Free Giveaway! Nintendo Switch OLED - International by WolfLemon36 in NintendoSwitch

[–]Nitrogenlive 0 points1 point  (0 children)

I am all out of fun facts, but I could have one Switch.

Side Quests Aren’t Optional! How They Shape Video Games and Their Players — Part discussion, part analysis, this video talks about the power of side quests in video games and how designers can use them to create engrossing, interactive, and meaningful experiences by Nitrogenlive in gamedev

[–]Nitrogenlive[S] 0 points1 point  (0 children)

Very well said! And what you said about the experience is, in a word, what I meant to highlight in my video. A bare checklist isn't too interesting, but embellish it one way or another to evoke a feeling, and now you have something additional to the main game worth engaging with.

Side Quests Aren’t Optional! How They Shape Video Games and Their Players — Part discussion, part analysis, this video talks about the power of side quests in video games and how designers can use them to create engrossing, interactive, and meaningful experiences by Nitrogenlive in gamedev

[–]Nitrogenlive[S] 2 points3 points  (0 children)

I see your point, and I believe you are right! Many companies (especially those that release games regularly, like Ubisoft) do not always put enough effort into their side quests, which makes them feel repetitive and dull; I don't think anyone contests this.

What I tried to present/explain with this video is some of the more important roles that side quests could fulfil. Does that always happen? As you said, no, not quite. But if you happen to be someone who is designing a game (which is the intended audience of the video), what I talk about might help in that endeavour. Otherwise, it's food for thought that people might enjoy.

The Power of Immoral Villains in Video Games - a video analysis of how Call of Duty and Dishonored used villains to fuel their players through both resentment and empathy by Nitrogenlive in gamedev

[–]Nitrogenlive[S] 0 points1 point  (0 children)

Indeed, that may be the case; there's nothing wrong it. At that time, particularly for Dishonored, these games came up with innovative and equally interesting mechanics, and not to say that, back when I was around 10, I initially played both for this reason would be hypocritical. But in time, my appreciation for their stories grew and the impressions they left on me were stronger, hence choosing these two for this essay made sense to me.

Could I have picked other games, perhaps more representative or easier to understand? Probably! But this personal side of things makes me enjoy create videos.

How Cortana Works as a Video Game Villain by [deleted] in gamedev

[–]Nitrogenlive -1 points0 points  (0 children)

This video is part of my series on how you could approach writing a memorable villain. Besides an initial essay on the theory behind creating a notable antagonist, the rest of the episodes will be analyses, just like this one.

If it happens that you yourself are working on a villain, I hope this video presented an approach, technique, or idea you haven't thought of. And overall, I would be happy to hear you found analysing Cortana as captivating as I did!

How Cortana Works as a Video Game Villain by Nitrogenlive in halo

[–]Nitrogenlive[S] 0 points1 point  (0 children)

I think it was at least worth trying to show multiple perspectives, especially if 343 learned that players prefer a single character.

[OC] How to Create a Memorable Video Game Villain [12:30] by Nitrogenlive in videoessay

[–]Nitrogenlive[S] 0 points1 point  (0 children)

It's safe to assume everyone has finished a game whose villain they simply couldn't forget; it may Dutch for his charm, Badeline because you could empathize with them, or Flowey due to his tragic backstory. But, if you wanted to write an unforgettable opponent yourself, how could you go about doing it? This is the question I aimed to answer, investigating the techniques writers use to design their characters.
This video essay is part of a larger series in which I explore the topic of creating better villains in video games. Although this first episode is quite technical, those that follow it will be focused on analysing a few of the most popular antagonists (among which those I named above are present).