WEBVTT 00:00:03.650 --> 00:00:07.600 每当数百款新游争相登陆Steam 00:00:07.600 --> 00:00:10.400 Switch eShop和PlayStation Store 00:00:10.400 --> 00:00:12.000 每月如此 00:00:12.000 --> 00:00:14.220 我都会感慨做游戏最难之处 00:00:14.220 --> 00:00:18.620 也许是怎样让人知道你的游戏 00:00:18.620 --> 00:00:21.870 如今强大的营销手段层出不穷 00:00:21.870 --> 00:00:25.350 但出色的预告片仍是关键 00:00:25.350 --> 00:00:30.120 这是一段连续90多秒的游戏镜头展示 00:00:30.120 --> 00:00:33.700 直接映入潜在玩家的眼球 00:00:33.700 --> 00:00:36.150 所以你最好别浪费机会 00:00:36.150 --> 00:00:38.750 而你这时肯定想问 00:00:38.750 --> 00:00:41.020 什么才是好的预告片? 00:00:41.420 --> 00:00:45.470 所以,理解预告片的实际目的很重要 00:00:45.470 --> 00:00:49.250 预告片不是游戏片段的随机剪辑 00:00:49.250 --> 00:00:51.700 也不是干巴巴的特色概要 00:00:51.700 --> 00:00:53.520 它不是游戏开场动画 00:00:53.520 --> 00:00:55.770 也绝不是无脑推销 00:00:55.770 --> 00:00:57.550 嘿,看这儿 00:00:57.550 --> 00:00:58.920 问你个问题 00:00:58.920 --> 00:01:01.600 喜欢炫酷的东西吗? 00:01:01.600 --> 00:01:03.000 那你得玩玩这款游戏,伙计 00:01:03.000 --> 00:01:04.170 它酷毙了 00:01:04.170 --> 00:01:05.570 还超上瘾 00:01:05.770 --> 00:01:06.420 呃 00:01:06.650 --> 00:01:10.670 相反,预告片的首要目的是告诉玩家 00:01:10.670 --> 00:01:13.100 你的游戏为何独特 00:01:13.100 --> 00:01:13.770 你也知道 00:01:13.770 --> 00:01:16.100 热门独立游戏都有个卖点 00:01:16.100 --> 00:01:20.400 《节奏地牢》开发者雷恩·克拉克这样描述它 00:01:20.400 --> 00:01:23.250 “一些有趣的游戏信息” 00:01:23.250 --> 00:01:26.450 “能推动人们去尝试或讨论” 00:01:26.450 --> 00:01:29.050 它可以是巧妙的游戏玩法,比如 00:01:29.050 --> 00:01:32.200 随音乐节奏移动的地牢探索 00:01:32.200 --> 00:01:35.750 或可以说服敌人停战的RPG 00:01:35.750 --> 00:01:38.200 它可以是精彩的类型混搭 00:01:38.200 --> 00:01:40.120 比如牌库构筑Roguelike 00:01:40.120 --> 00:01:41.750 或潜行平台跳跃 00:01:42.170 --> 00:01:46.320 它可以是独特的设定、全新的故事 00:01:46.320 --> 00:01:48.670 或尤为醒目的美术风格 00:01:48.670 --> 00:01:53.070 预告片是向玩家和媒体展现卖点的机会 00:01:53.070 --> 00:01:59.050 他们会通过聊天、推文、新闻报导等途径分享这些 00:01:59.050 --> 00:02:02.300 德里克·刘是当下最高产的预告片制作人之一 00:02:02.300 --> 00:02:02.970 他说 00:02:02.970 --> 00:02:08.070 “重点在于想象人们看完预告片后会怎样议论游戏” 00:02:08.070 --> 00:02:10.700 “让一个点子越容易分享” 00:02:10.700 --> 00:02:13.120 “它收获的分享就越多” 00:02:13.120 --> 00:02:17.370 那么像《GRIS》这样的游戏美丽不言自明 00:02:17.370 --> 00:02:19.670 但如果卖点是巧妙的玩法 00:02:19.670 --> 00:02:22.020 你就得好好解释一番 00:02:22.020 --> 00:02:24.300 