These days, one of the most important tools for marketing a game -- but especially independently-developed games -- is a video trailer. It's the main thing that gets posted and seen on game review sites. A great trailer (the one for Dead Island comes to mind) can be hugely valuable.
That's got me thinking. Bearing in mind that Limit Theory 1.0 is still some months away, and that we don't know everything that will be in the game, I'm curious about what the main trailer video for LT might look like.
So let's play with that. For simplicity and impact, let's say Josh can release only one Official Limit Theory Gameplay Trailer.
1. Describe the trailer for LT that would attract the largest possible audience.
2. Describe the trailer that would make you, personally, most eager to buy a copy of Limit Theory.
Some questions you might want to consider:
What features should be shown? What features should not be shown?
In what style/mood/tone should features be presented in the video? Does it need to tell a story? ("Tell me a story" is usually the #1 factor in memorable advertising.) Or can LT go viral just by listing its unique features?
Should the trailer be music and images only, or should there be narration? If there's narration, should Josh supply it? (Quite a few people have commented very positively on Josh's delivery in the update videos.)
Would the LT video benefit from fades, wipes, kinetic typography, or other production-quality effects? Or should it stick to showing straight-up, out-of-the-box gameplay?
How long should the main trailer video be?
Any other things that would make the Limit Theory trailer insanely great?
Post
Thu Apr 17, 2014 4:07 pm
#2
Re: The Limit Theory Trailer
Really a very interesting question, thanks for posing it Flat I look forward to hearing peoples' thoughts on it. Even if you're sold on LT already, tell us, what would sell you 'again' if you saw in the trailer?
The only thing I will say is that I would much prefer to see some (minimal) descriptive text than to hear my voice
The only thing I will say is that I would much prefer to see some (minimal) descriptive text than to hear my voice
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Thu Apr 17, 2014 4:10 pm
#3
Re: The Limit Theory Trailer
Josh is creating a universe where everything is interconnected, everything happens for a "real" reason, and the universe is much bigger than the player. The player is not inherently special but through effort and their actions, they can make a name for themselves. With tenacity and ingenuity, they can eventually shape the universe to be any way they like it - they can steer the course of events to make factions rise or fall, or business empires grow or wither.
With all these considerations, I think this trailer should serve as inspiration to Josh. Tell a story.
With all these considerations, I think this trailer should serve as inspiration to Josh. Tell a story.
Post
Thu Apr 17, 2014 4:44 pm
#4
Re: The Limit Theory Trailer
Yes, absolutely...I have always found EVE's trailers to be really compelling
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Thu Apr 17, 2014 5:21 pm
#5
Re: The Limit Theory Trailer
Small, solitary ship jumps into system.
Ship is picked up by scanners in nearby station/cap ship, which does not recognize signature.
Several vessels sent to investigate. Demands to identify are issued to mystery ship.
Ship takes no action, demands ignored.
Suspicious, controlling faction of system sends several other vessels over.
More demands are made, and ignored.
As vessel remains immobile, faction's ships begin threatening repercussions if demands for identity not responded to.
Tensions rise. Several other ships arrive, weapons beginning to be armed.
Several score more ships of similar build and aesthetic to the original anomalous ship suddenly jump into system.
Original small ship suddenly hammers throttle open, flies into pack of system faction's ships, drawing fire, causing confusion.
Large unknown fleet opens fire.
End trailer.
I'd pay attention to making it clear that the make of the mysterious ship is entirely foreign to the "natives" of the system.
Ship is picked up by scanners in nearby station/cap ship, which does not recognize signature.
Several vessels sent to investigate. Demands to identify are issued to mystery ship.
Ship takes no action, demands ignored.
Suspicious, controlling faction of system sends several other vessels over.
More demands are made, and ignored.
As vessel remains immobile, faction's ships begin threatening repercussions if demands for identity not responded to.
Tensions rise. Several other ships arrive, weapons beginning to be armed.
Several score more ships of similar build and aesthetic to the original anomalous ship suddenly jump into system.
Original small ship suddenly hammers throttle open, flies into pack of system faction's ships, drawing fire, causing confusion.
Large unknown fleet opens fire.
End trailer.
I'd pay attention to making it clear that the make of the mysterious ship is entirely foreign to the "natives" of the system.
They shall call me, Draglide! The thread killer!
Post
Thu Apr 17, 2014 7:15 pm
#6
Re: The Limit Theory Trailer
Eve's Trinity Trailer is by far one of the most captivating trailer I have ever seen!!! I still go back and watch it time to time and it single handedly does its level best to pull me back into EVE. The mind blowing overhaul to the trinity graphics engine that brought in next gen shaders and textures to the old clunky ships stations and assets in the eve universe mixed with the score drove the Net insane at the time!!
