements as well. A particularly famous and early example
can be summarized as follows:
of this is “Leeroy Jenkins” [iv] (Figure 1). “Leeroy Jenkins”
• Reinterpretation: This mode of appropriation changes was released in 2005 [v] and tells the story of a group of
just semantic association. Graffiti placed on a building players about to tackle a particularly difficult battle. The
doesn’t change the building’s use, but provides a new video has no special effects or alterations to the visual
relationship of meaning about the buildings possible res- presentation of the game; even the game UI (e.g., buttons,
idents, location, etc. chat window, and player nameplates) is conspicuously visi-
• Adaptation: This mode of appropriation changes se- ble in the video. In fact, the video seems like it is depicting
mantic association and use. Cassette players had a main
function of playback, but they were adapted for the dif-
ferent purpose of making mix-tapes. 1
Our research is documented with dozens of non-academic
• Reinvention: This mode of appropriation changes se- resources, which we indicate with Roman numerals and list
mantic association, use, and structure. Converting a car online at http://crit.soic.indiana.edu/publications/wow-
machinima-urls/.

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events of actual gameplay. It was eventually revealed that pressive vocabulary of machinima, including genres and
this video was staged [19], but a large part of its appeal was styles, at this stage it was merely used for changing seman-
the fact that it seemed to be actual recorded gameplay of a tic relationships of game assets, e.g., taking graphical ele-
reckless player and the consequences of his play. In this ments from the game to make pictures celebrating a play-
way, it relies entirely on its reference to the actual game. er’s avatar and personalizing those avatars through greater
options with regard to clothing or mount.

Adaptation
The greater selection options presented by Model Viewer
show the beginnings of what would become adaptation in
WoW machinima. Once these were more seriously ex-
plored, assets taken from WoW not only were presented in
a new format, but they were also changed in the process.
Eglash, citing Hess, describes flexibility as an important
facet of appropriation through adaptation [10]. Flexibility
can be understood as the number of different ways that the
appropriated content can be used. The adaptation phase
began in earnest when machinimators began to exploit it for
constructing machinimatic images, because the game’s
Figure 1. “Leeroy Jenkins” captured all of the elements of original assets could now be used more flexibly than ever.
WoW gameplay including interface elements. WoW machinimators realized that the Model Viewer al-
During this period, a user-created software program, WoW lowed them to abstract character models from the game.
Model Viewer (hereafter Model Viewer), was introduced, The initial version of the Model Viewer made no mention
although not initially for machinima-making. Model View- of machinima. However, about a month after the launch of
er was introduced as a means to access and alter game con- the site, a new, lengthier “About WoW Model Viewer”
tent; it is a tool that allows access to WoW’s data files, section was added with a note about the addition of custom-
which contain all of 3-dimensional models that comprise izable lighting “to allow the users, notably machinima mak-
the avatars, non-player characters (NPCs), and objects in ers, to improve the lighting conditions to help blend the
the game. This tool was originally created by programmers models with background scenes” [xiv].
named Ufo_Z and Darjk [vi]. The program’s initial descrip- Meanwhile, an unrelated event was about to shine new light
tion from wowmodelviewer.org provides suggests its in- on this emerging medium: On October 4th, 2006, a South
tended uses: “You can dress up and customise the character Park episode about World of Warcraft, titled “Make Love,
models or just view NPC models” [vii]. A frequent example Not Warcraft,” aired [xv]. Beyond the exposure this episode
of this type of use was to look through the game’s data files created for the game itself, the episode included a consider-
as a means of finding out which different models existed able amount of machinima video, some of it used in highly
[viii]. Since Model Viewer provided access to all of the original and innovative ways. Now, much of this content
different character models and armor, clothing, and weap- was filmed on a private server and so could not have been
ons from the game, players could recreate their character or easily accomplished by regular machinimators. But this
any other in-game character that they wanted. information was reported in a Machinima.com interview
One application of this personalization technique was to with members of the South Park, and then linked through
make images using the models from the game [ix, x, xi]. the widely read web site WoW Insider [xvi]. All of this had
These images allow the users to reconstruct and then show the effect of simultaneously raising demand for WoW ma-
off their avatars as well as their ability to creatively ma- chinima throughout the community and also showcasing
nipulate the contents of the game. This also meant that new creative possibilities for WoW machinimators.
