One thing that many people get frustrated by, no matter which console you prefer, is CGI reveal trailers for games. While it can be cool to know a game is coming, many just want to see it in action rather than a pre-rendered interpretation of what to expect. However, there is an alternative reason for that, as one Halo developer has pointed out.
David Ellis, who is currently working on the Academy portion of Halo Infinite, highlighted the interesting fact on Twitter. While many assume it's to advertise the game for fans, it's claimed to occasionally have another purpose. Ellis says that it's "sometimes more about recruiting people to work on the game, [rather] than promoting the game itself".
https://twitter.com/DavidEllis/status/1437093638928887811?s=20
We'll be honest, it wasn't something that we thought about, but it makes sense. For months Playground Games was hiring for an undisclosed game - we imagine it's just easier to advertise once the word is out that it's in fact Fable.
While it's not necessarily the case for every game, Ellis's comments do give insight into how the industry works. So even if they may feel like pointless trailers at times (such as Outer Worlds 2), there are good reasons for them.
What are your thoughts on CGI trailers? Drop us a comment and let us know.
[source twitter.com]
Comments 6
Using a CGI trailer to announce a game that releases in a couple years is one thing and very understandable. But if your game is like 1 year from release and still most of your output is just CGI trailers it is weird.
While what he says has a valid point. Hearing it from a Halo Infinite developer muddles the messaging.
That’s interesting. I thought, incorrectly, he was going to say CG trailers weren’t for (hardcore) fans but were for the masses.
But this makes sense and isn’t limited to CG trailers. Look at Black Myth Wukong which was recruiting with the first trailer.
Hey, Amazon has the Halo Infinite Steelbook. Preorder now before it's gone!
Best Buy has it too. Don't see it at GameStop.
Feel like this wouldn't be as needed if the industry didn't over-rely on contractors.
@Richnj Very true. It's weird when you here studios like Guerilla is one of Europe's biggest studios with like 250 people. And then you look at the game's credits with like 3,500+ people....something is very wrong with that model. Studios don't "make" games, they just manage the work and glue it all together like a general contractor these days.
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