Startrekern wrote:I should have known we had an Ace Combat fan in our midst from seeing your avatar, but I didn't notice it. It became clear to me the instant I heard the music -- it was one of the briefings, right? Not my favorite.
The briefing music seemed to fit, it's from AC0. My utter favorite mission and soundtrack are both Hresvelgr, but that music is grossly inappropriate for a tutorial. I actually intend to use as little music as possible, because all the good stuff is copyrighted or doesn't fit the tone of an informational briefing.
The AC4 music was both beautiful and terribly fake all at the same time, the quality of computer generated orchestras has advanced considerably since it came out. Otherwise I totally would have used Operation.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The PoC is really just an uber basic tut and doesn't show much in how teaching of the games mechanics will be done. Text should be avoided as a primary source of intel.
A more important PoC will be one that will require a group of people creating a scenario, recording it, and then editing it.
We have a good amount of people who like to do Machina, so lets recruit these actors for a PoC script that teaches a few basic mechanics of the game. The medic system would be an excellent PoC, but given a good enough scenario we can teach a large amount of basics in 5-10 minutes.
Basic Idea:
USMC team fighting for a 'cache' in map X. --- Explain that caches are approximately denoted by Red Markers on a map, state the reward for taking out a cache.
USMC team walks towards an 'enemy objective marker' on a map. --- Basic allusion to marking targets with Sqd Ldr Radio or Commander
USMC team is opened upon by enemy fire, one man goes down. --- Teach how to search for cover, surpression mechanics.
USMC team returns fire and pops smoke. --- Teach how to fire back, and smoke procedures.
USMC pulls back, cover blown. --- Teach that rushing head long into a bullet bill alley is a bad idea.
Fin.
The idea heare is to create an engaging 'hook' to watch the tutorial. If a story is being promoted, and explosions and kick *** action is going on, people will get pumped. However, the sneaky fact is that we are also teaching them how they are expected to act.
I think we need to have 6 perspectives with six people recording from the squad, all talking to each other, and someone comments as the movie goes along.
I think I can organize an insurgent team of 6-12 people and a squad of 6 filming, plus 1 flying for CAS or 2 driving and gunning in a Stryker for transport and mumble goodness.
hmm, 6 episodes, 1 for each person in the squad, and 1 map per episode in all the different game modes PR offers...Mumble mandatory.
So, YTman, why aren't you in the XFire group yet? Click HERE and sign up...you too Cal. Can you film in 720p? Do you have a mic? And most of all, how do you live with backwards flushing.
Last edited by Acemantura on 2010-08-16 07:14, edited 1 time in total.
Only problem i forsee in this is that we wont cover all the ground in this approach. For instance, if we do it in insurgency mode, then they wont know how to cap. If we teach them how to play/gun CAS then they wont know how to use a trans chopper, or drop crates. If we use striker, tank and other things miss out. Maybe we should have 'events' in the game that make the assets and map change? Alot of thought and planning will be involved in this i think if it is to go underway.
I didn't mean that we would only have a stryker or only 6 kits. But we would have all the kits shown and explained in each of these episodes, with all the different assets going through the same process, from the perspective of a 6 man squad. I think we could do that.
right now were just thinking about what were doing, there is nothing permanent here...so far.
However I think Mumble should be mandatory for this entire process.
acemantura wrote:I think we need to have 6 perspectives with six people recording from the squad, all talking to each other, and someone comments as the movie goes along.
I think I can organize an insurgent team of 6-12 people and a squad of 6 filming, plus 1 flying for CAS or 2 driving and gunning in a Stryker for transport and mumble goodness.
hmm, 6 episodes, 1 for each person in the squad, and 1 map per episode in all the different game modes PR offers...Mumble mandatory.
So, YTman, why aren't you in the XFire group yet? Click HERE and sign up...you too Cal. Can you film in 720p? Do you have a mic? And most of all, how do you live with backwards flushing.
I wasn't one of the 16 million xfire members before today. ^_^ I'll be joining.
That six recording, all talking (as if in a real game), and having a narrator describe what is going on is perfect. I'll do some test runs to see if I can record through x fire.
A BR enabled server would also help with fixed camera angles.
So then we could start on a PoC. Any ideas on the video editor(s), we have a lot of volunteers? He'll have a lot of things to sort through, and it will rely on him to make this as presentable as possible.
