Gamasutra - Blogs /blogs/ Eric Swain's Blogs Mon, 31 Aug 2015 01:58:31 EDT en-us (Simon Carless) Never Break the Flow: Interface Design in 'Driver: San Francisco' - by Eric Swain 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. Fri, 08 Mar 2013 04:35:00 EST 'Driver: San Francisco' and 'Drive' - by Eric Swain 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. Fri, 15 Feb 2013 12:28:00 EST The Intersection of Mechanics and Aesthetics in 'Driver: San Francisco' - by Eric Swain Driver: San Francisco creates a feedback loop between the mechanical and aesthetic notions of the game and creates a synthetic meaning between them. 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 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. Fri, 01 Feb 2013 03:15:00 EST Magical Realism as Game Mechanic in 'Driver: San Francisco' - by Eric Swain 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. Fri, 25 Jan 2013 08:24:00 EST When 'Mark of the Ninja' Clicks - by Eric Swain 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. Tue, 22 Jan 2013 05:35:00 EST