Sims2 Understated As a Machinima Medium
As my journey through the world of Machinima continues, I have been witness to a lot of “really neat” things going on out there, and I have endured a lot of crap, but I have discovered that the Sims2 game engine has received a lot of criticism as a suitable medium for Machinima.
Much attention is given to the length of time many Machinima films have required in their creation, and many Sims2 Machinima films have been faulted as being inadequate because “they are being churned out” within spans of hours.
One significant point has been overlooked which is crucial in truly setting the Sims2 game engine apart from the other game engines used to create Machinima films. Unlike the other game engines where the sets are already created as part of the game’s programming, the Machinima film director must create or have someone create the sets in the Sims2 game. That means the film director has complete control of the character and depth of the sets. And the marvelous thing about this, is that the Sims2 game offers enough tools to create any world the designer can envision. So, despite what some have said, “creativity” can suddenly play a crucial part in the success of one’s Sims2 Machinima film.
As far as the length of time involved in creating Sims2 Machinima films … I just recently created a set that involved a block of city. The scene used by that set lasted all of 4 seconds, but it took me four days to create that set. Now, there are those who may not wish to invest that much time in set design, but my point is, when one views a Sims2 Machinima film rich with elaborate sets, does that individual understand the time involved in that production?
I believe a time is quickly approaching when we will see some amazing things produced with Sims2 Machinima films, when people will “Challenge Everything!”
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