-
At a time when hundreds of new games are hitting
the Steam shelves, the Switch eShop, and the
-
PlayStation Store every single month, the
most difficult thing about making games, might
-
actually be just getting people to know that
your game exists.
-
Now, there’s so much involved in a strong
marketing campaign.
-
But one of the key components is a good trailer.
-
This is about 90-odd seconds of uninterrupted
footage of your game, beamed directly into
-
your potential player’s eyeballs.
-
So, you better not waste this opportunity
- and it’s a good time to ask the question:
-
what makes a good trailer?
-
So, it’s important to know what a trailer
is actually for.
-
A trailer is not a random montage of gameplay
clips.
-
It’s not a dry rundown of features.
-
It’s not your opening cutscene.
-
And it’s definitely not a sales pitch.
-
TRAILER VO: “Hey you, looking at the screen. Lemme ask you a question.
-
Do you like awesome things that are awesome? Then you gotta play this game, dude.
-
It’s frigging cool. And crazy addictive".
-
Yugh. Instead, the primary purpose of a trailer
is to tell players what makes your game unique.
-
You see, every popular indie game has a hook,
which Crypt of the Necrodancer developer Ryan
-
Clark describes as “some interesting bit
of information about the game that compels
-
people to try it, or to discuss it”.
-
It could be a clever game mechanic, like a
dungeon crawler where you move to the beat
-
of the music.
-
Or an RPG where you can talk enemies out of
fighting.
-
It could be an exciting mash-up of genres,
like a deck-building roguelike, or a stealth platformer.
-
It could be a unique setting or story that
we haven’t seen before.
-
Or a particularly strong art style.
-
The trailer is a chance to explain your hook
to the player, and the press.
-
Both of which will then share that idea in
conversations, tweets, headlines and so on.
-
Derek Lieu is one of the most prolific trailer
makers around, and says “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”.
-
Now, a beautiful game like GRIS practically
sells itself.
-
But if your hook is a clever game mechanic,
you’re going to need to explain it.
-
If the idea is particularly complex and can’t
be easily communicated through visuals alone
-
- like branching narratives and procedural
generation - then maybe explicit communication is
-
the way to go.
-
That might be through pop-up text-based title
cards.
-
Or, a voice over track.
-
For example, listen to this trailer for Heaven’s
Vault.
-
ALIYA: “I’m an archeologist. I dig stuff up.
-
Every inscription I decipher is a piece of
the puzzle.
-
Every moon I sail to, reveals a new path to
explore.
-
And every new discovery, can change the story,
entirely”.
-
These few words neatly describe the core of
this game.
-
You’re an archeologist. You translate inscriptions. You travel through space.
-
And the story changes based on your actions.
-
It’s not just random scraps of dialogue,
but a clear description of the game’s idea.
-
And best of all, the devs got the actress
for the game’s main character, to read the
-
script - which feels more natural, less like
a sales pitch, and also introduces us to one
-
of the characters in the game.
-
But if the game can speak for itself, it’s best to just let it.
-
I think viewers end up watching the trailer
more actively when they’re forced to figure
-
out what’s going on for themselves - which
is more engaging.
-
This can achieved by clearly and simply showing
how the game is played.
-
In this trailer for the bonkers rule-changing
puzzle game Baba is You, we start by seeing
-
the sentence “Baba is You” change to “Rock
is You”, and then the rock starts moving around.
-
That elegantly sums up the way players get
to fiddle with the game’s most fundamental rules.
-
Here’s another game: Way of the Passive
Fist, which is about parrying attacks until
-
the enemy is knackered - and then knocking
them out with a single touch.
-
To show this, the trailer begins with the
main character fending off attacks for 10 seconds.
-
Then, the action slows, the music stops, and
the hero pokes an exhausted enemy to send
-
them flying across the screen.
-
And then in the trailer for Return of the
Obra Dinn, we see a corpse, the pocket watch,
-
some death vignettes, and - finally - recording
information about the corpse’s death in
-
the log book.
-
You don’t need to turn your trailer into
a full tutorial, but players shouldn’t be
-
left confused by what they actually do in
the game.
