Long time Game Designer. Formerly - Firaxis, Netherrealm, Trion, Cryptic, 31st Union. I have only two states, vibing and prototyping. He/Him.

Joined April 2010
Chris Meyer, Earthbound Design Spirit retweeted
I’m Nessa! I’m a video game writer/narrative designer with 6+ years of freelance experience on 10+ shipped titles, including Borderlands 4 and Star Wars: Galactic Racer ✨ I’m looking for new projects, so if you need help with narrative, get in touch! nessacannon.com
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Chris Meyer, Earthbound Design Spirit retweeted
There is a weird bug in Ace Combat 8. Shadow 22's callsign is displayed as "ARES" but the devs forgot the first two letters of his callsign: "FL"
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This is not really true, it's just that the core design reasons are ones players rarely ever think about. Two that jump to mind are path clarity and input limits.
There’s literally no argument for auto jump other than “that’s how it’s always been”
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to have players enter that flow state where their intentions are translated directly instead of having to think about their hands. Anyway when people look at design choices they don't like or don't understand it's almost always worth thinking about reasons why it was done.
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Understanding what a design is doing can help you understand what the game wants you to do and feel. It's good for you!
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I think people are somewhat missing the forest for the trees on this. I don't think this is purely "people are getting dumber", but rather when you spend as much as AAA studios do on games you have to widen your funnel for as many people as possible to purchase the game. 1/5
Games get dumbed down. Gamers get dumb. Games get dumbed down. Etc. It’s a testament to the general direction towards more open and agency-driven games that this has hit so poorly Dorian Gray is seeing his portrait
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A thing that is happening even in the indie publishing space for a lot of interrelated reasons, none of which are some Mr. Burns esq evil plan to ruin games. Mainstream acclaim is not a constraint because of the average player, but because of how you have to factor in 4/5
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The lowest common denominator needing to be significantly lower just to potentially move the number of units required to break even, much less be considered a success. I wish I had answers for how this improves. Profit as a driving motive is inherently corrupting. 5/5
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For anyone who has not played it, SKALD: Against the Black Priory 100% deserves to be among this company. Its great, lushly designed and carefully considered with sharp writing and a horrifyingly engrossing plot. You should play it if you like RPGs.
I can't even with the fact that SKALD is in a bundle with five of the greatest crpgs ever made😭🥳🤩
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Cold ass take, but execs who struggle to squint at in progress games but also make staffing and cost decisions are probably not great at their jobs on a fundamental level. Probably similar issues in big movie studios too.
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This is probably why so many people are pushing AI integrations. Cant visualize the apple people who think AI helps them visualize the apple instead of you know, showing them already existing things without them having to recognize that fact. Can't AI generate creativity.
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You can extrapolate this to why so many 'big titles' are all pushing graphical fidelity. Its hard to get an exec to understand the nuance of improved gameplay and emotional engagement. Very easy to point and say "look how nice it looks".
my most strongly held conspiracy theory about AI is that the main reason it's being injected into the workflow at such an early stage is that it makes it easier to jangle keys of fake progress in front of out of touch executives and investors who are put off by greybox
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Surprising to nobody, most games aren't designed around the idea of your character also being an immortal time wizard in addition to the other things they can do. In my (admittedly biased) opinion, you will get more out of the games you play if you try not to savescum.
Okay, honest question time. What is your stance on savescumming?
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The nuance here is more complicated because what you're trying to get out of the game influences this a lot. And not every game handles failure states particularly gracefully. Overall though? "Try to play it out" will generally lead to more interesting playthroughs.
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Not to put too fine a point on it but he's wrong lol. The game certainly is an amalgamation of mechanics but to say its cynical? I just cant take that seriously because there is a pretty obvious deep love and "holy shit look how cool a thing we made" all over this game.
Larian publishing boss takes some spicy swipes at Crimson Desert, calling it a 'cynical amalgamation of borrowed mechanics'—but I think he might be the cynical one this time pcgamer.com/games/rpg/larian…
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I think this boils down to the fact that 1. BOTW and TOTK take very passive roles in the storytelling, focusing on link's adventure rather than the text. Crimson Desert is full of voiced cutscenes and writing, significantly more than I remember in either modern zelda.
I’ll always find it strange how bad writing is seen as a massive issue for Crimson Desert but Breath of the Wild and TOTK both get away with having the most basic, generic writing and boring storytelling. Why do some games get a pass for focusing on gameplay & others don’t?
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2. The game Crimson Desert is most aggressively cribbing from isn't BOTW or TOTK, its Red Dead Redemption 2. A game pretty well liked for its characters and writing. Crimson Desert is clearly trying to make that type of connection but doesn't quite stick the landing.
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That said Crimson Desert is very fun and while the story is a little thin, it mostly serves as perfectly functional scaffolding for all the exploring and combat to sit on top of. I think its worth playing.
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