The rise of tangential video-game trailers

Avatarrob
Thursday, May 19, 2011
EDITOR'S NOTEfrom Jay Henningsen

I enjoy these new trailers, but Rob is right. While they can generate a large amount of interest, they can also serve up a great deal of disappointment if they portray something that is too far removed from the actual game.

The art of video-game trailers has come a long way in the relatively short life of the medium.  Communicating the pertinent details of an interactive experience through a couple of minutes of video is no simple task, particularly in the age of the Internet and its constant bombardment of content. We're accustomed to trailers which -- at least purport to -- show the game which we'll be purchasing in terms of gameplay footage, cinematic cut-scenes, or some idealized artificial rendering of what the marketing department wants their audience to think the game looks like.

As gaming has matured as an art form, we've started to see trailers which dare to be a little more subtle and help build the context of the world beyond the confines of the game. Developers have realized that, if they can get us to buy in on that context, they can potentially sell us the game based on our connection to the world rather than hoping we're attracted to visual cues in a reel of abstracted gameplay mechanics.

If this works, it can be a powerful marketing tool; if it's done badly, it can risk disillusioning large segments of its potential audience when the fantasy of the trailer overshadows the stark reality of the game.

 

This trailer for Deus Ex: Human Revolution is a superb example. Nowhere in the trailer is Deus Ex even name-dropped, nor do you see any publisher logos or anything to distract from the illusion. It comes across as genuine, authentic, and a small step from the pharmaceutical and laser-eye treatment commercials rife on U.S. TV. It presents a future not too different from our own -- full of optimism and potential -- and ties the idea of augmentation tightly to a natural extension of existing healthcare. Even before seeing anything of the game, it made me believe in the world they're creating.

With Valve's record, Portal 2 was always going to be a huge success, but they capitalized on the success of the original with a series of entertaining mini-trailers during the run-up to release. This was more of a hybrid approach which combined segments of idealized artificial rendering with additional context. (The difference, of course, was that Valve did it well enough that I didn't care that the 'gameplay' shown wasn't indicative of the game itself.)

Their Investor Opportunities series allowed them to discuss new gameplay concepts without risk of angering their fans with unintentional spoilers while also implying a whole lot more about Aperture Science and their dubious working practices. It didn't hurt that they were genuinely funny, and the humor strengthened the sense of attachment to the their insane world of portals, goo, and robots.

Dead Island risks being the cautionary tale amongst these tangential trailers. So far, both trailers have been expertly executed. They communicated the concept of a thoughtful and emotional character-driven take on the zombie genre akin to The Walking Dead. The soft piano music atop the scenes of familial slaughter imply that this is going to be more than your standard zombie-murder simulator -- a concept that really hasn't been executed in gaming. The excitement around the first trailer was palpable, both as a piece of art in its own right and for the prospects of the game itself.

At least, that was the case until reports started filtering back from early previews. Dead Island is shaping up to be just another zombie-slasher survival horror, and its developers are boasting how their advanced technology lets you decapitate zombies with a machete. The only playable character so far on display is a stereotypical foul-mouthed rapper who wanders around the environments with little emotional connection to anything at all. It's also telling that Dead Island developer Techland did their best to distance themselves from the emotional element of that first trailer shortly after it became a big Internet talking point.

It remains to be seen how good a game Dead Island is, but there is a significant risk that the expectations set up by its trailers have undermined the game before it ever had a chance to succeed on its own merits. It'll understandably be compared to the vision of its world shown in the trailers, and if it fails to live up to those lofty standards, it will be shown little mercy by those who chose to believe in its world. Luckily for Portal 2, it was more than capable of living up to the hype and realizing the heart of the wider scope portrayed by its trailers, and previews of Deus Ex seem to suggest it'll do the same.

And I'll be waiting to dive in to the world they've sold me on.


Originally posted at Generation Minus One, the webcomic of last-gen gaming.

 
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Comments (6)
Avvy
May 19, 2011

I wouldn't mind trailers focusing on the feel/atmosphere of the game if it wasn't that I find that most games focus belittle everything outside of gameplay in practice. In that sense, it's a complete misrepresentation of what the game actually values or offers.

Avatarrob
May 19, 2011
I agree. My hope, however, is that as the industry continues to develop, more companies will start considering the context of their gameworlds as more than just pretty wrapping for the mechanics. Trailers like these may not be quite there yet, but I can't help but feel that they're a step in the right direction.
Default_picture
May 19, 2011

I think the tangential trailers are also more effective for sequels than for original IP. I haven't played Deus Ex, but I've heard of it. And seeing the Sarif Industries Testimonials is awesome because I know all that idealistic future goes horribly wrong, and I want to know how it happened. I got more invested in the Deus Ex universe.

Same thing with ApSci's Investment Opportunities. You know what Portal is. You know it was funny and inventive. The tangential trailers were also funny and inventive, thus they would be likely to reassure you that Portal 2 is exactly what you want.

Both of those trailers were also not the first trailer of each game. If I recall, both of their first trailers had actual, if brief, gameplay videos.

Dead Island has none of those things going for it.

Avatarrob
May 19, 2011
That's a fair point. We already have expectations for Portal 2 and Deus Ex, so we have a foundation that their trailers can expand out from without risking confusion, or creating false assumptions about the game. Perhaps if there'd never been a Deus Ex game before, and gameplay details were scarce, people would assume it to be more like The Sims with bionics from that ad. (Seriously, why has no-one made that yet?) Dead Island, by contrast, had no expectations before the trailer, so that became the collective touchstone of our expectations, and if the game fails to live up to that a lot of people will feel short-changed.
Bitmob_photo
May 19, 2011

I was rewatching the co-op trailer, and I realized that almost all of the puzzles in that trailer are in the actual game as well. Go Valve.

Avatarrob
May 19, 2011
That's awesome! I haven't had the opportunity to play through Portal 2 yet, but that sort of attention to detail can really make the difference between a game feeling like a bunch of levels thrown together and an actual place, with structure and atmosphere and a whole world outside, even if you never see it.

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