No-Loss Design in Video Games

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Published on ● Video Link: https://www.youtube.com/watch?v=FnqhnfyLMTQ



Duration: 8:21
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What is "No-Loss Design" in Video Games?
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Chapters & Timestamps:
00:00 The Very Bad Trend™
00:30 The 1st & 2nd Exposure
01:44 No-Loss Design
04:12 The Question
05:10 Non-Destructive Ways
07:09 YOU!

Games in da video-list, chronologically (not all of them)
World of Warcraft (idk which one but it doesn't matter lolmao)
FTL: Faster Than Light (excellent roguelike)
Harvest Moon 64 (wife moment)
League of Legends (evil game, has taken easily 5000+ hours from me)
Fallout 1 (play it, original devs & pubs don't get money so get it however)
Paper Mario (play it, get it on nintendo's e-shop or however else if you don't own a console)
Super Mario Galaxy
Castlevania 1 (Konami is legitimately evil, but it's a great game)
Castlevania: Lords of Shadow (Konami is legitimately evil, and it's a mediocre game)
HALO 2 BAYBEEEE

Patch Notes:
- Story of the Script
After reflecting a lot on what makes a video essay good, and watching my own and Egoraptor, SsethTzeentach, and Uncle Dane's videos, i'm working on bettering the story that's told in the video. I think this video does a much better job of telling a story in that sense, by outlining a percieved problem, giving context to it, and suggesting solutions.
- Faster, faster!
The last two videos took 42 and 39 hours of work respectively, and i'm working to effectivize that. For this video it went well! It only took 31 hours of work. If i could get it down to 20 hours, i could probably release a video every week. Probably. Maybe™®. I say this because i did a burst of deep work on this video, and got burnt out after around 24 hours of deep work, which took me a week to recover from, so maybe one video every 2 weeks? Myeahi'dunno.

Shoutout to da under-1000-subscriber gang baybeee.

Thoughts:
- Grounding
The unnamed-game example is fun, but doesn't convince anyone who isn't already convinced of the existance of overly-hand-hold-y games. Knack for PS4 and it's "de-emphasized platforming" (as in: the game _literally_ jumps for you) would be a brilliant way to support this. The Undertale example gives context in this way, but in a round-about way.
- Chonological device
The 1st and 2nd exposure concepts are my own thoughts, and it would have been great to support that, either by showing my thoughts, or grounding them in objective examples. The chronological device is interesting, and history is good to cover and explore, but in it's current shape, it's not quite necessary for the story being told or the idea being presented.
- Structure
Writing this script took 12 hours, and it came out messy, like a salad. Salads can be delicious, but they can also be quite messy. The day after the launch of this video i've written the next script, and already feel that the script is done after just 3 hours of work. I think this is because i started with my feelings for the topic (Modding in Video Games), then worked those feelings into a question that demands an answer, and then found interesting and valuable answers to the question through my feelings--which are in turn supported with objective examples. It feels _far_ clearer, both to read, and to write. I'm definetly doing it this way from now on.







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