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Major Project #11 - game trailer analysis

Aktualizacja: maj 26

After deciding that I am going to create only 1/3 of my game to show the controllers and mechanics, I decided to create a short trailer to explain the narrative a little bit further for the 'potential player'.

Personally, I don't really watch game trailers as I don't buy brand new games but rather I always check gameplays available on YouTube or Twitch if I am actually interested in playing something. To do this properly, I decided to do a little research on how different developers create highlights and/or trailers for their game. I took a look at different genres and different typed of developers (both indie and corporate).

"I think it's important to consider how someone will talk about a game after seeing the trailer; I think the simpler you make an idea to share, the more it will get shared." Derek Liey - Game Trailer Editor

While looking at different trailers both on Steam and YouTube, I've noticed most of the trailers are around a minute long. I've noted that developers have around three main styles of trailers they go for:


Surviving Mars, Inmost and Roki are a perfect example of how to create strong storytelling within a one-minute video. They all used clips from the game but they reduced the amount of "the normal gameplay" which is simply moving and discovering. They tried to make the trailer more dynamic, adding music that aims to evoke emotions in players. These types of trailers also don't include any voiceover whatsoever and focus on a visual representation of their narrative. They are usually created by bigger and well-known developers.


Even though this category is quite similar to the first one, I feel like there is a slight difference between the two. I feel like with these types of trailers, developers focus more on showing how the actual game looks like without unnecessary scenes in the gameplay. It still gives players the idea of what the narrative is, but it also shows more of the actual gameplay and controllers like fighting with mobs, jumping and overall exploring the world.


This type is definitely most different from the actual game. The two examples I included are also not identical, as the Elsinore is more story-based (using voiceover) and the Adore uses extra scenes and animations created only for the trailer purposes. I really like how developers approach trailers in this way, they not only showcase how the game look (by including clips of the game) but they also put more effort into explaining the narrative behind.

Thinking about my game's trailer, I knew I want it to be more story-based not only because my gameplay isn't too long but also because I tried to implement a lot of references to mythology. Introducing them in the trailer would definitely reach a wider audience and maybe, it'd be a great way of encouraging people to potentially play the game. This video tutorial I found on YouTube was very helpful in terms of understanding what a good trailer is. I managed to list a few key features and questions that popped out during this video.

  1. What makes your game unique?

  2. How do you want to present your idea? Pop-up text, voiceover track.

  3. If voiceover, will you use a male or female voice - why?

  4. Call-to-action is important.

  5. Consider the pace of a trailer - how should it begin and how should it end?

  6. The open-ending of a trailer might encourage people to play the game to find out more.

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