Creating a tool for designing well-sculpted, appealing protagonists who fit into the same consistent art style is surprisingly complex. However, the number of people out there who want to play an AAA computer game is massive – easily enough to justify the investment in a tool capable of churning out almost infinite numbers of beautifully sculpted, world-consistent protagonists. And so, suddenly, for an independent storyteller, the projected costs of any independent animated project plummet if they’re willing to use a “Machinima” approach.
It would be possible to tell almost any low to mid-fantasy story using Skyrim or World of Warcraft, with some minor modifications. The genre of science fiction, at least in its mainstream film-friendly incarnation, is similarly well-covered by EVE Online, Half-Life 2, Dead Space and 10s of other games. (It would take some thinking, but I could probably make a fair stab at adapting any of Charlie’s SF works using one, another, or a combination of game engines.) And of course, modern-day stories are thoroughly covered by everything from The Sims to Call of Duty.