No-Loss Design in Video Games



What is “No-Loss Design”? Is it hurting games? How do we fix it?

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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:
World of Warcraft (idk which one but it doesn’t matter lolmao)
FTL: Faster Than Light (excellent roguelike)
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 good job of telling a story such as that!
– 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™®.

Shoutout to under-1000-subscriber gang!

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7 thoughts on “No-Loss Design in Video Games”

  1. I wouldn't count Halo as a game against no-loss design. Regenerating sheilds, flipping cars over rather than having the player fail a mission, and aim assist. Halo is a pioneer of no-loss design.

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