如果创意特别复杂 00:02:24.300 --> 00:02:27.320 没法只通过视觉轻松表达 00:02:27.320 --> 00:02:30.100 比如分支叙事和随机生成 00:02:30.100 --> 00:02:33.500 那也许明说会更好 00:02:33.500 --> 00:02:37.020 你可以弹出文字标题卡片 00:02:37.020 --> 00:02:38.800 或加入旁白 00:02:38.800 --> 00:02:41.900 举个例子,听听《天堂之穹》的预告 00:02:42.250 --> 00:02:43.820 我是考古学家 00:02:44.250 --> 00:02:45.300 我挖掘古迹 00:02:46.100 --> 00:02:49.450 我破译的每段远古铭文 00:02:49.450 --> 00:02:51.850 都是揭秘文明的线索 00:02:51.850 --> 00:02:54.420 我踏足的每个星球 00:02:55.270 --> 00:02:57.900 都是探索未知的新路 00:02:59.150 --> 00:03:01.550 我的每个新发现 00:03:03.350 --> 00:03:06.820 都会让故事截然不同 00:03:07.950 --> 00:03:12.310 短短几句话就揭示了游戏核心 00:03:12.310 --> 00:03:13.620 你扮演考古学家 00:03:13.620 --> 00:03:15.300 你要翻译铭文 00:03:15.300 --> 00:03:16.620 你在太空旅行 00:03:16.620 --> 00:03:19.350 故事还会随你的行动而变 00:03:19.350 --> 00:03:21.670 这不是随机拼凑台词 00:03:21.670 --> 00:03:24.120 而是清晰描述游戏创意 00:03:24.120 --> 00:03:25.100 最重要的是 00:03:25.100 --> 00:03:29.220 开发者让主角的配音演员来念台词 00:03:29.220 --> 00:03:32.000 这听着更自然,不像推销语 00:03:32.000 --> 00:03:35.300 也让我们认识了一名游戏角色 00:03:35.300 --> 00:03:37.400 但如果游戏不言自明 00:03:37.400 --> 00:03:39.650 那最好别画蛇添足 00:03:39.650 --> 00:03:42.700 如果让观众自己看懂游戏玩法 00:03:42.700 --> 00:03:45.550 我觉得他们会更积极地看完预告片 00:03:45.550 --> 00:03:47.120 这更有参与感 00:03:47.120 --> 00:03:51.800 你只需清晰简明地展示游戏玩法即可 00:03:51.800 --> 00:03:56.200 在脑洞大开的解谜游戏《Baba is You》预告片里 00:03:56.200 --> 00:04:01.000 我们首先看到句子“Baba是你”变成“石头是你” 00:04:01.000 --> 00:04:03.470 然后石头开始四处移动 00:04:03.470 --> 00:04:08.850 这精妙地概括了玩家可以如何摆弄游戏基础规则 00:04:08.860 --> 00:04:11.570 还有一款游戏《被动拳之道》 00:04:11.570 --> 00:04:14.950 玩家要格挡攻击直至敌人精疲力尽 00:04:14.950 --> 00:04:17.790 然后轻轻一碰击倒敌人 00:04:17.800 --> 00:04:23.020 为此,预告片前10秒展现主角抵御攻击的画面 00:04:24.570 --> 00:04:27.400 然后动作变慢,音乐停止 00:04:27.400 --> 00:04:32.000 主角轻轻一戳,就把疲惫的敌人整个击飞 00:04:32.000 --> 00:04:35.120 接着再看《奥伯拉丁的回归》预告片 00:04:35.120 --> 00:04:36.350 我们看到尸体 00:04:36.350 --> 00:04:37.500 怀表 00:04:37.500 --> 00:04:39.820 一些死亡场景,以及 00:04:39.820 --> 00:04:43.920 在航海日志上记录的死亡信息 00:04:43.920 --> 00:04:47.220 你用不着把预告片做成教程 00:04:47.220 --> 00:04:51.410 但也不应让玩家对游戏玩法感到困惑 00:04:51.410 --> 00:04:53.620 预告片制作人M·约书亚说 00:04:53.620 --> 00:04:56.220 “这是你的首要障碍” 00:04:56.220 --> 00:05:01.100 “玩家不会碰他们看不懂的游戏” 00:05:02.250 --> 00:05:06.900 一旦观众失去兴趣,你的游戏展示就毫无意义了 00:05:06.900 --> 00:05:08.250 节奏是关键 00:05:08.250 --> 00:05:09.650 如果没把握好 00:05:09.650 --> 00:05:14.300 观众关掉预告片的速度会比弃坑《辐射76》更快 00:05:14.300 --> 00:05:15.500 为了把握节奏 00:05:15.500 --> 00:05:20.020 你不妨试着照抄德里克·刘的“强度变化图” 00:05:20.020 --> 00:05:21.820 看着像这样… 00:05:24.250 --> 00:05:26.410 第一步是“冷开场” 00:05:26.410 --> 00:05:29.270 预告片的开场是成功的关键 00:05:29.270 --> 00:05:32.600 所以德里克通常开门见山,比如激烈的镜头 00:05:32.600 --> 00:05:34.320 一段游玩剪辑 00:05:34.320 --> 00:05:35.870 甚至一个笑话 00:05:35.870 --> 00:05:39.520 国林署叫人们别往里面走太远,那里很危险 00:05:40.200 --> 00:05:41.120 你在里面,对吧? 00:05:41.120 --> 00:05:43.000 看着没那么危险… 哇 00:05:43.000 --> 00:05:44.250 啊!不! 00:05:44.250 --> 00:05:44.820 亨利! 00:05:44.820 --> 00:05:46.830 说真的,这里完全没问题 00:05:46.830 --> 00:05:47.550 可恶! 00:05:48.000 --> 00:05:51.780 别一开始就让你的观众感到无聊 00:05:51.780 --> 00:05:54.070 除非你已经真有点名气 00:05:54.070 --> 00:05:56.850 否则还是先把工作室Logo藏好 00:05:56.850 --> 00:06:00.220 “来自《FTL》制作人”确实是个卖点 00:06:00.220 --> 00:06:03.550 但“便秘猩猩工作室”就没啥意思了 00:06:03.550 --> 00:06:05.750 因为这是我编的 00:06:05.750 --> 00:06:10.400 但是,你不能让整部预告片从头燃到尾 00:06:10.400 --> 00:06:13.370 无休止的演出令人疲惫 00:06:13.370 --> 00:06:16.600 观众会开始麻木,不再上心 00:06:16.600 --> 00:06:18.050 所以现在是第二步 00:06:18.050 --> 00:06:19.250 引子 00:06:19.250 --> 00:06:21.950 这时,德里克会让观众缓一缓 00:06:21.950 --> 00:06:24.800 将他们的注意力引向更平和的事物 00:06:24.800 --> 00:06:28.900 现在你可以铺垫故事、介绍游戏世界,或者 00:06:28.900 --> 00:06:32.120 如之前所说,解释主要游戏机制 00:06:32.120 --> 00:06:35.000 通过“冷开场”确保观众注意力 00:06:35.000 --> 00:06:39.400 也让他们对展示内容有了基本理解后 00:06:39.400 --> 00:06:42.350 我们可以进行第三步:升温 00:06:42.350 --> 00:06:44.270 这时,我们开始酝酿 00:06:44.270 --> 00:06:46.850 我们可以慢慢提升强度 00:06:46.850 --> 00:06:48.320 加入更多机制 00:06:48.320 --> 00:06:49.570 展现更多表演 00:06:49.570 --> 00:06:51.100 点燃更多爆炸 00:06:51.100 --> 00:06:53.370 减少镜头间隔 00:06:53.370 --> 00:06:56.470 这里的关键在于多样化 00:06:56.470 --> 00:07:00.350 如果总是看到相同类型的敌人或场景 00:07:00.350 --> 00:07:01.850 观众会开始想 00:07:01.850 --> 00:07:03.320 “这就是全部?” 