Existing video game trailer research (from research proposal)

To underpin my video game trailer analysis I will apply the notion of the ‘attention continuum’ as written by Anahid Kassabian.

In ‘Hearing Film’ by Anahid Kassabian she introduces notion of the ‘attention continuum’  by asking the question ‘How much attention do viewers/listeners give to the music, in comparison to the dialogue, visuals and other elements?(Kassabian, 2001, 52). Anahid continues to explain how ‘Attention to music depends on many factors, including the volume of the music, its style, and its “appropriateness” in the scene’ (Kassabian, 2001, 52). As you go further along the attention continuum music demands less attention from the audience whilst other soundtrack and visual elements demand more. Anahid summarises a range of examples along the attention continuum when she writes ‘In each specific case, the rest of the soundtrack and other aspects of the film define the limits of the music’s prominence’ (Kassabian, 2001, 55). In conclusion the ‘attention continuum’ focuses on the the level of attention the audience gives to music which is determined by other aspects of the film.

Kassabian, Anahid. Hearing Film. New York: Routledge, 2001. Print.

 

 

Power Drive 2000 Pre-Alpha Teaser Trailer

Power Drive 2000 is an 80’s themed arcade racer that succesfully reached its kickstarter funding goal of $52,114. In terms of video the fast paced cutting gives the audience a view of the different gameplay environments and emphasis on high speed chases.In terms of the soundtrack the music is the only component present in the trailer. The music is tailored to the video by matching the action on screen for example the hi hat crash when the light flashes and the toms that act as a transition for the intro and outro.

Overall the music and visuals work symbiotically to create intensity and reveal the neo 80s atmosphere to the player. Multiple gameplay environments are shown as a taster of what the player can experience. For the Timeline X trailer I aim to draw the music matching picture aspect. In terms of the ‘attention continuum’ the primary attention throughout the entire trailer is the visuals and music.

 

Far Cry 3 Blood Dragon Official Trailer

Far Cry 3: Blood Dragon is a comedic first-person shooter that parodies 80s action movies. In terms of video the trailer uses different types of video clips from real world footage to cutscenes then gameplay. A VHS style filter is used throughout the trailer to reflect 80s technology and intense VHS blurs act during transitions between clips. The fast cutting to different types of combat reflects the fast paced action of the game. In terms of the soundtrack the music fits the atmosphere but isn’t tailored to the action on screen. The sound effects include VHS static/interference, lo-fi 80s soundds during cut scenes and in game sounds for the gameplay. For the dialogue the 80’s ‘trailer guy voice’ is narrating the story aspect whilst the characters from the cut scenes and gameplay also speak. Summing up the trailer using a range of 80s conventions to parody 80s action movies.

 

For Timeline X I aim to apply the 80s VHS video filter to contribute to the atmosphere of Timeline X. In terms of the ‘attention continuum’ the primary attention in this trailer is the visuals and dialogue with less attention on music and sound effects.

 

Red Dead Redemption Gameplay Introduction Trailer

Red Dead Redemption is an open world, western action-adventure game. In terms of video slow motion shots of the scenary act as establishing shots to introduce the viewer to the world of Red Dead Redemption. The video shots tend to be 3-5 second cuts howing a range of gameplay activities with in game and cinematic shots. In terms of the soundtrack the music provides a western atmosphere but, like Far Cry 3 Blood Dragon, doesn’t tailor to the action on screen. The sound effects are all in game. The dialogue is mainly from the narrator. The narrator’s voice has a low pitch, well spoke western character to it that describes and matches the gameplay activity on screen. In conclusion the trailer gives the player an idea of what they can do in the world of Red Dead Redemption by giving a balanced cover of story, gameplay and the game world.

 

For Timeline X I aim to adopt the structure of this trailer by showing the player a balanced view of story, gameplay and the game world. In terms of the ‘attention continuum’ the primary attention in this trailer is the visuals, dialogue and sound effects with less attention on music.

 

For ‘attention continuum’ in the Timeline X trailer my aim is for the audience’s attention to shift between music, dialogue, visuals and sound effects as opposed to all of these aspects overwhelmingly battling for the audience’s attention at once.

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