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        Film Festival Status 
        - Dream Nine Studios Site 
        Updated Thursday, 
        March 11, 2010 - 4:00 PM - Tampa Indie Film Log for Filmmaker C. A. Passinault All 
        The Time In The World I believe that 
        the line above is from a James Bond movie (In her majesty’s 
        secret service, the one with Diana Rigg, if I am not mistaken), but 
        it fits here, too. Simply put, the Tampa indie film scene is close to 
        where it needs to be to finally make some progress, but we are not quite 
        there, yet.Another reason why my film festivals and other projects are on hold. With 
        the film festivals, too, I don’t want to do any of the more conventional 
        ones until I have films to show. Also, I might point out, that I don't 
        answer to anyone but myself, as investors are not involved, yet. I will 
        not be making films and producing revolutionary film festivals to "prove" 
        myself, but, rather, because it is in my best interest to do so (I have 
        noting to prove to anyone, and I will not be goaded into doing anything 
        prematurely; the few who are complaining are in no position to effect 
        me one way or another). It's not a question of if, but rather when. All 
        this is going to happen. It'll just happen when I choose for it to happen. 
        I don't rush anything, or cut corners. I am in the position to do what 
        I want to, at the pace that I dictate, and, as a result, whatever I do 
        will be the best in the market.
 There sure are a lot of film festivals in Tampa, and despite the large 
        number of them, none of them have been that effective, especially for 
        Tampa filmmakers. Right now, the market is quite cluttered. This said, 
        I'm going to take my time; I am in no rush to do anything. Whatever shall 
        I do before I proceed with the film festivals?
 My event planning and stage production companies will not be limited to 
        producing film festivals, although those film festivals will be the best 
        that Florida has ever seen. We’ll be doing other types of events, 
        too, and all those events will cross-promote each other. Lately, for those 
        of you who do not know, I've been working on a video game festival. What 
        does this have to do with me as a filmmaker? Well, I will become one of 
        the best indie filmmakers, and a leader in the industry, but what most 
        may not know is that I am one of the rare few who are equally proficient 
        with video games (one of my greatest advantages is that I have experience 
        in a wide variety of diverse fields and industries, and I have a talent 
        for adapting ideas between them- good luck trying to follow my path. If 
        you're really smart, and really talented, expect to spend at least ten 
        years becoming professionally certified in each industry. I did in 20 
        different professions, and it wasn't easy, despite my advantages with 
        my early education, talent, and IQ. If you start now, I can expect competition 
        in the next ten to twenty years- if things work out, it'll be too late 
        to compete with me in less than five). I’ll be able to do equally 
        significant work in both the indie film and video game industries; in 
        some instances, too, I’ll be able to do some crossover projects 
        between the two, too.
 My main media production company, Dream Nine Studios, is an independent 
        film production company, a video game developer, and a record label. Besides 
        the independent publishing business, my company will be making high quality, 
        innovative media projects which will be marketed in a variety of ways.
 Regarding video games, I have some rather unique concepts in new types 
        of video games which have not been done before, at least not in the way 
        that we will be doing them. Rather than focus on the type of 3D crap currently 
        dominating modern video game hardware such as the Playstation 3 and the 
        Xbox 360, I’m going to focus on older styles of games, sprite-based 
        2D games, which are about gameplay, and, well, playing around with the 
        games. Game designer Jeff Minter (Tempest 2000, Defender 2000, Space Giraffe) 
        coined the phrase "Retro Evolved", 
        if I'm not mistaken. A lot of my video games will be retro evolved types 
        of games, arcade games like they used to make in the 1980's, but made 
        with modern technology and new ideas. My games will have stellar gameplay, 
        lots of innovation, will be customizable, and instead of relying on patterns 
        and standard AI subroutines, we will be incorporating things like artificial 
        life and ingenious ways of introducing random elements to the games (with 
        computers, it is presently impossible to generate genuine random numbers 
        because of the nature of computers, not counting some innovations in fuzzy 
        logic. I have figured out ways of introducing true random variables into 
        games. Sure, games like the NES Castlevania are cool, and hold a certain 
        charm, with their predictive patterns, but an even better game experience 
        can be achieved if the game experience was more focused on actual gameplay, 
        and there were no patterns which could be predicted. Also note that I 
        love, and still play, those games).
