Marketing Teazer

My thoughts for the marketing teazer/trailer:

A jumbled mess of action and planetary transition scenes, some "James Bond"esque hero+heroine scenes (involving the same alien "Bond" and different alien heroines). All in quick succession. Finally culminating in a "zooming out" that reveals that we're witnessing some alien youngster dreaming himself to be a hero, a dangling appendage holds a toy that is imminently recognizable to StarControl players (e.g. toy spaceship of Ur-Quan dreadnought).

 

10,264 views 15 replies
Reply #1 Top

StoryCutscenerough vid is perfect for a teaser trailer. Obviously in its finished version.

Reply #2 Top

You say "perfect" when you mean "adequate".

 

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Reply #3 Top

Even "adequate" is probably being generous.

I know it's just an animatic with placeholder music and text to get a general idea of things, but even a teaser needs more than this. Nobody cares about spaceships blasting each other in the year 2XXX. Give the audience something unique about the story to get interested in.

Reply #4 Top

Are you all willingly ignoring the teaser part?

Yeah, sure, we all wanna see gameplay, story, combat, adventure etc. Now tell me where is SD gonna pull it out of when even we (founders) haven't seen it?

Let me answer it for you. It's not there* and the teaser trailer won't have it. So all you'll get in the TEASER trailer is a little 3D cinematic with a cool track and StorySutscenerough nails it perfectly. ;)

 

 

 

 EDIT: What teaser trailer should NOT be like:

https://www.youtube.com/watch?v=1JUZv7ddSHU

 

 

 

 

*it's too rough to be exposed at this stage

Reply #5 Top

I think whatever you choose to include in the teaser should at its core evoke what Star Control is, a bit of humor a sense of adventure/exploration and some truly scary feeling of things to come.  Of course how you translate that is why you get paid the big bucks and why I am throwing money at my monitor saying, gimme now!

Reply #6 Top

Quoting Androsynth, reply 5

I think whatever you choose to include in the teaser should at its core evoke what Star Control is, a bit of humor a sense of adventure/exploration and some truly scary feeling of things to come.  Of course how you translate that is why you get paid the big bucks and why I am throwing money at my monitor saying, gimme now!

 

Exactly. Cue my suggestion, which can be accomplished with just hand-drawn images.

Reply #7 Top

SC – Origin announcement/advertisement video script proposal

 

Text, V/O, or both, spoken slowly while montage plays:

“For thousands of years, mankind has reached for the stars.”

(12-15 seconds: Montage of tribals around a fire, pan up to sky filled with stars. Then zoom out from stars, revealing them to be reflected on the lens of a renaissance telescope, pan to blue prints on a desk, one is a rocket. Flesh out the rocket, blasting into space – the SC-O ship)

 

(SC-O ship flying through an obviously different star system to Sol – peacefully, beautiful)

Overlay text, V/O or both:

“In the year 2XXX, the stars reach back…”

 

(Sudden disruption per your sketch video, very brief action scene unique to SC-O.)

 

Fade to/text overlay:

“Star Control – Origin”

 

Fade out, then back in with:

 

“Coming 4Q2017”

 

First 15 minutes of gameplay:

 

Start w/ship in peril – first view of bridge is with red lights and alarms going off everywhere. Fuel is low, systems are in disrepair, electronics are not responsive. 1st mate says we’re near a star system that may contain the components we need to repair, but they’re on a nearby planet.

 

Brief player controlled fly-in to a planet (very minimal tutorial or aide steps! That was one of the great things about SC2 – you get hung out to dry right from the start!)

 

Planet lander sequence along with urgent instruction that we need to land safely and find “X” resource to repair, and “Y” resource to refuel. (Possibly plant a ship part on the planet that can be very quickly installed/upgraded, or make “X” a ship part that was scanned from orbit and looked compatible for repairs once the player returns to the ship.)

 

Planet landing should be scaled to take 3-5 minutes to complete at most, have some mild but guaranteed-to-occur perils, then launch back to the ship (successfully).

 

Back on the ship the light and power are back on, but smoke is still in the background on the bridge cutscene. 1st mate congratulates on a job well done, says some systems are usable, but player needs to return to Earth/Starbase to repair and refit.  

 

On the journey to Earth nearby, a small combat/melee occurs, and any number of plot points can be introduced at this point, and this would be the end of the first 15 minutes of play.

 

Reasoning: Immediate peril is engaging. The main enemy of the first 12 minutes of play will be your own ship [low power/oxygen/fuel] and the environment [the landing itself, whatever the rover encounters, space, time]. A moderate sense of both urgency and helplessness would be reminiscent of SC2. (Have partial systems/UI available for this introductory portion, coming back online as the brief steps are concluded???) Only in the last 3 minutes or so with the first melee combat will an alien ship be an enemy. That’s where it can link up to the main story, or whatever you want it to do.

 

Please consider something like that for the first 15 minutes of the campaign gameplay.  I think it would be instantly engaging, build sympathy and comradery with your ship, and be a natural way to introduce the major features of the game in a short span of time.

 

OOOH!  I just had an epiphany – The intro/commercial that I suggested with the brief action sequence, that could be what damages the ship!  That could be the lead-in to the first 15 minutes of game-play!  It’s all related [Makes spooky noise]!!!

Reply #8 Top

I Think it just needs a little text added into it, it would be better not show the aliens yet

Reply #9 Top

Quoting ShadeDark, reply 8

I Think it just needs a little text added into it, it would be better not show the aliens yet

I disagree about the aliens bit. Seeing some snapshots of the aliens that make the game unique would be a welcome addition.

 

Reply #10 Top

I think what's also important to note is that it should be fairly obvious that they don't intend to release the trailer in its current state. Ultimately, it has decent timing and visual composition. Some of the choreography could use some tuning, and there needs to be narration, imo, but other than that I like the direction it's heading in.

Reply #11 Top

I Just think that they need some mystery for the teaser, in the trailer they can go all out on ships and aliens

Reply #12 Top

Well, it is one thing that doesn't preclude the other. It's in how, not what, that makes it mysterious and exciting. A teazer that is "just" generic spaceship combat will, I think, not generate as much hype or excitement. The only thing that would grab attention would be the "StarControl" part - and that only grabs attention for the (relatitvely few) fans of the original.

Instead, I think it is important to hint at both the adventure and the humor aspects of the game.

 

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Reply #13 Top

Yeah, you are right...
i still think showing the aliens entirely will take away some of the mystery...
Maybe show the aliens hands pressing some buttons (not showing the faces) then one of the many aliens shown, one is a childish ship like the Spathi or something.

in the actual trailer, the many aliens can be shown (but it would be awesome if not all appeared, it would add to the surprise when the player see them in-game

 "Whoa, i didn't know there were MORE races!"


Reply #14 Top

Another, whimsical, approach would be to have a couple of silhouette scenes where the silhouette looks badass, but then it colors in and you see what is "really" there. Can be done to humorous effect and or a sense of badassness.

Basically creative misdirection.

https://media.giphy.com/media/Va35IJlrY5X8I/giphy.gif

 

 

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Reply #15 Top

Awesome idea too! XD