Eric Schwarz's Blog
My name is Eric, and I'm currently working at Toronto-based Wicked Interactive Ltd. This blog is where I post my articles on game design. I appreciate constructive feedback, so please feel free to interrogate my work ad comments as thoroughly as you desire.
At present I am actively developing an extensive Dragon Age campaign mod, Thirst, and am a contributing writer at GameBanshee. More recently I've been making a few Portal 2 levels, which will hopefully provide some head-scratching fun. I also make music, if you like death metal! I can be contacted at email@example.com at any time.
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.
BioShock Infinite has produced volumes of discussion, but how does it actually stand up as a real story?
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.
A long-winded, pointlessly analytic rant about the "plot" and "writing" of a game I hate. Enjoy!
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.
My thoughts on the brand-new PlayStation 4 announcement.
Eric Schwarz's Comments
[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 ...
[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 ...
[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.
[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 ...
[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 ...
[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.