![]() “You need to be lean and focused to do this,” advised Popovich. This approach can also be a good influence on you and your team, because in order to sell the core appeal of your game you need to be certain what it is. It’s all ancillary to the main show, which is big monsters doing cool stuff." So Monster Hunter trailers, and anything they show online, typically isn’t showing you crafting systems and stuff like that. “They flip the script and they focus on the monsters, not the player. Popovich suggests Subnautica's gifs are strong because they quickly convey a key piece of the game’s core loop, while presenting a relatively rare (and beautiful) look at a game about sci-fi deep sea diving.īut hey, if you happen to work at a big company with lots of resources to build big, flashy games, show that!Īs an example, Popovich showed some flashy gifs of big monster battles in Monster Hunter World, noting that Capcom did something unusual (and potentially eye-catching) when marketing the game. “ very quickly see what it means to play with two different portals.”Īs another example he pointed to underwater survival sim Subnautica, since almost any gif of Subnautica will show the player diving below the surface or coming back up for air. “A perfect analog to this, in terms of a simple idea with a complex execution, would be Portal,” said Popovich. “If you were my dad, you might look at a gif of Spelunky and say ‘this looks like Indiana Jones meets Mario.’”Īnd since every gif of Spelunky shows different sequences of characters and mechanics interacting with each other, just a few gifs can give someone a good sense of Spelunky’s breadth and volatility. ![]() Monomi Park tried to do this with Slime Rancher, inspired by the clear, immediately graspable, eminently giffable Spelunky.įor example, “ Spelunky shows you everything you need to know about this game in the form of a gif,” said Popovich. To make a great gif, ask a simple question: “What do you want the player to feel?” ![]() “If you can give someone a sense of what it’s like to play your game, if they can understand it, if they can picture themselves playing your game, you’ve accomplished a huge step,” he added. ![]() If you can’t capture a good bit of readable, sellable gameplay in a gif, he suggests trying instead to capture a big, exciting or engaging moment in your game so that people can quickly grasp what's great about it. If you can, Popovich believe it will help you get people immediately interested in your game’s unique core play experience. “Can you show that in a span of five or six seconds?” “Can you present your core gameplay loop in a gif?” Popovich asked. “They communicate things quickly, especially on Twitter,” and he advises devs to do their best to sum up the core selling points of their game in a gif. Popovich’s top bit of advice for helping your game win that competition? “Sell it with a gif.” His point is that you’re not just competing with Fortnite, Apex Legends, and other games: you’re also competing with Netflix, HBO, Twitter, and everything else someone can do with their time. “It’s not enough to sell a game to someone, because you’re taking something else from them: time.” “Your game is what customers buy from you, and time is what you buy from them,” said Popovich. That said, Monomi Park has now sold millions of copies of its debut game, and Popovich suggests it's because the studio spends a lot of time thinking about how to keep people playing. “This is not the one true way of getting your game out there and getting people to notice it.” “This stuff might not be a fit for your game, and that’s totally okay,” he said. He was quick to disclaim that the nature of your game is what matters most, and that his own experience co-founding Monomi Park and shipping Slime Rancher won’t necessarily mirror your own experience.
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