We actually don't require BR. If we password the server, we have access to PRBot and wether or not we password it, I have access to an in game admin tool that will allow us to do the same.
Does anyone have the information that would allow us to compare and contrast between a BR style of filming and the PRBot style? I would love to know which is better and which one allows more freedom in filming.
ytman wrote:So then we could start on a PoC. Any ideas on the video editor(s), we have a lot of volunteers? He'll have a lot of things to sort through, and it will rely on him to make this as presentable as possible.
Well, everyone on the team has editing capability, however, the person to which this process will be entrusted will be Spuz. Not only does he have superior hardware (which really doesn't say much) but his previous work was something I admired greatly. He may have to tone it down a bit, but I think he should be the man for the job.
However, he won't be alone in this process, I have many years stacked up in my work in the A/V departments of my middle school, high school, and even in my home town's junior college. I'll only send him the shots that should be in the movie, and I expect as much from our other filmers.
acemantura wrote:We actually don't require BR. If we password the server, we have access to PRBot and wether or not we password it, I have access to an in game admin tool that will allow us to do the same.
Does anyone have the information that would allow us to compare and contrast between a BR style of filming and the PRBot style? I would love to know which is better and which one allows more freedom in filming.
PRBot alone won't allow us any sort of in-capture acceleration or deceleration, which has a slightly different feel to it than post-capture acceleration/deceleration. It will allow a rough preview of how an event will look to someone with access to an overhead boom style of filming, that would be tough to see prior to ending the round with just battlerecorder. They should be used in conjunction with one another.
I had a flash of inspiration earlier, in which as soldiers are moving for a set up in the kit info videos, we slow time way down, zoom in on the equipment in question, then explain it, while rotating around to show various features. It's a little more hectic than someone demonstrating it in a static environment, perhaps the better to hold someone's attention.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
mat552 wrote:I had a flash of inspiration earlier, in which as soldiers are moving for a set up in the kit info videos, we slow time way down, zoom in on the equipment in question, then explain it, while rotating around to show various features. It's a little more hectic than someone demonstrating it in a static environment, perhaps the better to hold someone's attention.
Kinda like when a mil documentary will do a "specs" view on a weapon or vehicle.
acemantura wrote:He may have to tone it down a bit
lawl
Understood. Usually only get funky with music in the background.
If any of you are interested in joining up, remember to PM the man himself, acemantura, and get connected to the xfire group. If that's too silly for you, just shoot him a PM and at least tell him your contributions.
Anyway, we are still actively recruiting any member of the community to rock and roll with us.
I want to stress however that were not diving right into this. Many of us on the team are either in or are going to be in school very soon. And most importantly we are waiting for the release of v.92 to allow us to properly inform the incoming newbs.
Again sign up with a PM giving me your XFire info and a reason or two why you should be on the team, it isn't that difficult to apply, were even looking for extras and other support personnel.
0. Opening
1. Briefing (Squad Leader's basic orders/plans) -Stress following orders AND Stress having a competent Squad Leader-
2. Roll Out (Movement as a squad, tension building)
3. Spot a collaborator, do not engage. (RoE)
3a. Collaborator pulls out phone and rellays US position. (Squad Leader Marking abilities)
3b. Collaborator is shot and killed. (RoE)
4. INS team moves out and sets up. (Tension building)
4a. USMC Team turns a bend and is engaged.
4b. USMC Team loses a man.
4c. USMC Team returns fires (show surpression effects).
4d. USMC Flanks hostiles who are surpressed. (Pushing battle away from wounded soldier)
4e. Smoke covers the wounded body.
4f. Revive the wounded soldier.
5. Call for retreat. (maybe Humvee/APC extract)
0. Opening
1. Briefing (Squad Leader's basic orders/plans) -Stress following orders AND Stress having a competent Squad Leader-
2. Roll Out (Movement as a squad, tension building)
3. Spot a collaborator, do not engage. (RoE)
3a. Collaborator pulls out phone and rellays US position. (Squad Leader Marking abilities)
3b. Collaborator is shot and killed. (RoE)
4. INS team moves out and sets up. (Tension building)
4a. USMC Team turns a bend and is engaged.
4b. USMC Team loses a man.
4c. USMC Team returns fires (show surpression effects).
4d. USMC Flanks hostiles who are surpressed. (Pushing battle away from wounded soldier)
4e. Smoke covers the wounded body.
4f. Revive the wounded soldier.