players could easily explore options regarding outfits and Model Viewer’s features provided the means to achieve
combinations of different gear to see what looked best, for a many of the effects achieved in the South Park episode.
new form of recreation within the game [xii, xiii]. Along with the lighting effects mentioned earlier, Model
Early WoW machinima, and the initial purpose of one of its Viewer allowed models from the game to be “green
tools, was focused on the reinterpretation of WoW as a screened” onto new backgrounds. Taken from television
game and as a library of 3D models. In this way, it was ex- and film, this process involves capturing video with a sin-
amining the properties of the game as a part of the physical gle-color background and digitally replacing the color with
medium. There is little evidence of the corresponding de- a new image. While Model Viewer made the process of
velopment of machinima as an artistic medium beyond the removing a background substantially easier then cutting
most rudimentary forms. Likewise for the Model Viewer: characters out, using this as a method of making videos was
though it would later contribute to an explosion of an ex- not without its difficulties. Mike “Spiff” Booth explains the

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process: “Every element in every shot had to be captured Staghorn, and Mortuus. While these “emotes” were de-
from the Model Viewer or the Map Viewer or from the signed to enhance text chat in the game, their appropriation
game itself, and then had to be composited together by to create a sustained musical dialogue constitutes a substan-
hand. I averaged about an hour of work for every three se- tial change in use. Additionally, the characters are compo-
conds of footage, but in the end, I was really excited by the sited onto a solid white background, completely decontex-
result, and judging from people’s reactions, it seems like tualized from the game world. Oxhorn’s adoption of this
they are too” [xvii]. Motivated by audience appreciation, kind of technique shows an emphasis on this it as a medi-
Booth cultivated his own technical skills and contributed to um-specific style, and it shows the artistic aspect of the
demand for, and ability to produce, machinima videos that medium coming into its own.
featured 2.5D compositing (i.e., the stacking of layers of
In addition to flexibility, Eglash [10] also introduces the
content along the z-axis).
concept of latent functions as a driving force behind appro-
Another example of positive audience reception can be seen priation through adaptation. Latent functions are capabili-
in the contests that awarded prizes to vote-winning machin- ties that are not focal and are therefore not considered as
ima videos. A contest in 2006 gave the grand prize to the part of regular use. An example is using a cassette player to
machinima “Edge of Remorse,” by Jason Choi [xviii]. The record mix tapes, which leverages the “record” function as
video employed the Model Viewer extensively as a means a latent function. In WoW machinima, the game’s camera
of decontextualizing game assets, and impressed many ma- would emerge as a latent function for machinima through a
chinima fans, leaving more than one comment poster “try- new tool, and the second major tool we will discuss: the
ing to figure out how they did some of these things” [xviii]. WoW Machinima Tool (hereafter, Machinima Tool).
With Model Viewer increasingly recognized for its machin- Machinima Tool introduces the means to reorient the “use”
ima potential and “Make Love, Not Warcraft” having of the game’s camera for WoW machinima. The native
reached millions of players with its new approaches to ma- game camera in WoW has two modes: a third-person view
chinimatic production, WoW machinima began to see con- that can be zoomed in and out, and a first-person view. The
siderable changes not only in semantic associations but also default, third-person view, uses an approximately ¾ over-
use. Assets no longer were confined to the rules of the head view. Beyond the ability to control level of zoom, the
game. Videos that employed techniques supported by Mod- normal in-game camera also provides some ability to rotate
el Viewer were receiving positive feedback and the contin- the camera around one’s character, which automatically
ued practice of using it, in spite of difficulties it presented, snaps back to a straight behind view when the player’s ava-
point to a stylistic technique that was increasingly valued tar begins to move. This camera had several key limitations
by the community. A prime example of the kind of video that affected machinima making. The player’s character
made with the Model Viewer that exploited its ability to always appears in the exact center of the screen in third-
increase flexibility with regards to adaptation is Oxhorn’s person view; the camera has infinite depth of field, meaning
2007 video “ROFLMAO” [xix] (Figure 2). that objects in the foreground and background are always in
perfect focus; and the only way to create pans and other
moving shots is to go into first-person view, so that the
camera moves along with the character, which moves at
constant rates of speed that are much faster than traditional
camera pans, tilts, and zooms in film and television.