To be more specific to this excellent thread - the score!! the trailer itself would be naught but for the haunting/epic/unleashing score!!!
Granted that kind of orchestral score might be tad out of reach for an indie game such as this - but when LT is released- the score needs to be just right to give that expansive "universe unleashed" moment!!
Posting Trinity here for posterity!!
Watch in HD
https://www.youtube.com/watch?v=maMjjUr6zIQ
To be more specific to this excellent thread - the score!! the trailer itself would be naught but for the haunting/epic/unleashing score!!!
Granted that kind of orchestral score might be tad out of reach for an indie game such as this - but when LT is released- the score needs to be just right to give that expansive "universe unleashed" moment!!
Posting Trinity here for posterity!!
Watch in HD
https://www.youtube.com/watch?v=maMjjUr6zIQ
Post
Fri Apr 18, 2014 12:18 am
#7
Re: The Limit Theory Trailer
Imo anything that showed the varied scale of the game. With ships, stations, planets, systems, sectors/clusters, trading etc. I mean as far as I know we haven't actually 'seen' any ships larger than freighters. I'd just love to see some capital ships. Carriers, battleships, cruisers, etc. Some actual fleet stuff rather than trading.
I think the main thing with a trailer should be showing what the game can do, that other games cannot. For example take Freelancer. Imagine the things that you couldn't do in freelancer but wanted to, show something like that.
I think the main thing with a trailer should be showing what the game can do, that other games cannot. For example take Freelancer. Imagine the things that you couldn't do in freelancer but wanted to, show something like that.
Post
Fri Apr 18, 2014 1:19 am
#8
But I agree we need to see large ships and large fleets
Re: The Limit Theory Trailer
Battleships and carriers were shown, quite a long time ago. Like in update #6 or in the last update of the KS campaign.TGS wrote:Imo anything that showed the varied scale of the game. With ships, stations, planets, systems, sectors/clusters, trading etc. I mean as far as I know we haven't actually 'seen' any ships larger than freighters. I'd just love to see some capital ships. Carriers, battleships, cruisers, etc. Some actual fleet stuff rather than trading.
But I agree we need to see large ships and large fleets
Post
Fri Apr 18, 2014 2:02 am
#9
Re: The Limit Theory Trailer
Do you remember the node-based interface, the node-based galactic map, the node-based ship inventory and hardpoints representation? It was a long time ago, but I'm sure you can remember. Everybody went crazy about it, and not without reason. Well, that needs to be in the trailer video. And that's basically it.
I think both. It could be nice if the trailer shows us a possible example of what a game session of LT could end up being, like one of those Josh's dev log fictions. Of course, with him narrating in the voice of a hypothetical character.Flatfingers wrote:Does it need to tell a story? ("Tell me a story" is usually the #1 factor in memorable advertising.) Or can LT go viral just by listing its unique features?
Post
Fri Apr 18, 2014 3:03 am
#10
Re: The Limit Theory Trailer
While the content is more or less err...idealized, the following trainer does a pretty good job of bringing across the awesomeness of a proper sandbox. Maybe it can serve as an inspiration.
http://www.youtube.com/watch?v=YTs3lwpuFac
The EVE trailers in general are pretty well made, even though the actual gameplay experience can differ quite a bit*.
(* = They tend to gloss over the glacial training times required to fly half those shiny ships shown, for example...)
That's all, I'm back to lurk mode.
http://www.youtube.com/watch?v=YTs3lwpuFac
The EVE trailers in general are pretty well made, even though the actual gameplay experience can differ quite a bit*.
(* = They tend to gloss over the glacial training times required to fly half those shiny ships shown, for example...)
That's all, I'm back to lurk mode.
Hardenberg was my name
And Terra was my nation
Deep space is my dwelling place
The stars my destination
And Terra was my nation
Deep space is my dwelling place
The stars my destination
Post
Fri Apr 18, 2014 3:10 am
#11
Re: The Limit Theory Trailer
A major "selling" point for me is how fleet battles work.
If the best tactic is "select all, order attack", that's not very exciting.
All the interesting space combat games involved maneuvering - beyond getting in firing range. That's when ambushes, pincer moves, formations, and all the other armchair admiral tactics start making sense.
It's how a smaller force can defeat a larger one. That's a story worth telling.
