Once again there's a big argument over on the nation about filming paintball.
Once again I'm shaking my head.
And I killed my PbN account (set a password I can't ever find, deliberately), so I'm not about to post there.
For background - I have some film knowledge. I worked in the TV animation industry for a few years and trained in shot composition. While I was working there I was also playing paintball and watching the (at the time) NPPL and PSP webcasts. Since then I've kept up a fairly solid interest in what it would take to film PB, why we aren't doing it well, and also trying to understand why people say it's not possible. So I'm doing this from the perspective of a marketing manager (my job), a baller, an esports fan, a sports fan, a disc golfer (you'll see why that's relevant) and someone who actually understands camerawork and has some knowledge of how to make a good show.
Warning: this wont be short.
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The general objections most folks raise when you talk paintball film are basically this:
Filming other sports generally works like this:
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Solutions have been proposed and tried:
Solutions have been proposed and NOT tried (or, tried in tiny versions but never seriously):
TLDR; there's a lot we haven't actually tried. We're too caught up in our assumptions.
In terms of what I think should actually be tried? I have ideas, but mostly this is just a braindump on the background issues.
Once again I'm shaking my head.
And I killed my PbN account (set a password I can't ever find, deliberately), so I'm not about to post there.
For background - I have some film knowledge. I worked in the TV animation industry for a few years and trained in shot composition. While I was working there I was also playing paintball and watching the (at the time) NPPL and PSP webcasts. Since then I've kept up a fairly solid interest in what it would take to film PB, why we aren't doing it well, and also trying to understand why people say it's not possible. So I'm doing this from the perspective of a marketing manager (my job), a baller, an esports fan, a sports fan, a disc golfer (you'll see why that's relevant) and someone who actually understands camerawork and has some knowledge of how to make a good show.
Warning: this wont be short.
______
The general objections most folks raise when you talk paintball film are basically this:
- There's no focal point
- Related: there's stuff going on all over the field at all times, so it's hard to tell what to film and you keep missing stuff
- Related: everyone is behind cover anyway so it's hard to see what's going on
- Sudden camera cuts around the field trying to capture the action are confusing
- You can't see the paint, so it's even harder to tell what's going on
- Paintball as it stands is just one dimensional and boring. TDM is the worst mode to watch in esports and is never used there (compared to CSGO and valorant's bomb planting or Overwatch with the payloads etc), and yet we've stuck with it.
- Barrel cams are great, but they're in the "too hard" basket.
- You can't see the faces. It's generally accepted in film that if you can't see the character faces, you don't care about them. Only a very few, VERY carefully designed exceptions exist (Mandalorian, Dredd), and even then the writers make certain that every other character always removes their helmet ASAP. NFL quarterbacks are banned from using sun visors for this reason alone, and the same is true in many pro sports.
Filming other sports generally works like this:
- Establishing superwide shot (heli, stadium, whatever), while showing stats or names or whatever. Commentary here and throughout.
- Cut to extreme face closeups, showing emotion.
- Cut to medium shot for action. Maintain medium shot for current action sequence
- When/if it slows down, cut to closeup again, or back to wide overview.
- After every major event, immediately cut to closeup reaction shots showing emotion.
- Back to medium for action.
- Back to close for reaction.
- Back to wide for overview, and/or crowd shots.
- All cameras are always on the same side of the field. Most cameras are in a single location, besides sideline cameras.
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Solutions have been proposed and tried:
- Try to introduce a focal point. CTF, buzzers, AFPL redzone, Moneyball, NSL, etc. - most just fail to actually create a focal point, others just didn't work or are way too complicated to ref, or tried to do way too much at once like the NSL.
- Slow the game down so people have time to digest what's going on and you're not as frantic in the booth. NPPL, 10man, old school ball in general was arguably better to watch due to the slow build of tension as points unfolded.
- Speed the game up and make it an eXtReMe SpOrT. MOAR action! More points! More ROF! More like hockey or other sports! Downside is that all the above filming problems get even worse, and now you've got an arms race that screws over the industry as we all know.
- Related: speed the game up by reducing ROF: M500, limited paint, etc. - it kinda almost works at least in terms of avoiding yawnfests and creating more exciting moments.
- Related: reduce the problems by reducing the number of players on field. 3man TV leagues etc.
- More cameras! Drones! Wire cams! But not barrel cams! - Honestly this works to a degree as in the current NXL, but it can backfire. Cutting to parts of the field without context can leave the viewer confused, ESPECIALLY if you break the 180 rule. Breaking the 180 rule can be ok but you better have a literally perfect reason.
- Airball, so it's harder to hide from the cameras. Kinda worked, especially since it gives ultimate layout flexibility. Also tends to get a bit cookie cutter.
- Color coded bunkers. Again, kinda works. NXL currently do this and it helps. It partially helps alleviate the 180 rule problems, but only partially.
