u/turbosprouts

Final whinge: WTF YT spoilers

I realise this is my third 'moan' post in a row, so it will be my last for a while, but at least this one isn't about event production. This one is a lot more straightforward:

Why is there a 'recap' video post with a literal spoiler of today's match outcomes posted on the same day as the the livestream? How is that helpful?

grrr.

reddit.com
u/turbosprouts — 7 days ago

A repeat of a post about event production

I've posted about this before, and u/EscapingKid kindly gave some perspective from the EU broadcast, but I'm watching the PGS7 cast and again, I have to ask:

Why am I looking at a halfscreen AI prediction of "engagement probabilities" predicting which teams will fight -- and a halfscreen map with a tiny video window in which, if it wasn't <1/4 screen, I'd be able to SEE THE ACTUAL FIGHTS HAPPENING AS THEY HAPPEN?

Again: I am *all for* adding interesting splitscreens and inset maps and replays and what have you. But don't just program them to happen after every circle or every 10 mins or whatever and then ignore the fact that ACTUAL ACTION is happening in a tiny inset window while we watch a replay of a fight from 60 seconds ago, or the AI prediction of which teams will fight next (while they're actually damn fighting).

Again: it's ok to quickly switch away from your GFX sequence that you're inserting to enliven the 'boring bits' if the action started. Please! Even if your video mix person isn't 100% pubg expert, you can tell them that if the killfeed text starts flying down the screen, now isn't the time to show a gfx preset or last week's best bits. Just cut back to the fullscreen live feed and restart the gfx package later.

CORRECTION: the prediction screen is map and predictions split, with no video window. but you can see that you're missing the action by the edge of the killfeed on the map, and by the prediction list showing 'LIVE' next to all of the fights that are happening that you can't damn well see. Bah!

reddit.com
u/turbosprouts — 14 days ago

Broadcast thoughts

Having watched the most recent PGSes and grudgingly admitted to myself that even in TPP, I'm prepared to watch some tournaments, I'd like to propose some suggestions for the broadcast team (by which I mean the observers/production team, not the desk team). And yes, I know they're not reading here so I'm shouting into the void but... wth.

1: If you want to show the map, you don't have to fill the screen with it
The big map view with the small inset 'live' view is great -- when there's no much action. It's terrible when there is. So many times, we'd cut to a map view during a transition, a huge fight would break out, but by the time we cut back to the action, it was done. However: there were a couple of instances where production used a 2/3 - 1/3 vertical split for other POVs. Why not put the map in the 1/3, and use that when there's the possibility of action? It would still show good info about what's happening, but leave plenty of space for the live view of the action.

2: It's ok to cut away from a planned segment
There were *far* too many instances where production cut to an alternative view -- a map view, or a team comms view -- and a big fight kicked off. And instead of watching the action, we got to see a giant map with a tiny inset video window, or (worse) watch and listen to a team wonder where all the action was while looking at scenery or the inside of a building while the killfeed went crazy in the corner of the screen. When this happens, cut back to the main 'action' feed right away please!

We can go back to team comms or circle updates later (and there's map feed for those who really care about it) but if there's a fight happening, I want to *see* it, not find out afterwards via the killfeed or the leaderboard. PUBG is dynamic, and it's hard to predict where the action will take place next -- better to cut short a planned segment or cutaway than stick with it and miss out on the fun.

reddit.com
u/turbosprouts — 2 months ago