5. Call for retreat. (maybe Humvee/APC extract)
Location behind the Muttrah Mosque just instantly popped in my head reading that. I guess its not Ins, but whatever
0. Opening
Simple and straight forward, this should be. In the PoC, just a title card, in the actual tutorials, if approved, BSS Logo, PR Logo, Title card
1. Briefing (Squad Leader's basic orders/plans) -Stress following orders AND Stress having a competent Squad Leader-
If there's stress just getting orders, you know it's going to be a bad round.
2. Roll Out (Movement as a squad, tension building)
Again, if rolling out builds tension, you're going to have some very unpleasant group dynamics once the fights actually start. I understand you want there to be hooks to pull the viewer in. More than building tension, hyping a coordinated roll out with...5 people and a humvee is almost comedic. A much better solution in my opinion would be just a squad leader getting into a humvee and yelling "Get in!" via the comm rose. The squad should then filter in naturally, then depart the wire normally. It is better show what probably will happen, instead of what could.
3. Spot a collaborator, do not engage. (RoE)
The RoE are confusing to many veteran players, to say nothing of new ones. We should, at most, inform new players that the rules regarding collabs are extremely convoluted, and as such, any actions regarding this utterly broken kit should be conducted under the direction of the veteran in the squad, the SL. Emphasize that what we do know is that as long as they have a rock, you can shoot them, but that is the only cut and dry case.
3a. Collaborator pulls out phone and rellays US position. (Squad Leader Marking abilities)
Suddenly, you've switched sides and what you're trying to explain, instead of being a Coalition troop dealing with the vagaries of COIN under the direction of a seasoned Squadleader to the viewpoint of a civilian collaborator who is, apparently not part of a cell, but leading it. This can be done, but I do not believe it should be done in a first time tutorial.
3b. Collaborator is shot and killed. (RoE)
See 3(a?).
4. INS team moves out and sets up. (Tension building)
I assume 4 and 3b occur at the same time. There should be no more than 5 Insurgents then, and we should let players find cover like they normally would, not stage it for the camera.
4a. USMC Team turns a bend and is engaged.
There really is no ideal way to show this without letting people hear the in squad radio chatter. A good alternate would be a narrator letting people know the SL has chosen a pointman, and that pointman slowly peeks around the corner, to get promptly... 4b. USMC Team loses a man.
...There it is. At this point, the urge of a player used to runandgun will be to sprint across the street and attempt to engage. Instead of ordering any more squadmembers out around what is a known killzone, any competent Medic or SL will throw smoke. As far as my drafts go, Smoke would have already been covered in the third video, along with fire and maneuver concepts.
4c. USMC Team returns fires (show surpression effects).
This would mean they all rounded the corner. Into a killzone. Not impossible to believe, but someone in the squad hopefully has a sense of preservation. Suppression effects should be shown without any flair or dramatics from a first person, renderer.drawhud 0 (except not, because that would disable the effect I think), view. You want to familiarize a player with the effects and causes without confusing or intimidating them.
4d. USMC Flanks hostiles who are surpressed. (Pushing battle away from wounded soldier)
I had this vision of pulling away from the battle into one of those nice computer generated dot visuals, with arrows and a narrator explaining that the SL assigned the three other non medic/SL/Injured players to go take the pressure off. That engagement can play out however, as you are right, pushing the battle away would be good.
4e. Smoke covers the wounded body.
Remember, if you can, always smoke the enemy position. If you can't, smoke to block their sightlines. Only when you can't do either of those should you smoke your own position. Better would be an overhead view where you can keep tabs on all the action as directed by the narrator.
4f. Revive the wounded soldier.
Medic dynamics, short and very sweet. If the body is straight and level, stab it once, entice the player to cover, heal them up, good to go.
5. Call for retreat. (maybe Humvee/APC extract)
They should call for support as soon as they have contact, or as soon as one of their guys goes down. It shouldn't arrive deus ex machina style, but rather after they've mopped up, using the newly reopened front against the Insurgents, who are pushed back or destroyed.
There are four topics you covered, in my opinion mind you, poorly.
Pre-Combat Operations
Scouting/En route Operations
Some elements of Squad Leading
Field Combat Medicine
I got the vibe that you were thinking more for the machinma aspect than the tutorial one. It does sound good for a machinima, but it sounds, again, my opinion, terrible for a "just the facts" tutorial.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.