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One
of the things I hate most about digital projects — and there's
a lot to hate about new media — is that it encourages people
to spend money.
It's as impoverishing as it is empowering. I've seen a lot of people
get excited about making their own little movies or whatever and
go buy a digital camera, high-end computer, the works — and
lose their enthusiasm after one project. Or don't have enough time
to finish their projects because they have to take jobs to pay for
their equipment.
So if reading these articles
gets you all excited about making stuff, don't take it out on your
credit card. Zinesters don't go out and buy a photocopier, so consider
holding off on buying anything until your first project is finished
and out there.
The First Project
Rule is practical for a number of reasons: first, you can figure
out what you really need for your second project, rather than what
you think you need, or what the guy at the computer store tells
you you need. Secondly, the longer you wait the more value you'll
get for your buck — computer prices are dropping all the time,
and the system you got for $1000 last year would get a much better
system today. Renting
a DV camera for a day is cheap, and you probably know a bunch of
people who have access to the kind of computers you need to edit
with.
The cultural
pressure that combines the urge to buy and the urge to be modern
— the upgrade — is a significant one, and one that is
pretty obviously motivated by profit. I wrote my first computer
game, made my first little movie, and maintained my website for
years without having a full desktop computer. Not that everyone
will want to do the kind of organizational gymnastics that this
required, but consider this screed a dissenting note in the chorus
that the technology pimps are singing.
OK, disclaimer
over. On with the show!
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