-
Trailer maker M Joshua says “consider this
your first major hurdle: players can’t imagine
-
themselves inside of a game they don’t understand”.
-
Now, there’s no point explaining your game
if you’ve already lost your viewer’s attention.
-
Pacing is critical, and if you don’t get
it right your viewer will click off your trailer
-
quicker than players abandoned Fallout 76.
-
And to get this right, you could do a lot
worse than cribbing from Derek Lieu’s graph
-
of rising intensity, which looks like this…
-
So step one is the cold open.
-
The beginning of the trailer is crucial to
get right, so Derek often starts strong with
-
an intense action moment, a slice of gameplay,
or even a joke -
-
DELILAH: Manifest tells people not to go too far in
there - it’s pretty dangerous. You’re in it, aren’t you?
-
HENRY: It doesn’t seem that dangerous - woah, ah!
-
DELILAH: Henry!
-
HENRY: Seriously, it’s completely fine in here.
-
DELILAH: Damnit!”
-
Don’t bore your viewers with exposition right
out of the gate.
-
And unless you’ve got some serious clout,
hold back on the studio logos, as well.
-
“From the makers of FTL” is a hook in
of itself.
-
But Constipated Gorilla Studios doesn’t
mean anything because I just made it up.
-
Now, you can’t keep that level of intensity
going throughout the whole trailer.
-
Non-stop action is exhausting, and viewers
will start to zone out and stop paying attention.
-
So it’s time for step two - introduction.
-
At this point, Derek takes a moment to slow
down and turn the viewer’s attention to
-
something less intense.
-
This is a good time to set up the story, introduce
the world, or - as before - explain the main
-
game mechanic.
-
With the viewer’s attention secured by the
cold open, and their basic understanding of
-
what’s happening achieved in the exposition,
we can move onto step three: escalation.
-
Here, we can build on things.
-
We can slowly increase the intensity, add
in more mechanics, ramp up the action, show
-
more explosions, and reduce the time between
cuts.
-
It’s really important to have lots of variety
here.
-
If you’re always seeing the same type of
enemy, or the same location, the viewer will
-
start to think “is that all there is?”.
-
Make a point to show different things with
every cut.
-
There’s a cute trick that a lot of trailer
makers use where the main character doesn’t
-
move, but the backgrounds or enemies or costumes
do, to indicate oodles of content.
-
It’s a bit played out, but still better
than a title card that says “60 levels”.
-
Step four is the climax.
-
This is where the action builds up to its
most intense point - and then stops.
-
We don’t want to show everything, and ideally
we want to leave lingering questions in the
-
viewer’s mind.
-
This Hyper Light Drifter trailer ends with
an eeery boss fight.
-
And this Firewatch trailer expertly sets up
a mystery that makes you want to play the
-
game and see what happens next.
-
DELILAH: “Wait, you’re already there? You’re not in your tower?
-
HENRY: No, I’m not.
-
DELILAH: Then who is?”.
-
It’s here that we finally reveal the game’s
name or logo, and relevant information like
-
platforms and the release date.
-
And maybe a call to action - just, don’t
give your viewer decision paralysis: ask them
-
to do just one thing.
-
And, sometimes, there’s step five.
-
The button.
-
a cute extra joke, or bit of action, or a
tease after the end of the trailer.
-
You want to end on a high note, after all.
-
Presentation for trailers is particularly
important.
-
With so little time, so many fast cuts, and
with first impressions being literally all
-
you have right now, it’s more critical than
ever that you make every frame count.
-
The most crucial thing is making the trailer
readable.
-
This means reducing clutter to only focus
the viewer’s attention on the most important stuff.
-
Lucas Pope could have shown Papers, Please
like this: this is how it appears in the game,
-
after all: three different windows, all vying
for your attention with loads of noisy information.
-
But, instead, Lucas crops the viewpoint down
to only what he wants to show - the line of immigrants.
-
The faces. The documents. The stamp. The rule book. The photos.
-
It’s generally a good idea to hide interface
elements like the HUD and mouse cursors.
-
And use crops, close-ups, or even custom-made
areas to highlight the important bits.
-
Don’t let noise compete for attention.
