“Level
Up!”
A
fitting example to examine for our similar product research is “Level
Up!”, a documentary created in 2011 to explain an individual’s
look on video games through a wide range of gamers. This includes
what implications gaming has on real life in terms of content
and stereotypes
displayed through games. This is done through the use of interview's
with gamers not only in their homes, but at major gaming-related
events such as LAN Fest. The documentary is shown using an
observational
mode, as the director/film crew are neither taking part nor being
noticed by the gamers participating (the interviews are exempt from
this statement).
It also contests with the theory of sexism in gaming, which is our
chosen genre to develop in our documentary, making this documentary
very useful to us. One thing that makes this documentary stand out is
it’s chosen target
audience,
which appears to be those in their 30’s, but is slightly more
focused on women in gaming. Not a lot of documentary’s out there
that refer to video games focus on women, as it is usually seen as a
“male-dominant hobby”.
Their
chosen mise
en scene
is pretty standard. They mainly use living rooms to set the scene in
terms of the typical gaming environment, whilst getting shots of the
consoles available today. They also use natural,
high-key lighting
to aid this typical environment. The techniques they use for the
documentary are again simple, as they use a combination of interviews
to the camera crew and a compilation of file
footage.
Their interviews are varied between casual gamers, daily gamers and
gaming experts/professionals. This helps them to cover the “whole
picture”, ensuring that they depict how different people see gaming
as an impact on their social/personal lives. The file footage used to
begin the documentary gives the back story so that non-gamers that
watch the documentary know when/how video games began.
The
camera techniques they use are mainly medium
close-up’s
of their interviewees, over-the-shoulder
shots showing an observatory
view
of the gameplay being conducted by the gamers involved and even
several clips from a webcam interview conducted with an expert. This
short range of techniques, however, depicts the argument of gaming
from both sides; the amateurs and the experts. Editing is also used
here, such as a number of cuts
and fades
to transfer between “gamer levels (a term used in this documentary
to show how different people see gaming)”, signifying the end of a
groups argument and the beginning of another argument. I find this
very interesting, as it is relevant to the topic of the documentary
as the voice is remixed in a way that makes it sound techno-based,
like a robot. I will discuss this with my partner as a possible
change to the initial ideas, and see if we can't introduce some kind
of concept similar to this. They also use slow
ASL (Average Shot Length)
to create an impact so that the viewers are able to see the full
extent of the gameplay these gamers are displaying, and can see how
the gamers could be interested in this.
They
use an up-beat soundtrack
to support the opening title sequence, which is techno/game based
(relating to the topic of the documentary). This would be a good
thing to consider when it comes to planning out our documentary, as
we may want to consider some form of soundtrack/theme tune at certain
points when we come to editing the final extract.
Video
games themselves are slowly becoming more realistic and life-like; an
example of this being that Nintendo are continuously developing
fitness games for their Wii console (such as Wii Fit and Zumba). The
problem with this is that these kind of games slowly detach people
from society and the benefits of having a social life. Some people,
however, cannot help but not have a social life. They say "I
can't help but play this game whenever I can", however this
isn't the case; they simply can't be bothered to TRY not play said
game whenever they can. This could be a possible issue we can
investigate in our documentary.
Institution
Involved
The
institution involved with this documentary is called Purple Mouse
Production Company (or PMP for short). They are a "production
company that thinks differently", and was created by Jeffery
Colebank, who has been responsible for several small
films/other documentaries that have been entered into film festivals
all over America.
Here
is the documentary:
The
Story of Computer Games
"The
Story of Computer Games" is a documentary created by The
Discovery Channel in 2003, and takes the viewer on a journey through
the years of computer games. From the development and introduction
of Pong to
today's heavy-hitting gaming franchises such as Call
of Duty and FIFA.
This
documentary uses an expository mode, as there is a voice over that is
using logic that can be argued against.
Their
chosen mise en scene focuses on the homes and local areas that their
interviewee's tend to visit frequently. An example of this being when
Nolan Bushnell (founder of Atari) installed the prototype of
Pong in his local tavern in 1972 to test the system out on
the public to see their reactions. Another example of this is during
the interview scenes with Al Alcorn, as they use the Po ng system
in the background as a prop to show off an authentic working
environment. They also use archive footage of adverts and locations
used during its production and marketing campaigns. The interview
segments, however, are very brief and do not linger around for long,
meaning that the documentary heavily relies on file footage and voice
overs to explain the focus of the documentary in more depth.
The
camera techniques used during the interviews and any other relevant
shots aremainly medium close-ups. This doesn't give much prospective
to the documentary, as this means there is a lack of variety of
shots, meaning the viewers may become bored over the duration of the
documentary (they may even not be there at the end!). This is
something we should avoid if possible, as the quality of the target
audience response will be reflected by how we use different shot
types and scenes in our developed extract. They use a fast AS, which
isn't particularly benefiting the documentary and the decisions made
by the producers during its development. It means their viewers won't
get a very long viewing of the footage involved and, therefore, means
that they may not get the experience they were hoping for.
The soundtrack used is mainly for tension, and doesn't fully relate to the documentary/issues that are raised. The only relatable soundtrack used is for the title sequence, which uses techno-themed music as a soundtrack. Considering the nature of the documentary, some of the decisions for the documentary during production were poorly-considered ones (including the soundtrack and the shot-types used). This documentary does help us however; it show's what we need to avoid falling into doing, and that we need to consider every aspect of our intended documentary BEFORE compiling it all and putting away the cameras. This result should be avoided,
Here
is part 1 of the documentary:
Well done Kyle - you are really analysing the technical qualities of documentary- i particularly like the idea of the techno robot style voice over for parts. You will both also have to think about editing and suing sound bridges or it will seem to jump from one voice to another.
ReplyDeleteMiss King