Thoughts on one-shot game trailers

Last week, David O’Reilly released the trailer for his game, Everything. True to the title, the trailer tries to encapsulate all that the game has to offer in a single stretch — that’s ten minutes long.

Ten minutes is a lifetime in trailer-terms, but something about it works.

Up until seven minutes into the trailer (or ‘film’ as the game’s creator calls it), the shot is uninterrupted. Cuts start at the 7:35 mark, but before that, it’s absorbing — immersive.

There’s something about this peculiar choice, to show nearly eight minutes of uninterrupted gameplay… It goes against every convention for common game trailers — as developers are wanting shorter and shorter trailers — for shorter attention spans.

While I didn’t linger around for the whole 10 minutes of Everything’s trailer, I did see the coherent thread — which made me want the game.

Continuity is necessary for immersion.

I think this is the third or fourth edit for Everything’s trailer. The original trailer seems to show up at 7:53. Watch that.

Notice the beautiful editing, the lovely cuts, the composed scenes. It’s alluring and radiant, but completely betrays the spirit of the game if that’s all you see. I’m so glad David decided it wasn’t enough for the narration to talk about continuity — they had to show it — in long-form clarity. Somebody kiss the person who said, “let’s just shoot an overlong-thread of continuous gameplay!”

Play Virginia (steam link) or 30 Flights of Loving (steam link) if you’re looking for a fascinating case-study on harsh cuts from one scene to the next. For me, this mode of scene separation created an fascinating combination of closure and anxiety — I was left with a feeling of “what just happened?” instead of “I feel like I have enough tools to make sense of this.”

“Making sense of things” should always be a trailer’s highest ambition. This gets insanely difficult when you’re trying to nail a sense of mystery, but “just enough sense” is the sweet-spot.

Man-oh-man is this more easily said than done.

I tried cutting some one-shot trailers. 

When Germán Cruz reached out to me for a trailer for 64.0 (steam link), I immediately saw an opportunity to ape the idea of Terry Cavanagh’s one-shot Super Hexagon trailer (which holds-up well ). Because 64.0 isn’t as visually dynamic as Super Hexagon, we had to edit scenes to make things ‘one-shot.’

Feel free to try to spot my edits as you watch:

If I did my job right, you shouldn’t be able to see any edits, but game devs are a sharp bunch. So I expect to get a few “ah-ha’s.” 🙂

Time is out of your control.

The biggest advantage for 64.0 is that its name refers to the length of a successful run: 64 seconds. Sounds like perfect length for a trailer, right? Right. Unfortunately, this didn’t force me to think about how little control I had over time. 

When we tried using a similar approach on the online tabletop RPG, Conclave (steam link), we went way-over the typical trailer length.

Our three minutes may seem a bit long, but we still had to fight to make it that short. I’m convinced that the developers (Nick Branstator, Derek Bruneau) and I did the absolute best we could, but there’s a decision one has to make when they make a one-shot game trailer:

Are you willing to sacrifice control over time?

I’m veering towards one-shot sequences.

One-shot trailers work really well — on rare occasion, but the concept of the practice is essential for addressing other trailers.

In our Early Access trailer for Dimension Drive (steam link), David Jimenez, Alejandro Santiago, and I focused on key “one-shot” sequences where we tried to apply this one-shot philosophy. I still had to rely on a lot of cuts to make the scenes fit, but I think the narrative thread is clear:

Look at the first 26 seconds. You’ll see that we were able to encapsulate the game’s philosophy in a single segment. Later in this trailer, we go for a bit of the standard action-montages that most trailers use, but the interest is always in creating a singular thread that links the story and action together.

The biggest takeaway I hope to offer is that when you cut the trailer for your game, look for continuous threads. Use smaller one-shot sequences to frame the action — or (if you’re feeling lucky), make a full trailer with just one-shot.

16 dev interviews that I did on game design motivation

bound

Last year, I interviewed many game developers about what motivates their work. The result is over sixteen podcast episodes that I strongly recommend:

  1. Adam Saltsman (Canabalt)
  2. Fernando Ramallo (Panoramical)
  3. Navid Khonsari (1979 Revolution)
  4. Justin Fox (ReElise)
  5. Ryan & Amy Green (That Dragon, Cancer)
  6. Logan Fieth (4 Sided Fantasy)
  7. Patrick Blank (Torchlight, Hob)
  8. Peter Castle & Tom Cox (Tahira: Echoes of the Astral Empire)
  9. Nic Biondi (Hardlander)
  10. Timmy Cleary (Aetherlight)
  11. Jon Remedios (SSMP)
  12. David Pittman (Eldritch, Slayer Shock)
  13. Michal Staniszwski (Bound)
  14. Evan Todd (Lemma)
  15. Jay Tholen (Dropsy)
  16. Rand Miller (Myst, Obduction)

Suggested starting points:

Grey hair is under-appreciated in game dev discussion, so I super-loved Rand Miller’s wise responses to questions about success and suffering. He talks about what it meant for Myst to be the “most successful PC game of the 90s.” Talking to Michael Staniszwski about Bound was one of the most illuminating chats I’ve had. Start there if you like charming Polish accents, game philosophy, and want to understand the tension between demoscene “games” and traditional games. Parenting while in game development is something we’re all wrestling with more and more. So I can’t heartily-enough recommend Amy and Ryan Green’s interview, where we talk about life/crunch balance and their game, That Dragon, Cancer.