-
Clarity between clips is important, too.
-
The viewer will try to focus on something
on screen - usually the player character.
-
But when the video cuts, they’ve got to
find that point of focus again - which is
-
tiring and wastes time.
-
Instead, try to keep the focus point in generally
the same place between cuts.
-
Beyond readability, we want trailers to look attractive.
-
So think about composition, and use tricks like
the rule of thirds, scenic landscape shots,
-
tracking cameras, and heroic character portraits,
to make the game look great.
-
And remember that as the trailer maker you’re
not just the director and editor, but also
-
the actor: and so you want to show off gameplay
that looks super slick.
-
Derek records dozens of takes of the same
action, like throwing this bottle in Firewatch,
-
to get one that looks perfect.
-
And unless you’re making a point about permadeath,
you don’t really want to be taking damage
-
or dying in your gameplay footage.
-
Sound is super important, too.
-
Music should ideally match the intensity of
what’s happening on screen.
-
So, sometimes the composer will write a specific
song for the trailer.
-
Other times the OST can get chopped up to
fit the marketing.
-
And sometimes the trailer gets cut around
a song.
-
Putting cuts on the beat is fun, and so is
putting actions on the beat.
-
Don’t forget sound effects, though.
-
M Joshua says “your players feel the game
through the sounds, though they might not
-
realize it.
-
If you’re showing a trailer with just music
and no sound effects, more than likely, it
-
feels dry and lifeless.”
-
You know how important sound effects are in
the games themselves, so maybe don’t mute
-
them for the trailer.
-
So let’s look at it all of this stuff in
action.
-
Here’s the trailer for Subnautica, made
by Derek Lieu
-
We start with 12 seconds of high intensity
action.
-
Explosions. Fire. A disintegrating ship.
-
The music is high tempo and the cuts are fast.
-
Then we change gears for the introduction.
-
Things are calmer now.
-
And we see what we’re actually going to
do when we play the game.
-
We’ll jump into the ocean, swim around,
stab stuff, craft things.
-
After a while there’s a voice over, which
sounds like an AI voice from our drop pod.
-
And it elegantly explains the core loop of
the game:
-
AI: “Utilising alien resources is a proven survival strategy.
-
Explore. Study. Catalogue new species.
-
Secure food and energy. And gather data on unusual phenomenon”.
-
Things get more intense with the escalation.
-
The music swells as we see just how much stuff we
can do in this game.
-
All the things we can build.
-
All the animals that are trying to murder
us.
-
Bones in the deep.
-
Plus: review quotes!
-
If you’ve got ‘em, flaunt ‘em.
-
And then the climax, an ominous line...
-
TRAILER GUY: "We shouldn’t have gone so deep”.
-
... a mysterious chamber. And then the game name and logo.
-
Oof! This is a really well paced trailer which
explains how the game plays, and leaves unanswered
-
questions that encourage you to play for yourself.
-
It shows loads of variety, suggesting that
there’s a lot to uncover in this game.
-
And Subnautica’s hook - that it’s a game
about crafting huge structures to survive
-
in an underwater alien world - is expressed
really clearly.
-
Top marks for this trailer.
-
I guess the only thing left to consider is,
if you follow these rules too closely, your
-
trailer will start to look like all of the other
trailers.
-
And you’re back to your first problem: standing
out from the crowd.
-
So it’s important to be creative and different.
-
Use these ideas as guidelines, but not as
a template.
-
So, for example, take this amazing trailer
for Factorio.
-
It still shows off the game’s hook, tells
you how the game works, and ramps up the intensity
-
over time - but it does so in a single, continuous
shot.
-
And if in doubt, hire a professional.
-
I’ve put links to the websites for all the
best trailer makers in the description, plus
-
additional resources for things like capturing
high quality footage, using ESRB and PEGI
-
logos, and more.
-
Hey! Thanks for watching!
-
Obviously this one isn’t about game design,
per se, but it’s still super important for
-
those wading into the scary world of indie
game development.
-
I guess I should take my own advice now and do
just one call to action.
-
Okay, this time I want you to… just have
a really lovely day.
-
Okay bye.