Quote:
Originally Posted by David198502
...all i focused on, was to record my missions in a way, that the viewer is able to comprehend the single incidents in the storyline...
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That sums up what I was trying to say about your clear approach to showing the action, you make it easy for the viewer to understand what's happening.
Quote:
Originally Posted by David198502
...trying to tell stories, awake emotions.that will be the aim of my next project.
but i think this will take longer than the usual three hours of work, from flying the mission to the end result...
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Yes, that is the challenge, it takes longer and requires more thought.
There are two basic approaches you can take.
1. You can fly and record missions, watch the recordings, find a 'story' within them, then edit and reinterpret the footage in such a way that the viewer can see that 'story'. This is pretty much what you've done so far.
2. Or you can decide what it is you want to show, the story you want to tell, or the effect you want the images and sounds to have on the viewer, then make or find missions that you can record and edit to achieve that pre-determined end.
The first approach or method is more limited in the potential 'stories' it can reveal to you, but the second method is more dependent upon your ability to come up with a story idea in the first place and then make the game do what you want it to do in order to tell that story. Neither approach is easy.
It's also possible to combine both methods.
What this means is that you can start with method #1 to find and record the basic story (documentary-style), then use method #2 to go back and record new shots or scenes that you can add in to expand on the story or just make it clearer (narrative movie-style).
Or you can start with method #2 (narrative movie-style), where you already know what your story is or what effect you want to have on the viewer. But you can use method #1 (documentary style) to determine exactly how the details of the story play out. For example, you may know that a certain character or plane gets destroyed/killed at some point. Instead of trying to set that up to happen in a particular way, you can just let the game decide (by creating a mission where the plane will surely be destroyed), record the result, then add those self-contained details into your story.
I hope that all makes sense.
And having said all that, I think it's important to say again too, to anyone who may be reading this, that you don't have to do any of the things I've just described. Everybody is free to make whatever kind of Cliffs Of Dover video they want, however they want. I'm just talking about making the particular kinds of video that I personally find more interesting. Which is to say, ones that display a certain level of technical expertise, and which then apply that technical skill to the telling of a story or the expression of an idea. That still includes instructional, or multi-player, or tech demo video's, which have as their aim the sharing of certain kinds of information.