A lot depends on how sensors work. The "proximity" mechanic I outlined here would open the door for all kinds of surprises and require active scouting to get useful intel... not just a better magic scanner.
I can't think of an example script right now because all the details of combat are a big question mark. There are 3498174 suggestions but we don't know what will be in the game. =)
A singular trailer will probably not be able to show off the entire game.
There could be several. One to give a brief overview over the game's features, possibly with a bar of permanent links in the video to allow jumping to the "detailed" trailers on these aspects.
If the best tactic is "select all, order attack", that's not very exciting.
All the interesting space combat games involved maneuvering - beyond getting in firing range. That's when ambushes, pincer moves, formations, and all the other armchair admiral tactics start making sense.
It's how a smaller force can defeat a larger one. That's a story worth telling.
A lot depends on how sensors work. The "proximity" mechanic I outlined here would open the door for all kinds of surprises and require active scouting to get useful intel... not just a better magic scanner.
I can't think of an example script right now because all the details of combat are a big question mark. There are 3498174 suggestions but we don't know what will be in the game. =)
A singular trailer will probably not be able to show off the entire game.
There could be several. One to give a brief overview over the game's features, possibly with a bar of permanent links in the video to allow jumping to the "detailed" trailers on these aspects.
There is no "I" in Tea. That would be gross.
Post
Fri Apr 18, 2014 3:48 am
#12
Re: The Limit Theory Trailer
When I saw this thread I was about to go hunting for one of the many EVE trailers. I saw your post and envy you for getting to it first.ThymineC wrote:Josh is creating a universe where everything is interconnected, everything happens for a "real" reason, and the universe is much bigger than the player. The player is not inherently special but through effort and their actions, they can make a name for themselves. With tenacity and ingenuity, they can eventually shape the universe to be any way they like it - they can steer the course of events to make factions rise or fall, or business empires grow or wither.
With all these considerations, I think this trailer should serve as inspiration to Josh. Tell a story.
<Detritus> I went up to my mom and said "hey... do you feel like giving five dollars to black lives matter?" and she laughed and said no :v <Black--Snow> my life does matter though ~~ added by Hema on Jun 11 2020 (2770)
Post
Fri Apr 18, 2014 8:17 am
#13
Re: The Limit Theory Trailer
I prefer my trailers to contain game play that one is likely actually to see in the game. Something a lot of bigger publishers/companies do is show off scripted non-sense that doesn't actually equate to real game play. Or even worse, they don't show much game play at all. Having a good chunk of the trailer content taken up by flashy company logos and still artwork shots. There was a game trailer I watched some months back that went for I think like 1 minute and 50 seconds. The first 30 seconds of this were taken up by flashy logo after flashy logo. Then the next 30-40 seconds was taken up by 'still art' which looked like it would be nice in a manual or comic. Then there was probably maybe 30 seconds of 'game play' shown, but because it was flashing from a few seconds of different aspects of the game it was really hard to gauge anything about the game that you didn't already know. This was a 4x game by the way, I won't name it because I don't particularly like bashing games.
Except for EA games, I hate EA. For example a lovely element in the Sims 3 trailer where they were showing off the 'neighborhood' aspects. Your Sim called another sim on the phone, it panned to that other sim and they picked up the phone to show that what was happening in one part could affect Sims on the other end. Guess what? One of the first things I did in Sims 3 was test this. You can call a sim, literally look straight at that sim and guess what? They don't do anything! Even though your sim is supposedly having a conversation with them.
I absolutely HATE trailers that do that. Because it's essentially lying to the customer.
Except for EA games, I hate EA. For example a lovely element in the Sims 3 trailer where they were showing off the 'neighborhood' aspects. Your Sim called another sim on the phone, it panned to that other sim and they picked up the phone to show that what was happening in one part could affect Sims on the other end. Guess what? One of the first things I did in Sims 3 was test this. You can call a sim, literally look straight at that sim and guess what? They don't do anything! Even though your sim is supposedly having a conversation with them.
I absolutely HATE trailers that do that. Because it's essentially lying to the customer.
Post
Fri Apr 18, 2014 9:39 am
#14
Re: The Limit Theory Trailer
DISCLAIMER: Take all of this with a grain of salt... as I've said elsewhere, I'm in a weird position and have no way to purchase Limit Theory when it comes out, so I likely won't be playing. I don't know, therefore, how valid my opinions are to you guys, but, as a writer, I thought I'd speak up.
A trailer about mining is going to be boring to the average, uninformed viewer no matter what you do to it, and so will anything involving the new market system if in a trailer focusing on it - BUT you can technically include this stuff without any problems... so I'd recommend putting it closer to the start of the trailer and ramping the action up towards the end.
