Chris Meyer, Earthbound Design Spirit

9.4K posts

Chris Meyer, Earthbound Design Spirit

Chris Meyer, Earthbound Design Spirit

@TheRealKeyens

Lead Designer @FiraxisGames. I have only two states, vibing and prototyping. He/Him.

Entrou em Nisan 2010
439 Seguindo485 Seguidores
Chris Meyer, Earthbound Design Spirit
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.
PC Gamer@pcgamer

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/lari…

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Chris Meyer, Earthbound Design Spirit
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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Chris Meyer, Earthbound Design Spirit
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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Chris Meyer, Earthbound Design Spirit
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.
Synth Potato🥔@SynthPotato

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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David Szymanski
David Szymanski@DUSKdev·
The pursuit of photorealism for its own sake is stupid, and has been stupid for years, and I would say has even been relatively attainable for years without any of this, which is why zoomers are consistently blindsided by how good select screenshots of some 7th gen games look.
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David Szymanski
David Szymanski@DUSKdev·
Honestly this is probably correct, and that's what makes me so frustrated. It's going to be normalized the same as the last 5+ years of dumb bullshit in graphics tech, which is only just starting to provide a semblance of improvement for the massive resources it demands.
David Szymanski tweet media
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Suzi Hunter
Suzi Hunter@TheSphereHunter·
everything about this is a betrayal of these game’s artistry. painting over hand crafted intentional 3d art with shiny, wrinkly, sunken-in, porous, puckered, fraudulent filtered nonsense is deeply disrespectful. if you want this just watch gen-ai videos all day
NVIDIA GeForce@NVIDIAGeForce

Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…

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Chris Meyer, Earthbound Design Spirit
This is also why (broadly anyway) our designs need to be trying to accomplish something, and I genuinely believe that something should mostly have an emotional component as part of the core design goals. How are changes and features contributing to the emotional tapestry.
christina 死神@chhopsky

@DirtyEffinHippy there is no game design that will make you 15 again, we have to find that joy ourselves

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Chris Meyer, Earthbound Design Spirit
Even if you break down lessons, making learning them fun and rewarding is the hard part and I think fighting games really struggle on this front.
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Chris Meyer, Earthbound Design Spirit
"Single Player" is a really obvious and easy answer for "A place for players unsure if this is for them to discover that". Which, admittedly, usually sounds more welcoming than "get punched while learning the rules after studying until you internalize them".
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Chris Meyer, Earthbound Design Spirit
My hot take on this front is that the goal should not be "to get massive". The goal should be to "reach the players who would love this genre and don't know it yet because approaching the genre can be daunting."
J I Y U N A@jiyunaJP

My unpopular opinion is that for Fighting Games to ever reach Chess/CS levels, 99% of FG’s would need to disappear. If the entire community got behind ONE title (see: Japan and SF), we could see actual momentum and growth. But this would suck! I’m happy being a “niche” genre.

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Chris Meyer, Earthbound Design Spirit
If you are one of those players but don't know where to start? Try Street Fighter 6's world tour mode. Expansive single player mode that lets you engage with your first many hours learning a little at a time in a no pressure environment.
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Chris Meyer, Earthbound Design Spirit
I promise, you don't have to grind all the time to add a new genre to enjoy, and Fighting Games in particular are rewarding even if you only can build some technical knowledge and never really refine your execution.
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Chris Meyer, Earthbound Design Spirit
In light of the recent 2XKO layoffs, I think its important to point out that the things moba players tend to *like* about mobas (high complexity, lots of variance match to match, high skill ceiling that rewards practice, nuanced interactions) are also things that make good
Deadlock Anonymous@DeadlockAnon

why there are seemingly so many fighting games fans (judging by my TL) hopping on Deadlock? Aren't these are two complete different genres? Maybe having melees and parries has something to do with it?

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