Gamasutra - Blogs http://www.gamasutra.com/blogs/ Eric Swain's Blogs Thu, 18 Sep 2014 11:50:36 EDT en-us scarless@think-services.com (Simon Carless) Never Break the Flow: Interface Design in 'Driver: San Francisco' - by Eric Swain http://www.gamasutra.com/blogs/EricSwain/20130308/188164/Never_Break_the_Flow_Interface_Design_in_Driver_San_Francisco.php A conclusion to a series of posts on Driver: San Francisco waxing poetic on the firm foundation of play feel the game's deeper elements are built upon. http://www.gamasutra.com/blogs/EricSwain/20130308/188164/Never_Break_the_Flow_Interface_Design_in_Driver_San_Francisco.php Fri, 08 Mar 2013 04:35:00 EST 'Driver: San Francisco' and 'Drive' - by Eric Swain http://www.gamasutra.com/blogs/EricSwain/20130215/186724/Driver_San_Francisco_and_Drive.php Both John Tanner of Driver: San Francisco and Driver of Drive are existential characters defined by their primary ability of driving a car, but have little else in common and each character further defines themselves by how they use that ability. http://www.gamasutra.com/blogs/EricSwain/20130215/186724/Driver_San_Francisco_and_Drive.php Fri, 15 Feb 2013 12:28:00 EST The Intersection of Mechanics and Aesthetics in 'Driver: San Francisco' - by Eric Swain http://www.gamasutra.com/blogs/EricSwain/20130208/186334/The_Intersection_of_Mechanics_and_Aesthetics_in_Driver_San_Francisco.php Driver: San Francisco creates a feedback loop between the mechanical and aesthetic notions of the game and creates a synthetic meaning between them. http://www.gamasutra.com/blogs/EricSwain/20130208/186334/The_Intersection_of_Mechanics_and_Aesthetics_in_Driver_San_Francisco.php Fri, 08 Feb 2013 03:42:00 EST It's All in the Presentation: Why I let Driver: San Francisco Get Away With Poor Driving - by Eric Swain http://www.gamasutra.com/blogs/EricSwain/20130201/185912/Its_All_in_the_Presentation_Why_I_let_Driver_San_Francisco_Get_Away_With_Poor_Driving.php Driver: San Francisco has some sloppily tuned driving, but instead of being a problem, it's a feature. The problems such driving causes instead add a degree of verisimilitude to the game's world. http://www.gamasutra.com/blogs/EricSwain/20130201/185912/Its_All_in_the_Presentation_Why_I_let_Driver_San_Francisco_Get_Away_With_Poor_Driving.php Fri, 01 Feb 2013 03:15:00 EST Magical Realism as Game Mechanic in 'Driver: San Francisco' - by Eric Swain http://www.gamasutra.com/blogs/EricSwain/20130125/185517/Magical_Realism_as_Game_Mechanic_in_Driver_San_Francisco.php Driver: San Francisco is an excellent example of a game mechanic being utilized as a method of conveying the subtitles of the game's narrative. http://www.gamasutra.com/blogs/EricSwain/20130125/185517/Magical_Realism_as_Game_Mechanic_in_Driver_San_Francisco.php Fri, 25 Jan 2013 08:24:00 EST When 'Mark of the Ninja' Clicks - by Eric Swain http://www.gamasutra.com/blogs/EricSwain/20130122/185156/When_Mark_of_the_Ninja_Clicks.php Mark of the Ninja requires a different contemplative mindset to truly get the game. Simply playing the game to completion isn't enough understand the craft of the interconnected nature of the whole. http://www.gamasutra.com/blogs/EricSwain/20130122/185156/When_Mark_of_the_Ninja_Clicks.php Tue, 22 Jan 2013 05:35:00 EST