ethnographic study

ESSAY: DON’T CALL IT FOUND FOOTAGE: SANDBOX AS JEU VIDEO VÉRITÉ

Charlotte Clerici, Lucas Azemar, Sandbox (Bac à sable), 2023

One of the most captivating yet overlooked facets of Sandbox, an ethnographic and impressionistic study by Lucas Azémar and Charlotte Cherici of a French Grand Theft Auto V roleplay server, is the filmmakers’ innovative and meticulous process. To fully appreciate the originality of their documentation, it is essential to understand the context in which it was created.

As previously mentioned, Azémar and Cherici encountered the French GTA V roleplay community on Twitch, Amazon’s gaming streaming platform. Roleplay refers to a community of players who assume the identities and behaviors of specific characters, interacting with others in a manner driven by narrative or real-life simulation, diverging from the predefined storyline set by Rockstar Games. This vibrant subculture within the broader GTA V user community is often enhanced through modifications (mods) that enable more detailed interactions, exemplified by well-known platforms such as FiveM and GTA Network. These players choose Twitch as their preferred broadcasting platform, streaming gaming sessions live to an audience that includes both roleplayers and non-roleplayers. Both filmmakers are well-versed in gaming culture. Azémar, in particular, delved into gaming themes in his first film, Life on Earth, which was his graduation project at the prestigious school HEAD (acronym of Haute École d’Art et de Design) in Geneva, Switzerland. Similarly, Cherici has explored the concept of roleplay, though her focus has extended beyond digital environments.

Their first joint endeavor, Sandbox, captures the dynamics of a French roleplaying community in an exploratory and experimental, rather than didactic, style. Azémar and Cherici adopt an ethnographic approach, positioning themselves as both observers and engaged participants. Mirroring the style of Knit’s Island, the documentary eschews traditional talking heads and omniscient narration. Instead, it unfolds through a series of vignettes where players fully embody their chosen identities throughout their interactions. Exceptions occur with the occasional trolls or uninformed users, who are either expelled or gently asked to leave the server, informally “the island”, by the all-seeing referees. To preserve the authenticity essential to this unique form of play, Azémar and Cherici opted to forgo the traditional method of editing found footage collected from Twitch. Instead, they fully immersed themselves in the game’s environment to pursue what we can call a specific kind of jeu video vérité (truthful gaming), the game video essay equivalent of cinema vérité, a documentary filmmaking that combines naturalistic techniques with observational cinema, emphasizing a candid approach to its subjects. 

Jeu vidéo vérité embodies a particular style of game video essay that aims to capture and present video game experiences in a truthful, impressionistic, and immersive manner. This method proves effective and viable, emphasizing the authenticity of virtual experiences through spontaneous and unscripted interactions within digital gaming environments. 

Among the features of jeu vidéo vérité we can identify direct engagement…

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Matteo Bittanti

Works cited

Sandbox (Bac à sable)

Charlotte Cherici, Lucas Azemar

documentary, 58’, 2023, France

Production: Jérôme Blesson

Screenplay: Charlotte Cherici, Lucas Azémar

Filming: Charlotte Cherici, Lucas Azémar

Editing: Charlotte Cherici, Lucas Azémar, Mila Olivier

Music: Simon Averous

Sound: Pierre Oberkampf

Life on Earth

Lucas Azemar

short, 35’, 2019, Switzerland/France 

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VIDEO ESSAY: BAC À SABLE AS GTA V ETHNOGRAPHY

Selected for Cinéma du Réel in 2023, Sandbox (Bac à sable) is the directorial debut of Lucas Azémar and Charlotte Cherici. Entirely shot entirely within a Grand Theft Auto 5roleplay server, this documentary offers a deep dive into a French gamer community that transcends the conventional or “expected” gameplay. 

In gaming jargon, the term sandbox refers to a style of gameplay where players can explore and interact with a world with minimal limitations on their actions. Sandbox games typically offer a high degree of freedom, allowing players to create, modify, or destroy their environment and influence the simulated reality in both minor and significant ways. This can range from constructing buildings to altering the landscape, to creating intricate narratives or scenarios. Given this definition, sandbox as a title for a documentary about roleplay within a game like Grand Theft Auto V is quite apt. In fact, GTA V’s roleplay servers function as a sandbox environment in the truest sense: they provide a framework within which players can live out complex, interwoven lives as characters of their own creation, with the game world serving as an open canvas for their narratives. These servers expand the conventional boundaries of the game, moving beyond its original missions and storylines to embrace a form of play that is driven entirely by player choice and creativity. Players on these servers adopt nuanced character identities and engage in narrative-driven activities, effectively sidelining the original storyline crafted by Rockstar Games. Such depth in interaction is facilitated by mods like FiveM or GTA Network, which make the roleplay experience possible.