Most of those are Gamechurch podcasts that I did with my co-host Drew Dixon. Others were with Thomas Henshell (Archmage Rises). In addition, Drew and I interviewed experts like Kert Gartner (a fellow trailer producer) and Science Mike (a science & religion guy). Drew and I also hosted a few more discussions on themes like grace in games, PAX West, and what games Jesus loves (a tongue-in-cheek discussion).

I look forward to continuing these kinds of interviews in 2017 — and can’t wait to share our most recent interview with Thumper designer/programmer, Marc Flury.

2016 trailers? I made a few

You’ll find my credits figuratively stamped at the end of over twenty one trailers this year. I’m quite proud of that number, 21.

Here’s what that includes:

  1. Starbreak Steam — metroidvania MMO
  2. ecotone Early Access — puzzle platformer
  3. ecotone Launch — puzzle platformer
  4. Sentinels of Eshall dev diary — tactical RPG
  5. Goliath: Summertime Gnarkness — action RPG expansion
  6. PolyBridge Launch — bridge simulator
  7. Archmage Rises Greenlight — procedural mage simulator
  8. 64.0 ‘One-Shot’ — arcade rhythm
  9. Tricky Towers Tournament Update — party puzzler
  10. That Dragon, Cancer, AppStore — poetic adventure
    ~
  11. (NDA) gameplay — bomber sidescroller
  12. (NDA) convention — match-3 puzzler for mobile
  13. (NDA) emergency — match-3 puzzler for mobile
  14. (NDA) AppStore — social strategy for mobile
  15. (NDA) AppStore — digital boardgame
  16. (NDA) AppStore — digital boardgame
  17. (NDA) AppStore — digital boardgame
    ~
  18. (Unannounced) Greenlight — 4x RTS
  19. (Unannounced) AppStore — brainteaser
  20. (Unannounced) ‘One-Shot’ — online ‘tabletop’ RPG
  21. (Unannounced) Greenlight — party co-op

It’s strange; seeing things in categories — realizing how many I just can’t quite share yet — or won’t get to at all. Still, it’s nice to realize that I’m not insane for feeling like I did more than that which can be seen.

MASSIVE THANKS to everybody who’s chosen to work with me. I couldn’t be more proud of our work together. None of this would be possible without amazing devs and their incredible games. Thank you, sincerely.

As for 2017 and the current queue of projects: I’m actually sad that I’m going on Christmas vacation and won’t be jamming hard on projects. I love my job. And I love what we get to create together.

Indie Game Marketing Monday Live Streams

Recently, I partnered with two fellow game marketing pros for a live stream that airs every Monday at 4pm EST on Monastery’s YouTube Channel.

igmm

Game marketing mogul, Justin Carroll joins me with game PR expert Racheal Mack as we put our heads together answering the toughest questions game devs face with marketing their games. It’s been great for all of us: lots of cross-learning and skill-refining that come along. Plus, devs are smart people who ask smart questions, which generally means that we get to dig deep for answers.

We’re only four episodes in, but you can watch our previous episodes on the following topics:

  1. Game Marketing Introduction
  2. Do-It-Yourself Press
  3. Crowdfunding
  4. Elevator pitch

Our best episode so far is our latest, one about elevator pitches. I’d recommend starting there.

If you’ve got any questions about game marketing, want to propose a topic, or ask a question?

Ask away.

We’d love to deep-dive a topic you’ve been thinking about, and make it the focus on one of our next streams. You can reply here in the comments, on one of the YouTube videos, or shoot me an email at mjoshua@mjoshua.com.

And be sure to check the show out when we’re live on Mondays at 4pm EST. We’ll be out December 26 and January 2 because of the holidays, but be sure to check us out on December 19, January 9, and every Monday after that!

Also, you can subscribe to the show and set a notifications to get an alert when we go live on our YouTube Channel.

Quick announcement: I was featured in the ZAM article, ‘How video game trailer editors hook us in’

zam

ZAM published an article about the trailer-making craft that featured a lot of input from myself and Derek Lieu. The article highlights my production goals for That Dragon, Cancer’s trailer — and how that informs the importance of emotional journey. You can also a lot out of what Derek says about his production of the Firewatch trailer, and some deep insights from Kuldeep Shah. Check it out.

The art of the trailer: how videogame trailer editors hook us in

 

Kickstarter Project: ReElise — A hip hop RPG

When Justin said “let’s put a freestyle rap in the trailer,” I really didn’t know what to think.

Black people don’t get to be the heroes in too many games, even less so black women — and victims of sexual objectification. But that’s where ReElise starts: in the shoes of a black woman who recently freed herself — and got her hands on a sweet blade.

I’m gonna try to not shout “GO BACK THIS GAME ON KICKSTARTER!” (Crap, I just did, didn’t I?) Anywho, this was a fun project to work on. Kindly consider it if you’re looking for more games about black folk who are working out issues of justice and revenge — or if you just like really weird RPGs.

Consider backing ReElise on Kickstarter.