I'm going to throw out a quick trailer idea. The original Limit Theory kickstarter trailer took hits in comment sections for being vague and focusing too much on empty space backgrounds, but there was a reason for it: there wasn't even a prototype built yet. We can fix that now.
Another big thing: Music should probably be timed to sequences, in my opinion. Well-timed music can turn a relatively boring video into something really awesome. Quick example off the top of my head. It can also turn something really awesome into something mindblowing, so it's an important thing to think about.
Just for the sake of comparison, I'll use some of the same phrases as in the kickstarter trailer... I'm going to describe as accurately as possible what's in my head. I hope it makes sense. :\
And, um, important: These are really all just suggestions, and me trying to show how you can fit quite a bit into two and a half minutes if you're careful, with plenty of time left over to do whatever you wanted. If you want a three minute trailer, the following example will still give you a full thirty seconds free to do absolutely anything you want with... It's really just a suggestion. :\ I don't want to come across as an egotistical elitist.
Summary: a pirate faction attacks the player's home base, but the player fends them off with the help of an allied faction, showing much of the later-game combat and gameplay mechanics (although I'll admit it focuses more on the flashier combat than the not-so-flashy mining). It does not, however, show how you can start out with a single ship and work your way up to that.
With more detail:
A timed play-by-play:
Wowwwwww, this post is huge. I did not mean for it to wind up being so large. My apologies for the long read.
I'd like to take this opportunity to point out that there's a reason the great majority of games, no matter how complex or in-depth, have a single trailer. Most people will only see a single trailer, unless they're already greatly interested in the game and actively looking for others. That's why advertising campaigns tend to cram everything they can into one video - take the Planetside 2 trailer for example, where, in a couple minutes, they touch a slew of different combat mechanics and game elements, with hardly enough time on each to really show much about how it all works - but, enough time to let you see that it's ingame (minus a few very obvious cinematic elements).Gazz wrote: A singular trailer will probably not be able to show off the entire game.
There could be several. One to give a brief overview over the game's features, possibly with a bar of permanent links in the video to allow jumping to the "detailed" trailers on these aspects.
A trailer about mining is going to be boring to the average, uninformed viewer no matter what you do to it, and so will anything involving the new market system if in a trailer focusing on it - BUT you can technically include this stuff without any problems... so I'd recommend putting it closer to the start of the trailer and ramping the action up towards the end.
I'm going to throw out a quick trailer idea. The original Limit Theory kickstarter trailer took hits in comment sections for being vague and focusing too much on empty space backgrounds, but there was a reason for it: there wasn't even a prototype built yet. We can fix that now.
Another big thing: Music should probably be timed to sequences, in my opinion. Well-timed music can turn a relatively boring video into something really awesome. Quick example off the top of my head. It can also turn something really awesome into something mindblowing, so it's an important thing to think about.
Just for the sake of comparison, I'll use some of the same phrases as in the kickstarter trailer... I'm going to describe as accurately as possible what's in my head. I hope it makes sense. :\
And, um, important: These are really all just suggestions, and me trying to show how you can fit quite a bit into two and a half minutes if you're careful, with plenty of time left over to do whatever you wanted. If you want a three minute trailer, the following example will still give you a full thirty seconds free to do absolutely anything you want with... It's really just a suggestion. :\ I don't want to come across as an egotistical elitist.
Summary: a pirate faction attacks the player's home base, but the player fends them off with the help of an allied faction, showing much of the later-game combat and gameplay mechanics (although I'll admit it focuses more on the flashier combat than the not-so-flashy mining). It does not, however, show how you can start out with a single ship and work your way up to that.
With more detail:
Spoiler: SHOW
A timed play-by-play:
Spoiler: SHOW
Wowwwwww, this post is huge. I did not mean for it to wind up being so large. My apologies for the long read.
Last edited by Talvieno on Fri Apr 18, 2014 1:19 pm, edited 1 time in total.
Have a question? Send me a PM! || I have a Patreon page up for REKT now! || People talking in IRC over the past two hours:
Post
Fri Apr 18, 2014 11:55 am
#15
Re: The Limit Theory Trailer
I agree with Talvieno. An updated kickstarter trailer would be the biggest sellijg point for me. I love the trailer as it is, and with updated graphics and actual AI/Stations/etc. it'd be awesome. Especially with that super awesome music you had. Really loved that piece, it fit the trailer well.
You have disobeyed God. Now you must pay the consequence.
[/i]