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Eric Schwarz's Blog   Expert Blogs

 

My name is Eric, and I work for inXile Entertainment doing production, game design, support, QA, and community management.  I'm a life-long gamer with a huge interest in RPGs, shooters, and more.

 

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: [News - 03/25/2015 - 05:00]

Developers don 't talk about ...

Developers don 't talk about it because it 's not sexy, it 's not interesting, it 's not entertaining, and it 's not really relevant to anyone outside the industry i.e. doesn 't serve a marketing role . r n r nGetting your game finished and on a distribution platform ...

Comment In: [Blog - 02/17/2015 - 06:52]

Nice write-up. Yours seems like ...

Nice write-up. Yours seems like an overly complicated solution to me. r n r nThe problems I had while playing, economy-wise, were: r n r n- You can always find better stuff exploring than you can consistently find in stores except spells . r n- The random range on each ...

Comment In: [Blog - 02/11/2015 - 03:39]

Thanks for writing this piece, ...

Thanks for writing this piece, Felipe You prompt a lot of interesting thought and discussion. r n r nI do have a few points I 'd like to comment on. r n r n But the gaming industry has one unique trait: It 's the only one that will attack ...

Comment In: [Blog - 01/30/2015 - 01:30]

Thanks for the overview. Legally ...

Thanks for the overview. Legally speaking, I really have no say in this - I 'm not a lawyer and will refrain from comment because it 'll probably be incorrect, stupid or otherwise not worthwhile. r n r nWorking for a small studio, I can say we absolutely love the ...

Comment In: [Blog - 01/30/2015 - 01:30]

4. Just make a survival ...

4. Just make a survival game about zombies r n r n... no r n r nIn all seriousness, thank you for the insight. I agree that Greenlight success largely depends on making a very good first impression the only chance you have, really and users are probably flicking through ...

Comment In: [Blog - 12/22/2014 - 11:56]

I think that depends entirely ...

I think that depends entirely on the degree to which you want to allow the player to recover within their existing game session. There 's too many variables to say if one option is better or worse. For instance, a party-based RPG has more leeway for bad build decisions than ...