Consult this page on my site for end slate specifications. It's up to you whether or not you're ok overlaying the icon (which might be distracting) or putting 2 seconds of dead air at the start by using full screen version. If the trailer doesn't contain extreme violence, you can instead overlay the little ESRB rating icon during the first four seconds of the trailer. The box needs to be at least 50% of the vertical height of the frame. SOLUTION: The ESRB rating is at the start of the trailer for a max of 2 seconds. It's on the required 2 seconds, and has an unnecessary fade out. An ESRB rating taken from Google Image Search which is low-resolution, but matched with a crystal clear serif font for the descriptors. PROBLEM: From the first frame, the trailer is already a disaster. ![]() There's already plenty of ground to cover, so please witness my beautiful monstrosity and I'll walk you through each of the flaws I deliberately incorporated. But I honestly haven't seen trailers which were bad for those reasons. For example, I could make it 30 minutes long, compress the footage to 240p, added star wipes, used Comic Sans, etc. There's always a way to make something worse, but it becomes less instructive if it's not informed by real life. The only rule I gave myself when making this was to not do anything which I hadn't already seen done in a real trailer. I could make this trailer far worse than I did, but I didn't have the time to recapture the footage to make it the beautifully horrible creation it could truly be. So instead I made the worst possible trailer I could for Firewatch using the official trailers (the majority of which I made for work) as my raw material. ![]() And as instructive as analyzing them can be, I never want to drag someone through the mud, especially if they're still learning. The stuff I said up there is the full answer to this question, but, in short: "No, there aren't really multiple endings.I watch a LOT of indie game trailers on my Twitch stream made by inexperienced and/or first time editors. So from how i understand it, there are different dialogues throughout the game, depending on your choices, but that doesn't seem to resolve in multiple different endings. Beyond that, we've tried to infuse the world with enough space and points of interest for it to be convincing and to stand up to player exploration and curiosity. You aren't going to be unlocking a bunch of endings or finding crafting components or doing "side quests." (All those things are great, but not what this particular game is about.) The world and game are built to support a particular story, which we did our best to tell, and to facilitate two fully-realized characters, which we did our best to outfit with enough player responsiveness to create a meaningful sense of interactivity and realism. ![]() It is a narrative game first and foremost. If people like spending time in the game enough to play it again, I could imagine dedicating more time and energy to poking into all the corners.Īll that said, this isn't The Elder Scrolls or Dragon Age. Generally speaking, I suspect people's first playthroughs will be somewhat non-intentional. I think it would be hard to find "everything" unless you have explored the world pretty thoroughly and know your way around the map. Most of the people I've seen play through the entire game have found different instances of these things. There are also locations and things to find in the world that are not required by or even related to the main story of the story. That's one of the big things that will differentiate multiple playthroughs. ![]() Originally posted by chrisremo:There is far more dialogue in the game than you could ever see in a single playthough, and much of that different dialogue is mutually exclusive, which means if you say one thing rather than another thing, it will affect what happens next, and you can't go back and "change what you said".
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