This article documents a conversation with British actor and director Sam Crane, co-creator with Pinny Grylls of the documentary Grand Theft Hamlet (2024, 91’). The film explores the creative process and the outcome of an experiment that transposes Shakespearean drama into the video game Grand Theft Auto Online. During the pandemic, the search for a stage presence beyond the limited scope of Zoom prompted the authors to explore the digital world as a space for live performance. The discussion with the author focuses on how liveness is redefined through digital co-presence between avatars, moving beyond the constraints of simple videoconferencing to embrace an environment where unpredictability and chaos become central dramaturgical elements. In this context, the avatar emerges as a "digital body" that presents the actor with a technical challenge comparable to puppetry: the impossibility of realistic facial mimicry and the movement constraints imposed by the code force the performer to operate within rigid boundaries, transforming software limitations into creative stimuli. This tension between the player's physical body and the "digital puppet" not only generates a Brechtian distancing effect but also shifts the focus of the theatrical event from physical presence to the ability to react in real-time to server interferences and the addition of virtual players/audience members. Through this lens, mediated performance redefines the relationship between actor and spectator, evoking the "shared light" of Elizabethan theatre. It creates a profound connection between the nature of online gaming, theatre, and documentary—disciplines united by the necessity of managing the unexpected and the chaotic in the present moment.

«What a Piece of Work is an Avatar». Conversation with Sam Crane on Grand Theft Hamlet

Sergio Lo Gatto
2025-01-01

Abstract

This article documents a conversation with British actor and director Sam Crane, co-creator with Pinny Grylls of the documentary Grand Theft Hamlet (2024, 91’). The film explores the creative process and the outcome of an experiment that transposes Shakespearean drama into the video game Grand Theft Auto Online. During the pandemic, the search for a stage presence beyond the limited scope of Zoom prompted the authors to explore the digital world as a space for live performance. The discussion with the author focuses on how liveness is redefined through digital co-presence between avatars, moving beyond the constraints of simple videoconferencing to embrace an environment where unpredictability and chaos become central dramaturgical elements. In this context, the avatar emerges as a "digital body" that presents the actor with a technical challenge comparable to puppetry: the impossibility of realistic facial mimicry and the movement constraints imposed by the code force the performer to operate within rigid boundaries, transforming software limitations into creative stimuli. This tension between the player's physical body and the "digital puppet" not only generates a Brechtian distancing effect but also shifts the focus of the theatrical event from physical presence to the ability to react in real-time to server interferences and the addition of virtual players/audience members. Through this lens, mediated performance redefines the relationship between actor and spectator, evoking the "shared light" of Elizabethan theatre. It creates a profound connection between the nature of online gaming, theatre, and documentary—disciplines united by the necessity of managing the unexpected and the chaotic in the present moment.
2025
videogame, theatre, liveness, hamlet, grand theft hamlet, interview, shakespeare
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14085/51341
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