Very early on, I knew I wanted video to be a part of the In Third Person content mix. Though I had no experience with the medium, it was the next great frontier for gaming content and I wanted to explore that space.
From getting the right equipment, to learning how to operate video software, to getting a feel for what I want to make, working with video has been a climb. Before we close out the decade, I think it’s worth taking a stroll down memory lane to see how my video content has evolved in the last decade(!). Maybe my story will inspire you to push forward with your video dreams!
Having created almost 3,000 posts (!) in the last decade, there’s probably way more content here that I’ve forgotten than I’ve remembered. Though I highly recommend going back to the very beginning and reading everything in chronological order, you could also use this handy list of a few of my favourites!
In high school, an essay I wrote changed my life. It was a four-page piece reflecting on my childhood and how much I’d grown and matured since. It was my first time writing for reasons beyond completing an assignment. Instead, it was an opportunity to dig deep into my soul and speak on my life in a way that I hadn’t before. A lot of emotion poured out of my heart and into that piece, as those thoughts and feelings were just bottled up this whole time. Doesn’t hurt that I got a perfect score on the assignment, but it only served as further validation that pouring my heart out in that manner was ultimately a good thing for me.
From that point forward, that emotional slant became the approach to everything I wrote. Besides being an effective vehicle for getting my thoughts and feelings across, I selfishly liked writing this way to clear my mind and soul of whatever was percolating in my brain. It’s therapeutic in a way.
In Third Person was no exception. Treating this as if it were my personal online journal about video games, I tried to write everything with that same passion and thoughtfulness, regardless of the content type or subject matter. It’s been an interesting experience trying to make this voice of mine work with this subject.
Between my adolescence and some point in my late 20s, I held a very negative perception of board games. Scarred by the old mainstays that relied heavily on randomness and player elimination, I wrote them off as a kids activity. Then one fateful night, Steff tricked me into joining her friends for a game of Dominion and my life was changed forever. For years after that, board games consumed almost all of my hobby time to the point where board game content became the majority of my output for this site.
Improving at fighting games is one of the steepest mountains to climb in all of video games. You have to contend with complex special move inputs, combos, complex gameplay systems, difficulty that changes based on who you fight against, an online player base that will take turns stomping you into the ground, and no one to blame but yourself each time you lose. Furthermore, the path to improvement usually requires help from outside resources, such as guides, video tutorials, or coaching, as even the most robust in-game teaching tools won’t prepare you for everything you’ll face in the real world.
Though I put a ton of time and effort into training, I credit Street Fighter III: Third Strike legend and one of the FGC’s pioneers in content Gootecks for helping me grow as a player. Dating all the way back to his audio-only podcast from ages ago, his tips and advice really set me down the right path. Without his indirect guidance, I don’t think I ever would have gotten to the place where I am today.
When I got to a point where I felt like I had knowledge of my own to pass down, I started the Universal Fighting Game Guide. I wanted to pay it forward like Gootecks did for me. Feeling like there wasn’t enough information out there for beginner-to-intermediate level players, I wanted to write the kind of guides I was looking for to answer very specific questions I had. On top of that, I wanted to write guides that worked for a wide swath of fighting games, as so much knowledge is transferrable from game-to-game.
I was hoping that a handful of people would find my work useful. What I didn’t expect was the massive and ongoing success it has achieved.
2018 was a year of growth for In Third Person. From expanding to Twitch, to ramping up my social media presence, to connecting with friends old and new, to raising money for children in need as part of Extra Life, the In Third Person experience ballooned dramatically. Coming from a place where I created and maintained the blog for the nine previous years with no ambitions of reaching an audience beyond myself, it was definitely a shock to the system.
In fact, it’s a shock that I’m still reeling from well into 2019. Despite the many successes of last year, I can’t shake this sense of unease that has taken over me when thinking about what this passion project has become. After lots of introspection and a private conversation or two with others about this dilemma, I finally think I know the root issue.
Recently, I loaded up my podcast app and saw “We’re Sorry: Ten Years of the Giant Bombcast”. Has it really been 10 years?! The podcast and website are some of my favourite things on the internet and a large influence on how In Third Person came to be.