Sandbox allows viewers to explore the lives of various characters – doctors, police officers, store owners and workers – each portrayed with unique backgrounds and ambitions. The documentary highlights the importance of server administrators who enforce rules to maintain realism and order, drawing parallels with super partes entities. These administrators are crucial in ensuring adherence to the roleplay’s shared norms and reprimanding those who deviate. Staying in character and respecting the assigned role is non-negotiable. 

Through its ethnographic lens, reminiscent of the approach seen in Guilhem Causse, Ekiem Barbier, and Quentin L’helgoualc’s Knit’s Island, Sandbox is composed of self-contained vignettes that focus more on standalone, self enclosed narratives rather than recurring characters, with the notable exception of Astrio, the vigilant moderator depicted as a guardian of gameplay integrity, a Watchmen character donning a white suit and a hat, his face covered by a mask.

The film begins intriguingly with a “machinima within a machinima” – a meta-narrative technique where a shootout scene between thugs and special ops officers, viewed by avatars in a Los Santos movie theater, sets the stage. This is followed by a sequence featuring a job interview for a Weazel News cameraperson, possibly an alter ego of the director(s), intended for “research purposes”, illustrating the “free” nature of roleplay environments where participants shape their experiences within the confines of the world they inhabit.

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Matteo Bittanti

Works cited

Sandbox (Bac a sable)

Charlotte Cherici, Lucas Azémar

documentary, 58’, 2023, France

Production: Jérôme Blesson, La belle affaire productions

Screenplay: Charlotte Cherici, Lucas Azémar

Filming: Charlotte Cherici, Lucas Azémar

Editing: Charlotte Cherici, Lucas Azémar, Mila Olivier

Music: Simon Averous

Sound: Pierre Oberkampf

Mixing: Frédéric Belle

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MMF MMXXIV: BEFORE KNIT’S ISLAND, THERE WAS MARLOWE DRIVE

Guilhem Causse, Ekiem Barbier, and Quentin L’helgoualc’h, Marlowe Drive, digital video, color, sound, 34”, 2017.

Before embarking in their ambitious project Knit’s Island, which will be screened on March 14 2024 at IULM University in the context of the Game Video Essay program, filmmakers Guilhem Causse, Ekiem Barbier, and Quentin L’helgoualc’h directed a machinima documentary set in Grand Theft Auto V titled Marlowe Drive, an experimental film that explores video games environments as a context for making a documentary. 

This is how Guilhem Causse describes the film:

A director, Adam Kesher, from David Lynch’s film Mulholland Drive, lands in another fictional Los Angeles. It is in this Hollywood film landscape recreated by Rockstar Games, that this director sets out to find someone to talk to. He is looking for a bridge between the banks of reality and the imaginary. The film takes place on the game's multiplayer platform to meet “real” characters. It collects information on the individuals who inhabit this space and reintegrates the process of documentary filming into a virtual world. In a back and forth between staging and raw capture, the protagonist then lets himself be carried away into the current of a chaotic world that fascinates him, but which gradually overtakes him. Through his character and his encounters, we ourselves discover a virtual world. An autonomous world strangely close to a form of reality.

In other words, the conceptual foundation of Marlowe Drive (2018) was to document the virtual lives of avatars controlled by real people, thereby examining the intersection of our reality with the virtual environments created by video games. This is so meta, it hurts.

At any rate, this initial exploration set the stage for their later work, Knit’s Island, although the two projects engage with virtual spaces in distinctly different ways. The choice of GTA V for Marlowe Drive was deliberate, leveraging the game’s thematic elements of consumerism and the American dream to contrast sharply with the survivalist, post-apocalyptic setting of DayZ, the game chosen for Knit’s Island. This thematic divergence highlights…

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Matteo Bittanti

Works cited

Guilhem Causse, Ekiem Barbier, and Quentin L’helgoualc’h, Marlowe Drive, digital video, color, sound, 34”, 2018.

Guilhem Causse, Ekiem Barbier, and Quentin L’helgoualc’h, Knit's Island, digital video, color, sound, 95”, 2022.