As described by its developer, Malu05, Machinima Tool
made it so “you no longer need a super smooth hand to
make impressive ‘flyby’ shots, and you can finally make
camera movements like the in game cutsequences” [xx].
Saying that players can “finally” make movies similar to
Figure 2. “ROFLMAO” with Oxhorn (left) employing the WoW cut scenes, which were not bound by the limitations
point emote built into the character’s model of the game camera, implies a demand for such stylistic
“ROFLMAO” presents an early version of what would techniques.
become his regular use of the Model Viewer. The video Because these tools were created within the WoW machin-
relies on Model Viewer to toy not only with the semantic ima community, specific features could be constructed
association of the characters, but also how they are used. A around that’s community’s own stylistic demands and that
remake of a Muppets skit, ROFLMAO replaces the mup- updates to the tools could cater to emergent stylistic desires.
pets with virtual avatar puppets taken from WoW, a change Machinima Tool v2, a substantial update to the capabilities
in semantic association. Standard character “emotes,” i.e., of the previous Machinima Tool, was released in July 2009,
simple animations that are built into the models such as with “new custom environment controls that let you control
pointing and waving, are used to create conversational in- how things look down to every little detail such as
teractions among the video’s three characters Oxhorn, sky/cloud color, light color, water color, fog color, fog den-

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sity, fog near and farclip etc” [xxi]. At this point, machini- Prior to this point, the majority of animations came from
mators’ abilities extended far beyond what is afforded by emotes that Model Viewer allowed to be appropriated. This
the game. This allowed for videos that are a far cry from proved to be insufficient for the demands of WoW machin-
those that simply presented game play events, although ima. As 3D models, acquiring WoW’s assets through Mod-
even those could now incorporate a more dynamic camera. el Viewer allowed for editing in 3D modeling programs
There was a high level of experimentation with narrative such as Maya or Blender. Such work is highly technical,
vids, feature length films, and music videos that are original specialized, and painstaking—it more or less requires pro-
or pull in elements from other media. This positioned ma- fessional-level animation skills to achieve. Nonetheless, this
chinima’s medium-specificity stylistically between the ear- technique was employed to create the highly popular ma-
lier focus on WoW as an unadulterated source for appropri- chinima, “Blind” (Figure 4).
ation and the conventions of television and film.

Figure 4. Two avatars clash in a way not afforded by WoW’s


Figure 3. Gigi, close up and using a talk emote, composited in animation in Blind
front of a stylized background
A drastic departure from what can be done in standard
An example of this stylistic position is the video “Pwnage WoW, “Blind” employs custom 3D animation to make ava-
Like Us” (Figure 3). A 2009 production by machinimators tars move and interact in ways that simply do not exist in
Nyhm, Gigi, and Druidboyz, this video appropriates WoW WoW. Created by Percula in 2008 [xxiii], this video ma-
assets in new ways. A pastiche of the hip-hop song “Swag- nipulates WoW models as if they are taking part in an ac-
ga Like Us,” the video adopts many stylistic conventions
tion movie. Just as “Pwnage Like Us” appropriated WoW
from hip-hop music videos. Close up views of front facing
to make a parody of a hip-hop video, this presents a WoW
avatars are composited over highly stylized backdrops.
story in a stylistically dramatic narrative. The level of ap-
Emotes are used in a manner similar to “ROFLMAO,” but propriation required meet the stylistic demands of a movie
now finger wags are in the face of the viewer, and Gigi’s such as “Blind” far exceeded the contemporary capacities
pet leopard attacks the viewer by virtue of its proximity to of just Model Viewer or Machinima Tool.
