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 and Quarter To Three.
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 examine the art and science of games. I also do video plays and analysis on my Youtube channel. 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 looks at the knowledge gap between consumers and designers, and if there is an easy way to close it.
Today's post explores how power curves are an effective form of progression and motivation for players.
With the recent takedown of Alan Wake from digital stores, I wanted to talk about why there seems to be a lack of interest in preserving video games.
For my weekly game examination videos, I'm turning to Alan Wake to discuss how the series tried to balance action and horror design.
The recent news surrounding the Hitman and Mass Effect series frames today's post talking about the ever present risks of AAA Game Development
Today's post looks at three elements that every Indie developer should have when it comes to marketing themselves and their game.
Josh Bycer's Comments
[Blog - 05/26/2017 - 09:55]
I think like TV, it ...
I think like TV, it depends on what you 're watching. There have been early access games that managed to succeed all the way through the development cycle like Prison Architect, and there are many failures that have been abandoned
[Blog - 05/12/2017 - 10:11]
I hate to say it, ...
I hate to say it, but I disagree with the premise of the entire article. r n r nThere 's a big difference between combat-heavy and defending yourself. The psychological response of flight or fight is a major part of horror. Without those options, the game becomes one-note and mechanical. ...
[Blog - 04/11/2017 - 12:53]
Re: Games built on real ...
Re: Games built on real world attacks/timers, I hate those games by the fact that they demand your time. The last one I played was Marvel Puzzle Quest for a summer and when I realized that the only way I would be able to make any real progress through the ...
[Blog - 03/07/2017 - 10:22]
I know the feeling too. ...
I know the feeling too. I 'm horrible when it comes to memorizing button combos and such, but a game that has a slower pace to it works better for me. I 'm really interested to see how Injustice 2 is going to handle things and what the competitive market ...
[Blog - 01/09/2017 - 02:12]
I think that 's a ...
I think that 's a good point. When it comes to video games, a lot of the story is already fragmented due to the gameplay, so there 's less detail there. With a lot of book adaptations, we 've seen cases where characters and even entire plot lines are cut ...
[News - 01/05/2017 - 04:02]
No Logical Journey of the ...
No Logical Journey of the Zoombinis makes this list invalid imo : It was one of the first games to teach children critical thinking, featured achievements to motivate and had different puzzles built around different thought processes and challenge.