00:07:03.320 --> 00:07:06.720 注意让每个镜头展示不同内容 00:07:06.720 --> 00:07:11.120 很多预告片制作人都会用一个有趣技巧:主角不动 00:07:11.120 --> 00:07:14.170 但背景、敌人或服饰不断变换 00:07:14.170 --> 00:07:16.300 以彰显内容丰富 00:07:16.300 --> 00:07:17.470 这有点老套 00:07:17.470 --> 00:07:20.070 但仍胜过一张卡片写着 00:07:20.070 --> 00:07:21.310 “60关” 00:07:21.820 --> 00:07:24.170 第四步是“高潮” 00:07:24.170 --> 00:07:27.770 所有演出积聚到最具张力的一刻 00:07:27.770 --> 00:07:28.520 然后戛然而止 00:07:29.150 --> 00:07:30.920 我们不想展示一切 00:07:30.920 --> 00:07:35.400 我们希望在观众脑海留下悬念 00:07:35.400 --> 00:07:39.100 这支《光明旅者》预告片以可怕的Boss战收尾 00:07:39.100 --> 00:07:43.620 而这段《看火人》预告片巧妙地设下谜团,让你想玩玩游戏 00:07:43.620 --> 00:07:45.370 看接下来发生什么 00:07:45.820 --> 00:07:47.550 等等,你已经到那了? 00:07:47.550 --> 00:07:49.100 你不在瞭望塔? 00:07:49.100 --> 00:07:50.500 我不在塔里 00:07:50.500 --> 00:07:51.920 那谁在那? 00:07:54.270 --> 00:07:58.150 到这里,我们终于可以揭示游戏名或Logo 00:07:58.150 --> 00:08:01.100 展示相关信息,比如平台和发行日期 00:08:01.100 --> 00:08:02.970 或者让大家买买买 00:08:02.970 --> 00:08:05.970 只不过别让观众陷入决策瘫痪 00:08:05.970 --> 00:08:09.100 让他们专注做一件事 00:08:09.100 --> 00:08:11.120 有时,还有第五步 00:08:11.120 --> 00:08:11.870 尾音 00:08:11.870 --> 00:08:14.620 一个额外笑话,一点特别演出 00:08:14.620 --> 00:08:17.100 或预告片结束后的挑逗 00:08:17.100 --> 00:08:20.370 毕竟,你想高调收场 00:08:27.500 --> 00:08:30.400 预告片的展现效果尤为重要 00:08:30.400 --> 00:08:32.000 这么短时间 00:08:32.000 --> 00:08:33.250 这么多快速镜头 00:08:33.250 --> 00:08:36.900 而第一印象又是你的一切时 00:08:36.900 --> 00:08:40.380 让每帧都有价值比以往更显重要 00:08:40.380 --> 00:08:43.620 最关键的是,让预告片一目了然 00:08:43.620 --> 00:08:45.450 这意味着减少杂乱 00:08:45.450 --> 00:08:49.020 让观众注意力聚焦于最重要的内容 00:08:49.020 --> 00:08:52.320 卢卡斯·波普可以这样展示《请出示文件》 00:08:52.320 --> 00:08:54.850 毕竟这就是游戏原貌 00:08:54.850 --> 00:08:56.300 三个不同窗口 00:08:56.300 --> 00:09:00.020 用大量信息噪音争夺你的注意力 00:09:00.020 --> 00:09:01.000 与此相反 00:09:01.000 --> 00:09:04.470 卢卡斯只裁出画面中他需要的部分 00:09:04.470 --> 00:09:05.770 移民队伍 00:09:05.770 --> 00:09:06.720 脸庞 00:09:06.720 --> 00:09:07.770 文件 00:09:07.770 --> 00:09:08.600 公章 00:09:08.600 --> 00:09:09.450 条例手册 00:09:09.450 --> 00:09:10.600 照片 00:09:11.020 --> 00:09:14.270 我们一般倾向于隐藏界面元素 00:09:14.270 --> 00:09:16.670 比如HUD和鼠标指针 00:09:16.670 --> 00:09:20.650 通过画面的裁剪、放大甚至修改 00:09:20.650 --> 00:09:22.620 来强调重要信息 00:09:22.620 --> 00:09:25.720 别让噪音干扰注意力 00:09:25.720 --> 00:09:28.850 清晰的镜头剪辑同样重要 00:09:28.850 --> 00:09:31.600 观众会去注视画面中某物 00:09:31.600 --> 00:09:33.300 通常是玩家角色 00:09:33.300 --> 00:09:34.650 但镜头切换时 00:09:34.650 --> 00:09:37.100 他们就得去找新的关注点 00:09:37.100 --> 00:09:39.450 既累人又浪费时间 00:09:39.450 --> 00:09:40.270 所以 00:09:40.270 --> 00:09:44.770 在镜头切换时,试着将关注点保持在相近区域 00:09:44.770 --> 00:09:48.220 除了可读性,预告片还得吸引人 00:09:48.220 --> 00:09:52.120 所以要考虑构图,运用各种技巧比如“三分法” 00:09:52.120 --> 00:09:53.700 壮丽的风景画 00:09:53.700 --> 00:09:56.550 跟踪摄影和英雄人物特写 00:09:56.550 --> 00:09:58.870 让游戏看着美轮美奂 00:09:58.870 --> 00:10:01.020 记住作为预告片制作人 00:10:01.020 --> 00:10:03.120 你不仅是导演和剪辑师 00:10:03.120 --> 00:10:04.920 你也是演员 00:10:04.920 --> 00:10:08.270 所以你希望展现行云流水的游戏过程 00:10:08.270 --> 00:10:11.800 德里克会把一个动作录上几十遍,例如 00:10:11.800 --> 00:10:13.570 在《看火人》里扔这瓶子 00:10:13.570 --> 00:10:15.820 以获得完美素材 00:10:15.820 --> 00:10:18.000 除非是强调永久死亡 00:10:18.000 --> 00:10:21.820 否则你都不会想在录像时受伤或死掉 00:10:21.820 --> 00:10:23.970 声音也很重要 00:10:23.970 --> 00:10:27.670 音乐应该正好烘托画面中的氛围 00:10:27.670 --> 00:10:31.370 所以有时作曲家会专门为预告片写首歌 00:10:31.370 --> 00:10:34.900 有时是按营销需求裁剪原声配乐 00:10:34.900 --> 00:10:37.850 有时整部预告片都围绕音乐来剪 00:10:37.850 --> 00:10:39.820 踏着节奏剪辑很有趣 00:10:39.820 --> 00:10:42.370 踏着节奏演出也一样 00:10:45.220 --> 00:10:46.910 另外别忘了音效 00:10:46.920 --> 00:10:48.050 M·约书亚说 00:10:48.050 --> 00:10:52.720 “玩家会通过声音来感受游戏,虽然他们可能并未察觉” 00:10:52.720 --> 00:10:56.250 “如果你播的预告片只有音乐没有音效” 00:10:56.250 --> 00:10:59.450 “它很有可能枯燥乏味” 00:10:59.450 --> 00:11:03.020 你也知道音效对游戏本身有多重要 00:11:03.020 --> 00:11:06.000 所以别在预告片中禁音 00:11:07.250 --> 00:11:09.550 我们来看看这一切的实践 00:11:09.550 --> 00:11:13.350 这是《美丽水世界》的预告片,作者德里克·刘 00:11:13.350 --> 00:11:17.020 我们先看到12秒高强度画面 00:11:17.020 --> 00:11:18.030 爆炸 00:11:18.030 --> 00:11:18.570 火焰 00:11:18.570 --> 00:11:19.950 解体的船只 00:11:19.950 --> 00:11:21.450 激烈的音乐 00:11:21.450 --> 00:11:23.170 快速的剪辑 00:11:26.020 --> 00:11:29.120 然后我们换挡:引子 00:11:33.370 --> 00:11:34.820 一切平静下来 00:11:34.820 --> 00:11:38.150 我们也看到玩游戏时实际做些什么 00:11:38.150 --> 00:11:40.570 我们跳入大海,四处游荡 00:11:40.570 --> 00:11:42.570 戳戳这个,造造那个 00:11:46.600 --> 00:11:48.450 过了一会,旁白响起 00:11:48.450 --> 00:11:51.550 听着像我们空降舱里的AI语音 00:11:51.550 --> 00:11:54.500 它巧妙地解释了游戏核心循环 00:11:56.320 --> 00:12:00.370 利用外星资源是种成熟的生存策略 00:12:00.370 --> 00:12:01.470 探索 00:12:01.470 --> 00:12:02.420 学习 00:12:02.420 --> 00:12:04.270 分类新物种 00:12:04.570 --> 00:12:06.570 保护食物和能源 00:12:06.570 --> 00:12:09.750 收集特殊现象的数据 00:12:10.050 --> 00:12:13.420 节奏开始慢慢升温 00:12:16.900 --> 00:12:21.050 音乐如泉涌,我们看到能在游戏里做多少事 00:12:21.050 --> 00:12:22.570 所有能造的东西 00:12:22.570 --> 00:12:25.170 所有试着干掉我们的生物 00:12:25.170 --> 00:12:26.720 深海巨骨 00:12:26.720 --> 00:12:28.370 还有:评价引用! 00:12:28.370 --> 00:12:30.450 如果有人赞美,炫耀吧 00:12:39.450 --> 00:12:41.320 然后到高潮 00:12:42.770 --> 00:12:43.870 不详的独白 00:12:43.870 --> 00:12:45.500 我们不该去那么深 00:12:45.500 --> 00:12:46.770 一处神秘建筑 00:12:49.270 --> 00:12:51.970 最后是游戏名和Logo 00:12:51.970 --> 00:12:52.900 喔! 00:12:52.900 --> 00:12:55.420 这预告片节奏拿捏得真好 00:12:55.420 --> 00:12:57.220 既解释了游戏怎么玩 00:12:57.220 --> 00:13:00.820 还留下未解之谜鼓舞你去亲身体验 00:13:00.820 --> 00:13:02.700 它有着多样化展示 00:13:02.700 --> 00:13:05.170 暗示游戏还有大量事物等你探索 00:13:05.170 --> 00:13:06.790 而《美丽水世界》的卖点 00:13:06.790 --> 00:13:11.870 关于你能打造大型建筑以在外星水下世界生存 00:13:11.870 --> 00:13:14.420 表达得非常清晰 00:13:14.420 --> 00:13:16.120 这预告片满分 00:13:17.320 --> 00:13:19.700 我想唯一还有顾虑的是 00:13:19.700 --> 00:13:22.270 如果你太依赖这套结构 00:13:22.270 --> 00:13:25.300 你的预告片会开始看着千篇一律 00:13:25.300 --> 00:13:27.100 于是又回到最初难题 00:13:27.100 --> 00:13:28.870 如何与众不同 00:13:28.870 --> 00:13:31.550 所以创造力和差异化很重要 00:13:31.550 --> 00:13:35.400 将上述结构作为参考,而非模板 00:13:35.400 --> 00:13:36.420 比方说 00:13:36.420 --> 00:13:39.020 看看《异星工厂》的精彩预告片 00:13:39.020 --> 00:13:41.000 它仍然展示了游戏卖点 00:13:41.000 --> 00:13:42.670 演示了游戏玩法 00:13:42.670 --> 00:13:45.220 也让画面情绪不断升温 00:13:45.220 --> 00:13:48.500 但它是用一个连续镜头做到的 00:13:50.370 --> 00:13:52.800 如果有疑虑,请个专家吧 00:13:52.800 --> 00:13:57.070 我在视频简介附上了所有预告片王牌制作人的网站链接 00:13:57.070 --> 00:14:01.470 以及各种额外资源,比如怎样录制高质量素材 00:14:01.470 --> 00:14:05.570 如何运用ESRB和PEGI标志等等 00:14:08.670 --> 00:14:10.320 嘿,感谢收看! 00:14:10.320 --> 00:14:13.820 显然本期节目与游戏设计无关 00:14:13.820 --> 00:14:19.900 但对于涉足独立游戏开发可怕世界的人们来说一样超级重要 00:14:19.900 --> 00:14:25.120 我想现在我该按前面总结的那样,怂恿你做些什么 00:14:25.120 --> 00:14:27.720 所以,这次我想让你… 00:14:27.720 --> 00:14:30.120 过个愉快的一天 00:14:30.120 --> 00:14:31.220 好,拜拜