Uploaded June 2024 | Updated September 2026, 3 hours ago
I think it's safe to say this Direct well surpassed expectations for all of us.
Let's share some thoughts and opinions regarding EVERY single game in this Direct, both from me and you, my viewers.
#nintendodirect #reaction #nintendo
I think it's safe to say this Direct well surpassed expectations for all of us.
Let's share some thoughts and opinions regarding EVERY single game in this Direct, both from me and you, my viewers.
#nintendodirect #reaction #nintendo
![Game Designer Explains: How DLC gets Made
DLC announcements often come with a mix of negativity, confusion and complaining. Pokémon Legends Z-A is one such example of this - despite it being scheduled for release next year, there was no shortage of complaints surrounding the announcement.
Most of this negativity stems from people being unfamiliar with the game production process, resulting in misconceptions about exactly when DLC gets planned and work on it actually begins. Contrary to popular belief, DLC production actually begins both earlier and later than people expect.
So let me share a bit about my own personal experience as a game designer, and explain a bit about how the game production works and how exactly does DLC fit into planning and development.
0:00 - Introduction
1:22 - Prototypes, Pre-Production & Publishers
5:02 - The Production Process
8:02 - Public vs Internal Release Dates
10:39 - When is DLC made, and why do misconceptions exist?
16:45 - Pokemon Legends Z-As DLC
18:40 - Closing thoughts
Music used:
Lumiose City (Day) [Pokémon Legends Z-A]
Its TV Time! [Deltarune Chapter 3]
Logic & Trick [Phoenix Wright: Ace Attorney]
Ghost Trick Main Theme [Ghost Trick: Phantom Detective]
Summation Examination [The Great Ace Attorney Chronicles]
REINCARNATION [Ghost Trick: Phantom Detective]
Join the Discord Server: https://discord.gg/c9E3SzSds9 Game Designer Explains: How DLC gets Made](https://i.ytimg.com/vi/W9udJ-kNfX4/mqdefault.jpg)
![Controlling Time via Game Design [Game Designer Explains]
Control Time, and you control THE WORLD.
Controlling Time is an appealing fantasy for many people (partially thanks to a certain long-running manga series). However, it is something which is rarely implemented as a mechanic for many video games.
While it is not technically difficult to implement, it creates numerous design-related challenges, which sometimes make it more trouble than it is worth.
However, game developers are mad. Its practically a pre-requisite for the job and skill set.
So lets have a look to see the various ways those games and developers let players control the world of time.
0:00 - Introduction
2:36 - Time Stop
8:27 - Slowing down & Speeding up
12:41 - Rewind & Fast Forward
14:46 - Skipping Time
18:45 - Closing thoughts
Music used:
Main theme [Ghost Trick: Phantom Detective]
4 Minutes before Death [Ghost Trick: Phantom Detective]
Fate Changed [Ghost Trick: Phantom Detective]
COMPLICATION [Ghost Trick: Phantom Detective]
CHASE [Ghost Trick: Phantom Detective]
Jowd, A Captive of Fate [Ghost Trick: Phantom Detective]
Epilogue ~ The End of the Night [Ghost Trick: Phantom Detective]
Join the Discord Server: https://discord.gg/c9E3SzSds9
#jojosbizzareadventure #guiltygearstrive Controlling Time via Game Design [Game Designer Explains]](https://i.ytimg.com/vi/X2rCQXkCP-E/mqdefault.jpg)


![Venuss Underground Simp Army [Pokemon Colosseum: Part 3]
Venus may arguably be the stupidest evil team character in all of Pokemon... Cipher must have really low standards for their admins...
This video consists of highly edited livestream highlights from my Twitch Channel. This channel normally make edited video essays about Game Design, but I also enjoy streaming games on Sundays for fun.
View the archived stream here: https://www.youtube.com/watch?v=5KEW6tLoZVM
Timestamps
0:00 - Story Stuff
3:54 - Exploring The Under
15:00 - Venus Battle
24:48 - The Wacky Chase Sequence
Twitch Channel: https://www.twitch.tv/goldenowl_twitch
Discord: https://discord.gg/DaUUDURJgq
Stream Archive: https://www.youtube.com/channel/UC1R-xli39fmBBfMME7JM7gQ Venuss Underground Simp Army [Pokemon Colosseum: Part 3]](https://i.ytimg.com/vi/ZnX8fa5hNXA/mqdefault.jpg)
![The Reasons behind the Difficulty of Whitneys Miltank [Game Designer Explains]
Whitneys Miltank terrorized an entire generation of players, for numerous reasons. Some were intended by the games designers, and some werent.
Lets look over them.
#pokemon The Reasons behind the Difficulty of Whitneys Miltank [Game Designer Explains]](https://i.ytimg.com/vi/_MqYfoj5HPA/mqdefault.jpg)
![Normans Slaking: Pokémons OG Puzzle Boss
Slakings Truant Ability makes it one of a mechanically unique Pokémon in the series, which in turn makes Normans battle in Ruby & Sapphire one of the most unusual battles in the main series games.
So, have you ever wondered what was the thought process behind Slakings design?
