Crystan (@SenCrystan) header
Crystan (@SenCrystan) profile picture

🎤🎵 Sound Designer, Music Composer, Game Music Remixer and creator of the "IHSS - Improved Horse Step Sounds" mod for Skyrim.

Sky Lagoon
Joined September 2014
Photo by Crystan (@SenCrystan)Photo by Crystan (@SenCrystan)Photo by Crystan (@SenCrystan)Photo by Crystan (@SenCrystan)Photo by Crystan (@SenCrystan)Photo by Crystan (@SenCrystan)Photo by Crystan (@SenCrystan)Photo by Crystan (@SenCrystan)Photo by Crystan (@SenCrystan)Photo by Crystan (@SenCrystan)
I see a lot of people expressing shock and sadness over BioWare shutting down. And I get it. But here's the uncomfortable truth: The BioWare that made Baldur's Gate, Neverwinter Nights, KOTOR, Dragon Age: Origins and the original Mass Effect trilogy had largely ceased to exist long before yesterday's announcement. BioWare's decline began around the time the doctors left and much like what happened at Blizzard, most of the original talent responsible for building those legendary franchises had moved on years ago. What remained was the brand. The IP. Basically just the name on the building. But a studio's name doesn't make great games. Insanely talented people do. And that's the lesson our industry somehow keeps refusing to learn. The people who built those studios, who poured their blood, sweat and tears into establishing their creative identities were the actual assets. Their experience, their taste, their leadership, their ability to recognize what made a game special in the first place was always the thing that mattered, not the brand. You can't simply replace those people, keep the logo on the door and expect the magic to continue. Yet, that's precisely what publishers have been doing for the past 10-20 years. They've spent billions acquiring studios and IPs, seemingly under the assumption that the creative output would continue regardless of who was actually making the games. And when the original talent inevitably left, the remaining teams were expected to fill shoes that were often impossibly large, without necessarily having the experience, leadership or creative vision required to do so. And... the results speak for themselves. I think we'll eventually look back at the COVID-era acquisition frenzy as one of the most destructive periods in the history of our industry. Publishers were buying studios left and right, paying absurd valuations mostly just to secure IPs... and developers were often all too happy to cash out. At Moon Studios, we got quite a bit of crap for refusing to sell when seemingly everyone else was getting acquired. I remember telling our team back then that I'd seen this movie before. The exact same thing happened in the 90s, when EA went on its acquisition spree. Studios were bought, their founders and creative leaders gradually lost the freedom to make the games they believed in, the original talent became frustrated and left and eventually the studios all became a Ship of Theseus. History doesn't repeat itself perfectly, but it sure as hell rhymes, and that's exactly why I never wanted Moon to end up in that position. And I don't think we're even halfway through the ultimate fallout of the latest acquisition frenzy. There's going to be a very rude awakening for quite a few publishers when they discover that the studios they acquired for billions are worth a fraction of what they paid. And that shoving ideology down peoples throats ultimately came at a cost that they didn't quite grasp. They didn't actually buy the creative vision, the institutional knowledge or the culture responsible for making those studios successful. They bought the names, the buildings, the IPs and whatever teams happened to be there at the time. But those things don't matter at all. You can buy a studio. You can buy its IP. You can even buy its entire back catalogue. But you can't buy the magic that made those games special in the first place. And the sooner our industry understands that, the better.
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Regarding the Bioware situation I am angry at EA, the Bioware executives who sold Bioware to EA and the management of the company who led them the last 15 years. Who was in charge? Who made those decisions? Is there any info around?