 In artificial intelligence circles, computer science has attempted to 
        solve the myriad problems associated with AI with sheer computational 
        power and scripted subroutines. This has not worked, and science needs 
        to take cues from nature (you'd be surprised by how much watching nature 
        work has taught me about business.... weird, but true. Most animals would 
        starve to death if they didn't work smart routines every day, and be truly 
        independent in most cases). In nature, higher intelligence is built upon 
        by the building blocks of simpler biological processes. From the interactions 
        of these processes arise the unpredictable, and fluid, nature of intelligence.
 The key to artificial intelligence is artificial life.
 I recall a simple exercise in artificial life that I experimented with 
        using a Commodore 64 in the late 1980's, when I was in school. It was 
        an experiment with variables, statistics, and interactions which were 
        unpredictable because of the way that the variables interacted (also keep 
        in mind that this has nothing to do with my concepts for introducing true 
        random variables, and that this experiment is done with conventional computer 
        subroutines and “random” numbers taken from the system clock 
        upon boot. The interactions of those variables, however, become quite 
        complex, and the results are quite unpredictable).
 At any rate, I had read about the exercise in Omni, and replicated it 
        with my computer. It proved to be really interesting, as well as eye opening. 
        In the experiment, a computer program creates a type of “game” 
        which “plays” itself. It is a virtual ecosystem, where you 
        have resources such as land. On the land you have edible vegetation and 
        water, and you start out with some rabbits. You also add foxes. For the 
        population to grow, you have to have two genders, of course, and resources 
        like food and water to sustain life. So, you add four rabbits, two females, 
        and two males. You add three foxes, a male and two females (and pray that 
        the male fox is able to survive long enough to have offspring with the 
        females; I’ve seen instances where the male fox starved to death 
        before he could reproduce, and the foxes died off, allowing the rabbits 
        to overtake the limited environment, eat all of the vegetation, and starve 
        themselves into extinction themselves). To make it interesting, you’d 
        make is so that you could make a map with trees and other terrain features, 
        and the game had simple behavioral rules based on input and output, and 
        and /or subroutines. The game would have a time cycle, of course, 
        with each real-time “turn” representing one day. For example, 
        the rabbits could move two to three spaces per turn, and would have to 
        navigate around obstacles in their way. Certain terrain slowed them down, 
        too. The foxes also had to be able to move, and were limited to one to 
        two spaces per turn. Each “animal” had perceptual abilities, 
        too, like in real life. The rabbits could only see two spaces in front 
        of them and one to the sides. They could hear for two spaces all around, 
        though, and the noise that any animal made depended upon their speed and 
        the terrain that they were moving over. You also had other variables taking 
        into account things such as hunger, food consumption, etc. So, the rabbits 
        roamed around, eating vegetation and drinking water. The foxes hunted 
        the rabbits, which, in turn, were not as fast as the rabbits, but were 
        successful in eating them when more successful tactics, such as ambushes, 
        were stumbled upon. The foxes which ran around and couldn’t catch 
        the rabbits starved, and didn’t pass on their “learned behaviors”. 
        Thus, the game became populated with foxes who snuck around and ambushed 
        the rabbits, rather than chase them around. The rabbits, on the other 
        hand, learned, too. The rabbits when were not constantly looking around 
        for dangers became dinner. The ones which did, survived, and passed those 
        behavior subroutines to their offspring.
 You get the concept. I programmed that scenario, with crude graphics representing 
        the land, the animals, and other things, and let it rip. No two scenarios 
        played out the same, and you had a “game” which took on a 
        life of its own. The smallest changes would have significant long-term 
        results. Sometimes, the rabbits outnumbered the foxes, consuming all of 
        the natural resources. The rabbits, in turn, died off... mostly because, 
        once they starved, they were slower and much less alert, becoming easy 
        dinner for the foxes. The rabbit population declined, the fox population 
        grew, and the vegetation recovered. The foxes would then outnumber the 
        rabbits, starve because of a lack of prey, and the rabbits would rebound. 
        Sometimes, things got out of balance, with the foxes eating all of the 
        rabbits, and then dying off as they starved, leading to mass extinction.