the camera. Sweeping pans move through the game’s land-
scapes smoothly. These effects are achieved by a combina- Custom animation seemed impractical for most WoW ma-
tion of camera manipulations and compositing, showing chinimators and no WoW machinima since “Blind” has
how the use of Model Viewer and Machinima Tool had not replicated its stylistic achievements. That may soon change:
only grown in sophistication independent of each other, but in a recent development, the Model Viewer developers an-
also the techniques that they supported were being com- nounced the “Model Viewer Kinect” project [xxiv]. This is
bined to great effect. This shows movement towards the an attempt to use an X-Box Kinect to control and move the
third of Eglash’s modes of appropriation, reinvention. Now models in Model Viewer without requiring the more diffi-
the level of appropriation has evolved beyond the structural cult task of manually editing the 3D models with a 3D
constraints of the physical medium and individual tool use. modeling program [xxiv]. When the stylistic medium of
WoW machinima made a medium-specific change in the
Reinvention direction of reinventing the structural element of animation,
Beyond the substantial changes in semantic association and Model Viewer responded by trying to radically change it’s
use presented by a video such as “Pwnage Like Us,” [xxii] feature set.
reinvention entails stylistic changes that substantially re-
Not to be excluded from this reinvention, Machinima Tools
structure the source of appropriation. Videos began to dis-
has also updated its capabilities to incorporate more stylistic
play even greater flexibility and more novel applications of
aspects of real world cameras. Just as “Blind” appropriated
latent functions, to the point of dramatically changing the
features of the visual style of an action film, so conventions
fundamental structure of what could actually be derived
from television and film suggested the need for control over
from WoW. One such change came in the form of a stylistic
focal depth. An example of artistic medium outside of
desire to change avatar’s animations.
WoW machinima, depth-of-field uses the physics of a cam-

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era’s lens to make elements in or out of focus relative to DISCUSSION
their distance from the camera. This is used in cinema and Leveraging the lenses of appropriation and vernacular crea-
TV to draw attention to certain elements of a scene; for tivity allowed us to construct a medium-specific history of
example, a close-up of an actor reacting to something might WoW machinima. In constructing this history, we identified
have a blurry background to draw the viewer’s eye to the a number of mechanisms by which the machinima medium
actor’s face. A more recent version of Machinima Tool supported the creative appropriation of game assets. WoW
incorporated features that, when used in conjunction with machinima presents a case study of a medium wherein the
other video editing programs, could produce depth-of-field development of the medium-specific stylistic conventions
effects [xxv]. The instructional video that describes apply- and creativity support tools used to make that medium are
ing this technique, however, shows that is still not an easy tightly connected. These connections were discussed with
process [xxvi]. That machinimators use it anyway suggest respect to the concept of appropriation. However, these
that the extra effort is worth it—that it is an important ele- connections are further related through one overarching
ment of machinima’s visual language. theme: elements of the game are decontextualized through
appropriation in creative and open-ended ways. Whereas
These changes produce videos where the source material is the constraints of physical material limited decontextualiza-
neither necessarily in the context of WoW nor behaving tion in [25], it takes on a new importance in WoW Machin-
like it does in the game. This reinvents WoW through ap- ima where the ability to manipulate appropriated assets is
propriation by giving it new associations with video, uses more closely tied to the tools created by the community.
that are more like older media, and changes to the funda-
mental elements of camera behavior and animation. An Early machinima videos such as “Leeroy Jenkins” were
example of this level of appropriation is “The Hills Have limited in their ability to take game assets outside of the
Eggs.” contexts the game placed them in. The video adds a new
layer to the context of a raid in WoW by adding a story of a
bumbling oaf who ruins the intricately laid plans of his
guild mates. This narrative builds off of the context of the
game, situating it in what appears to be actual game play.
However, this is actually a ruse [19]. At this early stage,
many machinima just showed gameplay, but “Leeroy Jen-
kins” appropriated the apparent simplicity of captured
gameplay and staged an event that, though fictional, in-
sightfully and humorously captured something authentic of
the gameplay experience.
