November 21, 2009 Eric Swain External Sources, Recent Posts Indie Game Spotlight – Small Worlds The game was made for Casual Gameplay's design contest #6 with the parameters to incorporate this content's theme: Explore. Were I to judge in the contest I would look to how well it incorporated the theme, as a critic I am looking at what that means within the game. I recommend playing it here before continue reading. Small Worlds is a simple game. It has three buttons: left, right and jump. And that's all the game needs. You are in an environment that you cannot see until you begin to move around and explore. | more
November 19, 2009 Eric Swain Game Essays, Recent Posts The Farmer and the Stork in Heroes of Might and Magic II The game came out back in 1996, long before the industries present fixation on moral choice. Heroes of Might and Magic II starts off with a choice. The implications between the two men are rather clear in deed and imagery. One man offers a clean conscience and a place in the kingdom and the other monetary reward and a place in the kingdom. This is the truest sense of a moral choice, because yes there is an offer of reward, but it doesn't happen within the mechanics of the game. The choice has no connection to ludic elements whatsoever. | more
November 7, 2009 Eric Swain Recent Posts, Thoughts Apologies and Clean Up For those of you following me on twitter, which I suppose is all of you given my repeat audience, you will know of my present troubles. Two weeks ago I had midterms, which took up a lot of my time. The week after that I got a horrible case of the flu that my only condolence was that it happened after midterms. The unfortunate downside being that I missed a good deal of classes and did not write the essays that were due due to the fact my brain could not function properly. | more
October 31, 2009 Eric Swain Critical Responses, Recent Posts October’s ’09 Round Table Entry – Denouement: The Gameplay Slowdown Designer Denouements How can the denouement be incorporated into gameplay? In literary forms, it is most often the events that take place after the plot’s climax that form your lasting opinion of the story. A well-constructed denouement acts almost as a payoff, where protagonists and antagonists alike realize and adjust to the consequences of their actions. Serial media often ignored the denouement in favor of the cliffhanger, in order to entice viewers to return. | more
October 8, 2009 Eric Swain Critical Responses, Recent Posts The Citizen Kane of Video Games For those of you who maybe groaning at the title of this post let me assure you I am not going to declare anything the "Citizen Kane of video games" and am instead going to explain the pointlessness of the debate in the first place. And for those of you now disappointed, I implore you to please continue reading anyway. | more
October 3, 2009 Eric Swain External Sources, Recent Posts Indie Game Spotlight – Norwegian Wood Over at the Creative Fluff design blog I've started a new, hopefully weekly feature called, in case you couldn't guess, is Indie Game Spotlight. I've decided to highlight a different indie game each week. These games don't have the huge marketing push of the AAA titles so they can use any and all attention they can get. These aren't reviews or critiques, just bringing attention to a title I think deserves some attention. | more
September 30, 2009 Eric Swain Critical Responses, Recent Posts September’s ’09 Round Table Entry – What Do Spatial Relationships Mean to Us Isn't That Spatial? Every video game has certain benefits and constraints in the way it represents space. Interaction fiction, arcade titles, 2D side-scrollers, isometric RPGs, and first person shooters all have advantages and disadvantages to how they deal with space-some technical in nature, some design-based. This month's topic invites you to explore the ways games have represented the spatial nature of their storyworlds and what this does for the audience experience. | more
September 15, 2009 Eric Swain Game Issues, Recent Posts Where are all the War Games? I've been playing Battlefield 1943 a lot lately. It's the first shooter in a long time that I've played. I am usually a single player game kind of guy and usually shun multiplayer modes, unless the person is sitting right next to me. But I tried out the demo and I was hooked in the free half hour it gave me and immediately bought the unlocked game. Playing it lead me to a realization. | more
September 14, 2009 Eric Swain Game Issues, Recent Posts Gaming Made Me Gaming Made Me started with the crew over at RocksPaperShotgun and the various designers they asked, and then others in the middle circle has taken up the question of which video games have made them who they are. Michael McBride talked about how discussing such information will have your audience better understand who you are and where you're coming from when they read your analysis. I'm willing to one step further and say it's an excellent method of self-examination so you can understand yourself better, see any bias' you might have and writer better critique in the long run. I figured it was my turn after last post self-searching nature plus it felt like a good exercise So here we go. | more
August 28, 2009 Eric Swain Game Issues, Recent Posts What Do I Do Here? Usually I take the criticism silently and appreciatively and I still do, but after more than seven months I'm still getting the same comment. "I can't wait to see where your going with your blog." It is a little annoying that after all this time my blog still feels schizophrenic enough that I haven't fallen into any sort of groove yet. I felt that I had to spend some time examining my thoughts and my opinions of critiquing in a way I have never done so before and probably should have done in the first place. I sat down and thought about what exactly where I want to go with this site. | more