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July 23, 2017
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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.


Member Blogs

Posted by Josh Bycer on Thu, 20 Jul 2017 10:19:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR
Casual game design comes in all shapes and sizes, and today's post looks at the use of lunch break game design and how it packs a full game into a compact package.

Posted by Josh Bycer on Thu, 13 Jul 2017 09:55:00 EDT in Business/Marketing, Design, Production
The use of branding has become a big part of successful game companies, and for today's post we're going to look at the three main examples of branding.

Posted by Josh Bycer on Mon, 10 Jul 2017 10:13:00 EDT in Design, Console/PC, Indie
Ludonarrative Dissonance has become a popular discussion point for when story and game design conflict. For today, I want to try and come up with a term for when mechanics conflict with each other.

Posted by Josh Bycer on Wed, 05 Jul 2017 10:25:00 EDT in
Creating an effective control scheme is an important skill, and today's post looks at five key tips that can help you regardless of genre or design.

The Game Industry has its share of amazing successes, but it's important to talk about the other side of the coin and how risky game development is.

Posted by Josh Bycer on Wed, 21 Jun 2017 09:07:00 EDT in Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Today's post looks at tutorial design and what elements should be a required part of any tutorial regardless of the genre or game.

Josh Bycer's Comments

Comment In: [Blog - 07/10/2017 - 10:13]

Regarding point 1, you may ...

Regarding point 1, you may be right about the sandbags not being the best example. However, later VC games do introduce ludomechanical dissonance in the form of elite/boss versions of classes who can essentially fight their own counters. This is similar to the elite enemy variants in Age of Empires ...

Comment In: [Blog - 07/03/2017 - 09:00]

Interesting post. This is one ...

Interesting post. This is one of the biggest things that can kill simulation-styled games for me. It doesn 't matter how complex the systems are under the hood, if player choice is boiled down to only a few set outcomes. Too often it seems that people view complexity as depth, ...

Comment In: [Blog - 06/15/2017 - 10:08]

I agree with you about ...

I agree with you about the importance of talking about failure. I 've spoken to developers on my podcasts who 've ran into cases where their games didn 't sell and it 's an important lesson for students that the Game Industry isn 't I just need to make a ...

Comment In: [Blog - 06/16/2017 - 09:40]

Really great post Jeff, and ...

Really great post Jeff, and was one of the reasons I bounced off of Pillars so fast. There is a time and a place for good lore not when I have no idea how to build a character or what abilities do. What did you think of the Souls series ...

Comment In: [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

Comment In: [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. ...