As Obsidian’s Fergus Erhardt put it, “we are on the absolute edge of technology we are always pushing everything, all the time.” Schreier himself writes that a common analogy that developers used to describe development was “like trying to construct a building during an earthquake.” For developers, the ground is forever shifting.Īccording to Schreier’s interviewees, this made scheduling games almost impossible. One thing that comes up again and again is, simply put, that games are very hard to make. Schreier himself acts as a fairly neutral figure one who serves largely as a listener, but also, vitally, as the voice who links the recurring patterns that come up from the myriad stories in Blood, Sweat and Pixels. In an era where games companies are infamously clandestine and where where the disconnect between game-makers and game-players is greater than ever before, Schreier’s book offers an invaluable insight into the realities of game development. Jason Schreier’s Blood, Sweat and Pixels takes the form of a series of interviews, formulated into a the story behind the development of ten games: Pillars of Eternity, Stardew Valley, Diablo III, The Witcher III, Destiny, Halo Wars, Dragon Age: Inquisition, Shovel Knight, Uncharted 4 and Star Wars 1313. This week, the games section goes into uncharted territory.Īnd no, I don’t mean the universe of Naughty Dog’s Nathan Drake: I mean a book.
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