 I found that the best scenarios spread out the risks, where more animal 
        types and behaviors were introduced. The more variables, the more unpredictable 
        the scenario became. Most of the time, the scenarios would keep going 
        indefinitely, achieving and maintaining a balance.
 Most interestingly, when you allowed the computer animals to retain the 
        solutions to behaviors that they stumbled upon, and pass them on to their 
        offspring, the animals were able to achieve that balance on their own 
        over time.
 With more complex sets of interacting variables, resulting in subroutines 
        which could learn the best solutions, you begin to have the building blocks 
        of artificial intelligence which does not depend upon scripted scenarios, 
        but is rather fluid and unpredictable.
 Video games which use such processes are the future, as are games where 
        the players can customize the games to suit their preferences, and games 
        which allow the players to create their own content (I realized the custom 
        game concept years before games such as Little Big Planet came about, 
        too.) Games should offer total and complete freedom; sure, you can play 
        it as-is, and have fun, but you should also be able to get under the hood 
        and tinker with it as little, or as much, as you wish.
 At this point, some of you may be wondering what advanced video game theory 
        has to do with indie film. Well, that depends upon the scenario, now, 
        doesn’t it?
 In the video game industry, it has long been the case where video games 
        based upon films generally suck (and vice versa), with a few notable exceptions 
        (The Nintendo 64 game Goldeneye being one of them). This, of course, is 
        because of incompatible differences between the entertainment formats. 
        Video games are interactive entertainment, and they are all "cause 
        and effect". Films are passive entertainment, where the participant 
        can only watch, and is along for the ride. Video games based upon films 
        often make the mistake of trying to shoehorn the established plot and 
        sequence of events into the game, so that the “player” can 
        “experience” what happened in the film themselves. This does 
        not work. What video games should do is to take the premise of the film, 
        and then allow the player to define their own experience through playing 
        the game, allowing the “plot” to unfold within the limitations 
        of the interactive medium of the video game.
 Limitations of the interactive medium? What’s that?
 Two examples. Yuji Naki and his Sonic Team created “Nights”, 
        a 3D platformer, for the Sega Saturn. Nights was a fast paced game when 
        the character transformed into Nights and flew around, but was a slower 
        paced walk when the character was on the ground. On the ground, you could 
        move in 3D, just about anywhere on the map. Because of the fast pace of 
        the flying portion, though, the game designers decided to limit where 
        they player could go to pre-determined 2D invisible “tracks”, 
        as it was deemed that full 3D flight would make things too complex, and 
        make the flying much less fun. They were right; by limiting where the 
        player could fly, the gameplay was polished to perfection, making a more 
        entertaining, and fun, game than a game where you could fly all over the 
        place (incidentally, Nights also uses artificial life with the creatures 
        that populate the world. The creatures interact with each other using 
        natural cause and effect subroutines, and can even cross-breed 
        to form hybrid creatures and new type of creatures. Such AL features were 
        also included in later Sonic Team games such as the Dreamcast hit Sonic 
        Adventure).
 Shiguru Myamoto’s Super Mario 64, for the Nintendo 64, also enhanced 
        the game experience by limiting what the player could do. There are levels 
        where it looks like the player can go anywhere, but where you have to 
        stick to paths in order to proceed in the game. Those limitations, which 
        enhance the focus of the gameplay and the game experience, are implemented 
        so brilliantly, in fact, that the player never realizes that they never 
        have the freedom that the game teases them with.
 As my friend Rachel Eaglin used to tell me, structure (limitation) frees 
        you; a saying that she used to describe the limitations of the screenwriting 
        format.
 The key with both passive and interactive media is to figure out what 
        they are really optimized to do, and then play up to what they are good 
        for; to play to their strengths.
 At any rate, the reason that I am posting about video games on my film 
        blog is that I am thinking about doing a video game festival before I 
        debut my film festivals. I have all the time in the world to do film festivals, 
        especially when I have to have some of my short films done first. There 
        are a lot of film festivals here in Tampa, but not a single dedicated 
        video game festival or event. I'll probably just circle the wagons with 
        other types of events, first, demonstrating how advanced those events 
        are, before moving in and taking the Tampa film festival market.
 And, with that, I have to go now.
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