- Shooting over-shoulder rather than side on. This works and is good. Do it more. Side on shots are boring and give the viewer almost zero information.
- Corner maps of player locations. This has pros and cons similar to splitscreen:
- Split screening multiple cameras. This is actually generally a bad idea. A human can only look in one place at a time, so all that ends up happening is that the risk of the producer missing some action is translated to the viewer, who now gets FOMO about where to look. Not the greatest idea, and breaks all the rules of film for good reason. Much better to solve the camera problem elsewhere.
- Regulating team uniforms to make it easier to see who you're looking at. This has had limited success: everyone still finds a way to wear overcomplex muddy black/brown/red designs that work in a brochure but absolutely don't work on camera. To do this right, the jerseys would need to be league designed and managed, with minimal team input besides logos.
- As above with hopper numbers and jersey numbers.
- Points for everything. Points for the pull, points for the hang, points for shooting people, points for not being shot, points for how much paint you use, points for wiping your butt. Points at this level become so abstract they have no effect on the game, and tend to slow things down.
Solutions have been proposed and NOT tried (or, tried in tiny versions but never seriously):
- Copy esports. At least, get creative. There's a real problem with tunnel vision in PB where people seem to think the only things we can change are paint limits and ROF. Come on people, think laterally! Specifically, modes like payload escorts, bomb planting and so on.
- Respawns. Force the game to be about the objectives rather than the kills, again like some esports. This would require very careful game design to stop endless stalemates, but totally could be done.
- Speaking of modes - nobody has tried making the pull worth more than the hang, especially in center flag. I think that would actually work to create more of a focal point, in the same sense that the kick used to be worth more than the touchdown in football or rugby, but over the decades they realised the Try/Touchdown is the part people want to see during the game. People probably had a similar resistance to that idea, even though it's such a minor tweak it shouldn't be controversial.
- Ignore the standard idea from other sports of shooting from the sideline, and instead move 90% of cameras to one end of the field, looking over the shoulders of one team for the entire game/point. This solves the 180 rule, and creates better angles to see both ends of gunfights. It could work best when paired with an objective based mode.
- Using AI/UV/something to make the balls visible. This is technically too challenging for now, though the technology exists the 8k+ high framerate cameras and processing required are beyond current budgets.
- Clear masks. Proposed, but never tried, this is one I think should be readdressed. Pros should be required to wear clear masks - both the lens and the face part. So what if it has to be hard plastic or gets wet - they're all in the same boat. If we don't change this, I'd suggest that everything else we could do is a waste of time.
- Actually competent game design. This one gets me annoyed. Paintball pretty much happened by accident and a kind of trial and error over the years. Very little of what we have was carefully designed by people who understand incentive balances, timing, psychology, etc. - I think applying some of this would make a world of difference if the goal is a combination of pace, focal point, skill and depth that is fun and cheap and good to watch.
- Related: really stepping back and starting from scratch without all the assumptions about PB and what it's *supposed* to be. We've got a gun thing that shoots paintballs. Cool. What can be done with that? Forget literally everything else and start there. Forget about the existing market, forget about existing players and teams, just start from zero and see where it leads. Nobody has really done this.
- Related: do we even care if it films well? Do we even care if it's a growth industry? Why? Gotta question all the assumptions.
- Barrel cams. At least for replays if not for live.
- Leaning more into post produced content rather than live. In disc golf this works well and has a bigger following than the live feed, because it's released same-day and is well produced. In PB this would allow you to not miss the big shots.
- Does the game really have to be symmetrical? Does the field really have to be symmetrical? What about attack/defend, with only one team able to respawn? There are many options that nobody has bothered with. Many of them work well in the woods - I've tried them.
- A big one: a 3 second feed delay on all cameras and commentary, but NOT on the cuts. The idea being: something crazy happens. Producer sees it happen on a camera that's not currently live. Producer cuts to that camera. Because of the delay on all camera feeds, the audience now sees what happened on that camera a few seconds ago, and it's seamless. This would actually solve almost the entire FOMO problem in paintball filming. The delay isn't an issue - there's about a 5 to 20 second delay on web streams anyway, a few extra seconds means nothing, and to the audience it'll seem magical that we always cut to the right camera at the right moment. This would require some custom plugins and reasonably expensive hardware, but unlike the rig required for visible paint streams it's not out of reach.
- Tuning the layout. There are a variety of key factors controlling how a game plays out: Bunker density, field size, and player count are the big three, ignoring the rest of game design. A mode that fails might sometimes only fail because the tuning of these big three is wrong. People write it off prematurely. You gotta tune!
TLDR; there's a lot we haven't actually tried. We're too caught up in our assumptions.
In terms of what I think should actually be tried? I have ideas, but mostly this is just a braindump on the background issues.
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