Josh Bycer's Blog
For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra, Xsolla and Quarter To Three. My goal as a game theorist is to analyze past and present game design trends to better understand and forecast the future development of the industry
With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans. To hopefully continue improving our industry and provide an easy to understand explanation on the concept of game design. I also have a Patreon Campaign set up to help support my family and keep things running while I continue to put out content here and on my site.
Today's post touches on the concept of game accessibility, and some of the factors you need to think about in terms of consumers with impairments playing your game.
Today's post looks at the concept of command modifiers and what they mean for control schemes and game design.
Extending a game's lifespan and content can be difficult, and today's post looks at two different design philosophies built around making it better.
Asymmetrical design is an important concept for game developers to help compensate the AI. However, when things go too far, it can lead to the game being imbalanced against the player.
Super Mario Maker has been a real eye-opener when it comes to game design, and I wanted to share some tips I've learned after designing and playing custom levels.
The recent trouble with Payday 2 adding microtransactions is a huge difference compared to what happened with Team Fortress 2 doing it. For today's post, I'm looking at how Valve successfully and favorably made the switch over.
Josh Bycer's Comments
[Blog - 11/04/2015 - 08:58]
Difficulty is one of those ...
Difficulty is one of those abstract topics which can make it hard to fully explain so no need to apologize. r n r nWhat I 'm talking about is that difficulty by itself is not a measure of whether or not a game is good or bad. The Souls series ...
[Blog - 09/16/2015 - 11:12]
I can see your point ...
I can see your point and I 've changed the definition to not be able the designer 's role, but about what the player can do with the mechanics.
[Blog - 08/28/2015 - 01:59]
I agree with you Stephen ...
I agree with you Stephen Blizzard is definitely one of the best game companies around, with some of the highest rated and best overall track record when it comes to their titles. I think you make an interesting point about playing the long game very few developers have the clout ...
[News - 06/15/2015 - 10:17]
It was at least to ...
It was at least to my knowledge, the first 3D open world styled game, predating GTA 3 by a year. Combined with an interesting story and a lot of detail when it came to the environment of Ryo 's neighborhood. If you look at the Yakuza series, that is a ...
[Blog - 05/29/2015 - 03:03]
[Blog - 04/28/2015 - 02:44]
As someone who was hooked ...
As someone who was hooked MPQ for the better part of 2013 and some of 2014, if you need to start a MPQ support group, let me know :