Never Break the Flow: Interface Design in 'Driver: San Francisco'  |
| Posted by Eric Swain on Fri, 08 Mar 2013 04:35:00 EST in
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| 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. |
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'Driver: San Francisco' and 'Drive'  |
| Posted by Eric Swain on Fri, 15 Feb 2013 12:28:00 EST in
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| 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. |
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The Intersection of Mechanics and Aesthetics in 'Driver: San Francisco'  |
| Posted by Eric Swain on Fri, 08 Feb 2013 03:42:00 EST in
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| Driver: San Francisco creates a feedback loop between the mechanical and aesthetic notions of the game and creates a synthetic meaning between them. |
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It's All in the Presentation: Why I let Driver: San Francisco Get Away With Poor Driving  |
| Posted by Eric Swain on Fri, 01 Feb 2013 03:15:00 EST in
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| 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. |
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Magical Realism as Game Mechanic in 'Driver: San Francisco'  |
| Posted by Eric Swain on Fri, 25 Jan 2013 08:24:00 EST in
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| 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. |
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When 'Mark of the Ninja' Clicks  |
| Posted by Eric Swain on Tue, 22 Jan 2013 05:35:00 EST in
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| 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. |
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