A technique common in cut scenes of video games, scripting consists of giving precise directions to the game engine. A filmmaker can work alone this way, as J. Thaddeus "Mindcrime" Skubis did in creating the nearly four-hour "The Seal of Nehahra" (2000), the longest work of machinima at the time. However, perfecting scripts can be time-consuming. Unless what-you-see-is-what-you-get (WYSIWYG) editing is available, as in "", changes may need to be verified in additional runs, and non-linear editing may be difficult. In this respect, Kelland, Morris, and Lloyd compare scripting to stop-motion animation. Another disadvantage is that, depending on the game, scripting capabilities may be limited or unavailable. Matinee, a machinima software tool included with "Unreal Tournament 2004", popularized scripting in machinima.