Machinimators were not content to make videos that had to
appropriate the game as a whole. As noted earlier, one of
Figure 5. A character in the foreground is out of focus while the facets of the adaptation phase of appropriation is what
one in the background is in in “The Hills Have Eggs” Eglash [10], citing Hess, describes as “flexibility.” For
Hess, flexibility refers to capabilities that are built into the
Released by another prolific machinimator, Obilith, in 2012
source medium, such as using the record function of a tape
[xxvii], the video “The Hills Have Eggs” reinvents WoW to
player. However, it is also possible to interpret flexibility as
tell its story. It employs a number of different effects from
built into the tools used to appropriate a source medium.
different tools. Depth-of-field is used to draw attention to
Model Viewer introduced the possibility of taking charac-
characters in the background of shots. Avatars shake, move
ters out of the game and putting them into new contexts, as
their eyes, and are split in half in ways that do not occur in
we saw with “ROFLMAO.” Its blank nowhere decontextu-
WoW emotes. One avatar even appears naked, something
alizes the characters, whose interactions are still based off
that is not at all possible in WoW, which has a Teen rating
of the standard WoW emotes, but now do so in a way that
from the ESRB. The results stylistically look more like the
refers to WoW, but is not in it. The tool thus changed the
movies (e.g., “The Hills Have Eyes”) and television pro-
machinimators’ relationship to their own materials, but the
grams (e.g., “Game of Thrones”) that it parodies than pre-
materials themselves did not change. Nonetheless, the en-
vious machinima ever did.
hanced flexibility translated into a heightened expressive
Having described a partial history of WoW machinima as it vocabulary.
pertains to appropriation and medium-specific stylistic as-
In game, avatars are constrained to areas that can be ac-
pects, we now address the ways that this shaped Model
cessed by the player and equipment that they actually own
Viewer and Machinima Tool and suggest some implications
in the game. The WoW Model Viewer made these re-
for creativity support tools.
strictions more flexible, allowing player’s to choose combi-
nations that would otherwise be prohibitively difficult to
obtain (such as particularly hostile environments or ex-

-8-
tremely rare epic weapons). Machinima Tool further in- facilitates machinimatic video compositing by adding a few
creased flexibility by allowing the camera, a latent function features to the general extraction feature. The flexibility of
of gameplay, to be moved in new ways. In “Pwnage Like the tool allowed for this. By presenting a single, general yet
Us” these two elements are combined to create a video that powerful, feature of taking models from the context of the
takes players’ avatars and decontextualizes them from the game, the tool could be taken from the context of just view-
game, and into a hip-hop styled video, but which also fea- ing models to making them part of a video-making process.
tures flythrough shots of landscapes that are decontextual- Machinima Tool also was appropriated, although in a more
ized from the players. Now aspects of the game are being subtle way. By incorporating additional latent functions in
handled discretely, combined only when necessary to the the games camera, background elements could be changed
style of the video, such as one of the stars, Gigi, showing to the same green-screen color that allowed compositing
her prowess at fighting enemies in game. with Model Viewer. This allowed Machinima Tool to be
used as tool for compositing in the same way as Model
The characters in “Blind” and “The Hills Have Eggs” are
Viewer. Yet, this did not mean that Oxhorn, who used the
not taken out of the context of the game as much, both tak-
Model Viewer frequently to make machinima videos,
ing place in more WoW-like environments, but the actions
switched over to the Machinima Tool. Just as machinima-
of the characters are removed from their video game source.
tors selectively decontextualize aspects of the game, so too
“Blind” reverses the situation in “Leeroy Jenkins,” taking a
do machinimators selectively decide which tools to use, and
story from WoW’s lore and changing the ways that charac-
how that tool use becomes part of their own styles.