Channel Discord: https://discord.gg/DaUUDURJgq
Chapter Timestamps:
0:00 - Opening video & Channel comments
1:05 - Introduction of Abilities
2:20 - Slaking as a Playable Pokémon (Part 1)
3:13 - Sidetrack Tangent about Game Balance
4:11 - Slaking as a Playable Pokémon (Part 2)
6:00 - Discussing Norman and Puzzle Bosses
9:15 - Player Behaviour regarding Puzzle Bosses
11:00 - The Faults with Normans Design
13:35 - Emeralds Changes
14:32 - Long-term impact on Future Pokémon Gameplay Design
17:03 - Outro
Music Timestamps:
0:32 - The Imprisoned [Ghost Trick, Phantom Detective]
1:04 - Opening/Title Screen [Pokémon Ruby/Sapphire/Emerald]
2:19 - Dance of Deduction (Type A) [The Great Ace Attorney Chronicles]
3:13 - Dance of Deduction, Backstage (Type A) [The Great Ace Attorney Chronicles]
4:52 - Dance of Deduction (Type B) [The Great Ace Attorney Chronicles]
6:46 - Dance of Deduction, Backstage (Type C) [The Great Ace Attorney Chronicles]
8:20 - Dance of Deduction (Type C) [The Great Ace Attorney Chronicles]
9:31 - The 13th Struggle, Data Luxords Desperation Move version [Kingdom Hearts 3]
13:10 - VS Battle Mode, Version 2 (Hoenn Gym Leader Battle remix) [Pokémon Colosseum XD: Gale of Darkness]
17:03 - 221B Baker Street [The Great Ace Attorney Chronicles] Normans Slaking: Pokémons OG Puzzle Boss](https://i.ytimg.com/vi/cBlG1nYjZ5w/mqdefault.jpg)
![A Study of Luck and Risk Management in Mario Party [Game Designer Explains]
Mario Party is a luck-based game. But just HOW luck-based? A lot less than people think.
Lets examine some of the game design intricacies that went into manipulating luck and the players perception of it, in order to craft a more fun overall experience.
Timestamps:
0:00 - Introduction & Scope
6:30 - Luck is a Skill
9:37 - Scoring (Stars)
14:37 - Currency and Resources (Coins)
18:27 - The Illusion of a Comeback
20:12 - Long game session length
23:56 - QoL to Maintain engagement & Minimize Idle time
30:44 - The Benefits of Random Variance
35:33 - Conclusion
Music used:
Tropical Coast Zone 2, Juice Archipelago [Phoenix Wright: Ace Attorney]
Yoshis Island Athletic (Frontrunning) [Mario Kart 8 Deluxe]
Windmill Isle Act 1 (Day) [Sonic Unleashed]
COMPLICATION [Ghost Trick: Phantom Detective]
Studiopolis Zone Act 2, Prime Time [Sonic Mania]
Silence Walk Full by Anders Baldwin, Brady Hoffman, Alice Shelton, Luke Barker, Ruby Terry is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/by/4.0/
Studiopolis Zone Act 2, Lights, Camera, Action! [Sonic Mania]
(what) Sanctuary Guardian [Earthbound]
Reincarnation 2023 Remaster [Ghost Trick: Phantom Detective Remastered]
Join the Discord Server: https://discord.gg/c9E3SzSds9
#marioparty #nintendo #gamedesign A Study of Luck and Risk Management in Mario Party [Game Designer Explains]](https://i.ytimg.com/vi/dmVc7eeSeCs/mqdefault.jpg)

![About Instant Kill Mechanics (and why they tend to suck)
Instant Kill Mechanics are a divisive staple feature commonly seen in many turn based RPG games, and tend to attract a rather mixed reception among many players, for often understandable reasons.
Why do people hate them? Why do people like them? What makes them fun? What makes them UN-fun? For such a seemingly straightforward mechanic, theres a deceptive amount to depth to discuss regarding them.
What exactly is the thought process which goes into designing such mechanics in the first place? And how do game designers (attempt to) balance the concept of instantly kill the target in a way that makes meaningful gameplay sense?
Channel Discord: https://discord.gg/DaUUDURJgq
Chapter Timestamps
0:00 - Opening Gag
1:28 - Definitions: What is an Instant Kill
2:40 - The Inherent Fun of Instant Kills
4:48 - Chance & Probability (and the many problems with them...)
9:58 - Conditions and Activations (and the problems with THEM...)
14:19 - Cost & Resources (and how they can go wrong...)
18:15 - Case Studies
22:22 - Conclusion
Music used
Persona 5 Strikers - An Axe to Grind (Instrumental)
Ghost Trick: Phantom Detective - Chicken Paradise
Ghost Trick: Phantom Detective [Remastered] - Reincarnation (2023 Remaster)
Additional thanks to Casteddu to helping to draw the Ting-Lu picture which was used throughout the video. I originally wanted to use it for the thumbnail, but was unable to because I realized Ting-Lus head was so GODDAMN BIG, itd block the entire image... About Instant Kill Mechanics (and why they tend to suck)](https://i.ytimg.com/vi/fV2Pz-8BEJU/mqdefault.jpg)
![Nintendo Direct Live Watching [09/09/2026]
Live watching the Nintendo Direct Nintendo Direct Live Watching [09/09/2026]](https://i.ytimg.com/vi/gmCiNv5nEr0/mqdefault.jpg)