Read more about the 7th edition of the Milan Machinima Festival


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MMF MMXXIV: EVERYTHING YOU WANTED TO KNOW ABOUT KNIT’S ISLAND...

The Milan Machinima Festival is thrilled to present the full length documentary Knit’s Island as part of the Game Video Essay program. The film will be screened on March 14 2024 at IULM University. We are equally excited to present Angelo Careri’s insightful interview with the filmmakers, Guilhem Causse, Ekiem Barbier and Quentin L’helgoualc’h. We are also sharing with our Patreon supporters the first of a series of exclusive excerpts of the film.

Thanks to Careri’s clever questions, we learn about the filmmakers’ deep engagement with the virtual world of DayZ, as they set out to examine the social and existential dimensions of online gaming communities. Their work blurs the boundaries between documentary filmmaking and virtual exploration, offering insights into how digital spaces can reflect and influence real human experiences and connections.

In this comprehensive and always compelling conversation that was shared with us by the film distributor, Square Eye Films, Causse, Barbier and L’helgoualc’h explain that the idea for the film began as an experiment during their studies at the Beaux-Arts. The young filmmakers were initially intrigued by the possibility of observing, rather than playing, within online games. This curiosity led to the discovery that games could serve as venues for documentary filmmaking, particularly after encountering players who used the game spaces for social interaction beyond the game’s intended mechanics.

The shift from Grand Theft Auto V, which was initially selected as a case study, to DayZ was influenced by the desire for a game that offered more realistic interactions and survival elements, contrasting with GTA V’s focus on consumerism. DayZ’s environment, which simulates a post-apocalyptic world requiring survival strategies and fostering player interactions, presented a compelling setting for exploring virtual community dynamics. The filming process involved significant preparation, both within and outside the game. The team had to manage survival elements like food and health for their avatars, navigate the game’s day/night cycle, and adjust to game updates that affected filming.

They described the experience as living a “double life,” balancing their real lives with their virtual existence in the game. The filmmakers experienced a gradual integration into the DayZ community, eventually being recognized and respected by other players. This acceptance allowed them to explore the communal and individual stories within the game, revealing layers of personal engagement and the blurring of lines between players’ virtual and real lives. The team was interested in how players and their avatars interact with the game’s boundaries and its virtual environment. They noted how the game became a space for contemplation and social interaction, contrasting with the fast-paced nature of contemporary internet culture. Knit’s Island is, first and foremost, an ethnography of online gaming spaces. 

The Covid-19 pandemic which began in March 2020 mirrored some of the post-apocalyptic themes in DayZ, adding a layer of relevance to the film. The lockdowns and restrictions of the pandemic paralleled the isolation and survival themes within the game, influencing both the players and the filmmakers. Post-filming, the directors expressed ambivalence about returning to DayZ purely for leisure, highlighting how their experience has irrevocably changed their perspective on the game. They feel that their connection to the game and its community is now intertwined with their roles as filmmakers.

Finally, we learn that the title Knits Island reflects the filmmakers’ intention to name and define the virtual space they explored, drawing inspiration from the concept of “ghost islands” on maps, places that are marked but don’t actually exist, analogous to the virtual spaces in video games…

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Matteo Bittanti

Works cited

Ekiem Barbier, Guilhem Causse, Quentin L’helgoualc’h, Knit’s Island, 2023.

Read more about the 7th edition of the Milan Machinima Festival


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VIDEO: GINA HARA'S YOUR PLACE OR MINECRAFT? (2016)

A TERRIFIC ONLINE ETHNOGRAPHY

Patreon-Exclusive content

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Patreon-Exclusive content 〰️

We're happy to share with our Patreon subscribers Your Place or Minecraft?, directed by Gina Hara in 2016. A precursor to Hara's more experimental work with Mojan Studios' world-building game (think Sidings of the Afternoon or Valley), Your Place or Minecraft? documents the activities of a handful of Canadian academics playing together. The full series, which debuted on YouTube six years ago to great critical acclaim, comprises eight episodes.

Both entertaining and revealing, Your Place or Minecraft?, takes place in the virtual land of the mLab server, one of the most modded Minecraft servers in the world. But what makes it really special is that it is owned by academic game research centres of Concordia University where the players - students and professors - all work together in real life. Their IRL friendships, objectives and conflicts result in fascinating, self-reflexive and sometimes explosive gameplay. Hara's modus operandi, connecting gaming, research, and film making, is a testament to the ethnographic potential of documentary-based machinima

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Matteo Bittanti

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