ters in that story move and interact as a means to stylistical-
ly present that story in a way that is styled after an action This selective decontextualizing is part of the vernacular of
movie. “The Hills Have Eggs,” on the other hand, plays off the WoW machinima community. Although the tools have
the humor of characters from WoW decontextualized into a demonstrated greater capability for increasing the flexibil-
pastiche of a horror movie. ity, extending beyond Eglash and Rosner’s descriptions of
appropriation, machinimators select different levels of the
Throughout the history of WoW machinima, game assets
game’s content in a way that allows for greater change, in
are decontextualized in increasingly formal and granular
terms of context, than physical media. However, conceptual
ways. While at first the game is taken as a whole to func-
continuity with respect to the source material, remains. As
tion as a decontextualized narrative, videos that followed
later videos like “Blind” have shown, this can even be a
would take the characters as a decontextualized unit. Then,
major point in the plot of WoW. Alternately, though “The
the animations of those characters are removed to, leaving
Hills have Eggs” changes a great number of aspects of the
the avatars’ appearances as the element that remains un-
assets taken from the game, part of its humor is rooted in
changed. However, the application of these tools is not uni-
the character types following certain roles that are ascribed
form across all elements or videos. Machinimators pick and
to them by the game, such as the oft loathed gnomes falling
choose elements to decontextualize. Even a video that is far
victim. The appropriation of WoW content, as a source for
from its source material, such as “The Hills Have Eggs”
machinima, goes beyond just using the game as a matter of
still relies upon the recognizable characters from WoW as
convenience and source of a physics engine. It provides the
part of its narrative effect. Changing the appearance of the-
medium-specific style of employing characters and situa-
se characters is possible, and arguably easier than a more
tions faithful to the game world. The tools, then, need to be
elaborate effect such as narrow depth-of-field, but a major
general enough to accommodate changing nuanced aspects
part of the video is still using the characters from WoW as
of the game, or even aspects of their own use, but at the
they are in the game. Thus, although the potential exists for
same time capable of incorporating salient aspects of the
the appropriated elements from WoW to be just the arma-
game as per the machinimator’s desires. This picking and
tures that exist in the game, part of the medium-specific
choosing, then, becomes the way that the medium-specific
style of WoW Machinima is WoW itself. The ways that
aspects of the characters, environments, and plot of WoW
machinimators pick and choose elements to be contextual-
are stylistically appropriated outside of other elements.
ized is tied into the flexibility afforded by tools, but there is
always a process of choosing elements that are core to the
CONCLUSION
game to become major components of these videos. As we have shown, the artifacts created by a massive scale
In addition to the selective decontextualizing of game as- online creative community, when examined systematically,
sets, the tools themselves become decontextualized over contribute to an understanding of the nature and history of
time. Because the tools used to create WoW machinima are creative innovation within the medium. With WoW, the
created by part of the community, they are iterated upon in elements that are built into the game not only supply the
response to the specific desires of that community. Some- formal qualities that make up machinima, but they also
times this means taking a tool out of its context of use and bring larger concepts of character types and even plotlines
applying it to an entirely new set of goals and requirements. of WoW. While there is a demand to increase the flexibility
of the tools over time, it never reduces the desire to incor-
Model Viewer itself was appropriated from its initial use as porate the game.
a UI tool or a tool for making pictures to a program that

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We argue that research on creativity support tools can bene- 13. Harwood, T. (2011) Towards a Manifesto for Machini-
fit by supplementing methods focused on creative users and ma. Jrnl of Visual Culture 10(6), 7-12.
processes of creativity with an awareness of how decontex- 14. Kaye, J., Williams, A., Oehlberg, L. (2011) Tinkering,
tualzed content is appropriated into concrete styles, enabled Crafts and Inventive Leisure Practices. Proc. CSCW'11.
by and driving demand for medium-specific creativity sup- ACM.
port tools. In broader terms, we are arguing that the medium
and materiality of works is key to understanding the crea- 15. Kow, Y. M. and Nardi, B. (2010) Culture and Creativi-
tivity of massive-scale amateur communities, and that tools ty: World of Warcraft Modding in China and the US. In
contribute in specific ways to their expressive vocabularies. Bainbridge, W.S. (Ed.), Online Worlds: Convergence of
the Real and the Virtual. Springer, London.
ACKNOWLEDGMENTS 16. Kuznetsov, S. and Paulos, E. (2010) Rise of the Expert
This research was funded in part by the NSF IIS Crea- Amateur: DIY Projects, Communities, and Cultures. In
tive IT (#1002772) and the Intel Science and Technology Proc. NordiCHI ‘10. ACM Press, 295-304
Center for Social Computing programs. We appreciate the
17. Lowood, H. (2008) Found Technology: Players as Inno-
thoughtful feedback from the reviewers.
vators in the Making of Machinima. In McPherson, T.
(Ed.) Digital Youth, Innovation, and the Unexpected.
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