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I’m at a loss for words… Richard B. Gray, better known to many as “Levelord,” has passed away. Richard was someone I had the privilege of getting to know very well over the years, alongside Smitty, Jim Dose, and Rob Atkins, during my many trips to Dallas. We spent countless hours together, and even when he was back in Russia, we would often catch up over the phone. Having grown up as a huge fan of his work, getting to know him personally and eventually having the opportunity to work alongside him for so many years was something truly special. It’s one of those experiences I’ll always be grateful for. Richard was, without a doubt, one of the kindest people I’ve ever met in the games industry. Incredibly humble, remarkably intelligent, endlessly creative, and always a pleasure to be around. Despite everything he had accomplished and the enormous influence his work had on my generation of game developers, he never carried himself as anything other than a genuinely good human being. It’s heartbreaking to know he’s no longer with us. The games industry has lost a true legend, but more importantly, those of us who were fortunate enough to know him have lost a wonderful friend. I’ll always cherish the conversations, the laughs and the stories. Rest in peace, Richard. Thank you for everything, both as a friend and as someone who helped inspire me to do what I do today. You’ll be deeply missed. ❤️
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No, no they don’t understand that just because it makes sense to put the GTA trailer behind the Netflix paywall, that’s still greedy as hell and we’ve seen that time and again with their lobbyists and higher-ups of Rockstar Games GTA 6 Team, Sonys people etc Heck they LIED to the Senate! These people can’t even seem to fathom that squeezing maximum revenue out of everything while screwing over their customers is the exact opposite of what customers meaning all of us actually want.
I hate this new trend where we have these stupid analysts telling us why big corporations make decisions that "make sense" as if we're 3 year olds. WE UNDERSTAND IT PERFECTLY!!! But that doesn't mean we have to automatically accept it. Specially if it doesn't benefit us AT ALL.
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Fast Sound Library (FSL) for Windows is now available on itch. A hardware accelerated offline solution to manage your sound effects and music packs, tag, categorize and color code them and assign them to different projects. No logins, subs or cloud. thisisneat.itch.io/fsl
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BTW, if the XBOX division is scrounging for loose change under the sofa cushions, I’m still willing to put up a $1M guarantee to allow @TeamBeefVR to commercialize the legacy open source games on VR.
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I wrote the music for Rifted Worlds!! Check out the demo & give us a wishlist / leave a review if you like it! I've had an absolute blast working on this game (and playtesting it!) So excited for you all to play this hefty demo. store.steampowered.com/app/2…
Defy the end of the world. The Rifted Worlds demo is out NOW on Steam! #gamedev #trailertuesday
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The following was sent to me from Stargate SG-1 & Atlantis director Mario Azzopardi. It is published here with his permission. #SaveStargate "Devastated. Angry. Saddened. I cannot fully explain what I feel today.
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What actually makes you try an indie demo? A) a strong gameplay clip B) a weird idea C) someone recommending it D) the art style E) pure Steam Next Fest panic
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Here are Dave and David's full unedited comments for those interested:
'Cripple their sales, tank their stock price. Stop collaborating with them as developers': New Blood CEO on fighting against DLSS 5 pcgamer.com/hardware/graphic…
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The biggest issue facing Modern Gaming is the absolutely unhinged, sociopathic corporate leadership who see video games not as entertainment or a form of art, but as a guaranteed ROI. They will destroy thousands of careers if their work doesn't generate maximum revenue.
Jesus fucking Christ what the fuck
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'Overwatch' director Jeff Kaplan on what broke him and made him leave Blizzard: • Blizzard began focusing too much on 'let's make lots of money really fast' and set hefty revenue goals • He says he was told if the game didn’t hit the benchmarks, 'we're gonna lay off 1,000 people and that's gonna be on you' "It was the biggest 'fuck you' moment I've had in my career ... I believed I would never work anywhere besides Blizzard ... and I was like 'we're done here'" "I wish developers would understand their own value more and stop handing the golden goose to people who don't deserve it" (via @lexfridman)
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Shareholders and their sales expectations
Delete 1 thing from games forever.
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NO TURNING BACK
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Publishers these days are all “data driven” which is a fancy way of saying they trend chase and expect overwhelming success Taking risks on original ideas is antithetical to that
It's literally this LMAO
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Crystan retweeted
I've released my remix of Mega Man X4's Slash Beast Stage Theme! youtube.com/watch?v=VLgrTXyp…
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Lately I’ve been going through one of those phases where even the little free time I get, maybe 1 or 2 hours a week, I just can’t sit down and keep working on my game.
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Replying to @indieexchange
No Steam page for #WishlistWednesday but you can follow me for updates!
Reddit: “Any games like Gungeon/Nuclear Throne?” Also Reddit: “Survivors devs please stop” Me: cracks knuckles, makes game with bugs, bullets, and corporate despair #DownByTheSwarm #roguelite #indiedev
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I'm more invested in watching this Rimworld Let's Play than I have been in some big budget TV dramas.
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