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Eric Schwarz's Blog   Expert Blogs

 

My name is Eric.  This blog is where I post my articles on game design.  I appreciate constructive feedback, so please feel free to interrogate my work and comments as thoroughly as you desire.

 

Expert Blogs

Posted by Eric Schwarz on Wed, 17 Jul 2013 08:00:00 EDT in
Deadlight is a throwback to 25-year-old platformers. In this article I examine why it doesn't quite stack up to the genre's classics.


Posted by Eric Schwarz on Tue, 30 Apr 2013 08:00:00 EDT in Design, Console/PC
BioShock Infinite has produced volumes of discussion, but how does it actually stand up as a real story?


Posted by Eric Schwarz on Mon, 15 Apr 2013 06:00:00 EDT in
Although BioShock Infinite is a visual masterwork, mechanically speaking it represents a major step back from previous games. In this piece I discuss how the game's biggest component - combat - has been made far less entertaining than past games.


Posted by Eric Schwarz on Sun, 31 Mar 2013 05:00:00 EDT in Design, Console/PC
A long-winded, pointlessly analytic rant about the "plot" and "writing" of a game I hate. Enjoy!


Posted by Eric Schwarz on Mon, 11 Mar 2013 04:00:00 EDT in Design, Console/PC
Hitman: Absolution is a departure from past games in the series, but the changes to its scoring system had the biggest impact on how I played, and how much I enjoyed it.


Posted by Eric Schwarz on Thu, 21 Feb 2013 03:17:00 EST in Business/Marketing, Design, Production
My thoughts on the brand-new PlayStation 4 announcement.



Eric Schwarz's Comments

Comment In: [Blog - 07/02/2013 - 05:16]

I think it simply depends ...

I think it simply depends whether you get someone who wants you to be yourself versus someone who wants you to flatter them. r n r nYou could be perceived either as: r n r n1 A suck-up, or someone who aims to please r n r n2 Confident, or ...

Comment In: [Blog - 07/03/2013 - 02:00]

A few thoughts. r n ...

A few thoughts. r n r n1 I think that it is worth looking at progression in the context of a full game rather than under a microscope. Progression, specifically player character progression, is only as important as the wider structure of gamplay makes it out to be. r n ...

Comment In: [Blog - 05/01/2013 - 09:15]

I really don 't think ...

I really don 't think tiling is much of a weakness provided you have sufficient variety in assets. It 's how you use those assets that matters. Compare Oblivion to Skyrim and you will see a huge step up in level design variety between those games.

Comment In: [Blog - 05/02/2013 - 09:15]

Good thing I write for ...

Good thing I write for a site that doesn 't do review scores. r n r nI personally think giving scores for games is broken, anachronistic and completely unnecessary. It 's not so much a legacy as it is for an easy way for publishers to bribe and coerce publications ...

Comment In: [Blog - 04/23/2013 - 08:35]

With all respect, I don ...

With all respect, I don 't think the problem you are highlighting is one of gaming metaphors no longer being sufficient to represent the games that we play, and I do not think it comes down to some fundamental problem with the language of gaming versus narrative convention. r n ...

Comment In: [Blog - 04/30/2013 - 08:00]

Oh man, I think my ...

Oh man, I think my brain had blotted out that fight with the ghost. You have no idea how hard I rolled my eyes at that part.