Week 6
— GDS314 —
— GDS314 —
Lecture Notes
Trailers are for attracting attention to your game.
There are multiple trailers to show off a game, e.g. teaser trailer and gameplay trailer, but there's a complication in conveying the right message for the game.
Don't open your game trailer with logos lol
It's important to highlight the genre and hook of a game in the trailer (e.g. showing a racing game that is funny and fun to play with friends), not the big list of features (BOSS BATTLES!!! LOTS AND LOTS OF WEAPONS!!! EPIC GAME MODES!!!).
Once the trailer is made, engage with the community, e.g. post on social media.
Developing a trailer:
Identify the USP and call to action
Initial script around this
Trailer storyboard
Trailer previsualisation
Create the trailer
Trailer Examples
Heroes Arena Super Bowl ad
Genre: Hero MOBA game
USP: League of Legends alternative for mobile devices
Tone of game: serious game with tongue-and-cheek themes
Would you check this out: yes because it looks like a well-made MOBA game
Audience: sports fans, especially with the "get Captain Gridiron for free!" tagline
Super Smash Bros N64 ad
Genre: character-based fighting/brawling game
USP: it's famous Nintendo characters fighting each other
Tone of game: more light-hearted, ridiculous and cartooney figthing game
Would you check this out: yes because it's an unbelievably ridiculous concept that I'd really want to check out
Audience: kids, Nintendo fans, friends/groups that enjoy multiplayer and fighting games
Laid back Leviathan: Warships ad
Genre: competitive ship fighting game
USP: customise your ships and pit them against other players
Tone of game: trailer is deceptive, game seems to be more serious and competitive
Would you check this out: I thought yes, but apparently not because this game died out months later
Audience: I thought fans of the genre, but actually for meme lords and people who want to play with friends for laughs
Meet the Heavy TF2 ad
Genre: Third-person team-based shooter
USP: XXXX
Tone of game: more light-hearted, comedic and cartooney, yet mature with blood
Would you check this out: XXXX
Audience: multiplayer fans, shooter fans, players who have stopped playing
Factorio trailer
Genre: Resource-management factory-building game, base defence game
USP: Trailer shows factory scaling up, getting bigger over time with such intricate parts and designs
Tone of game: ordered chaos
Would you check this out: Yes because it looks like a fun game that you would easily want to commit to
Audience: fans of the factory/simulation genre, creative people/pioneers
Leviathan: Warships gameplay trailer
Genre: competitive ship fighting game, both turn-based and realtime
USP: customise your ships and pit them against other players
Tone of game: more serious, competitive
Would you check this out: possibly because it accurately shows the tone of the game.
Audience: fans of the genre, players who enjoy co-op games with friends
Mass Effect 3 trailer
Genre: I say sci-fi alien third-person shooter, others say RPG game
USP: intricate story, "the end" of the series
Tone of game: epic finale, serious
Would you check this out: it would get me to check out the first game, not immediately pick up the third game
Audience: fans and veterans of the series, sci-fi fans (but they won't want to play the third game at first, they'll want to check out the series)
Notes for Project
Andrew suggested that the passive income rate and prestige counter should be on the same screen as the profit counter, and prestiges should be displayed in stars rather than just prestige levels.
Bookmarked Music/SFX
Horror ambience (possible power off state ambience): https://pixabay.com/sound-effects/horror-ambience-01-66708/
Belt rotating noise: https://freesound.org/people/kyles/sounds/455666/
Possible alternative main menu music: https://pixabay.com/music/bossa-nova-i-heart-you-so-169000/
Research Points for the Ethics Report:
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, pp. 538-546. https://doi.org/10.1016/j.chb.2016.11.045
Sturgill, G. (2023, October 8). Microtransactions Have Definitely Prevented Me From Playing Certain Games. Medium. https://medium.com/cros-s-play/microtransactions-have-definitely-prevented-me-from-playing-certain-games-29d03f8b3584
Grguric, M. (2024, February 29). Ad Fatigue in Mobile Game Ads and How to Prevent It. Udonis. https://www.blog.udonis.co/mobile-marketing/mobile-games/ad-fatigue
IAB (2024). Creative Guidelines and Best Practice in Advertising in Gaming. https://www.iab.com/wp-content/uploads/2024/03/IAB_Creative_Guidelines_Best_Practices_Advertising_Gaming_March_2024.pdf
Majid, A., & Rad, M. P. (2012). Ethics of In-Game Advertisement. University of Borås. http://www.diva-portal.se/smash/get/diva2:1308654/FULLTEXT01.pdf
Playwire Technical Team (n.d.). 6 Game Monetization Models. Playwire. https://www.playwire.com/blog/6-game-monetization-models