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 looks at the different progression models of two of the hardest games recently, and how the philosophies differ to create two unique experiences.
Progression in game design can be split between short and long-term goals, and today's post looks at why short-term is for the best to keep someone engaged.
Probability is a major part of strategy and rogue-like design, which in turn creates the notion of "luck" and how it impacts gameplay. Today's post looks at how this impacts balance and the player's perception of the game.
Morality in video games is always an interesting topic, and today's post examines a major hurdle with it and how one game attempted to break the mold.
Game development is often a challenge to get right, as there are many things that can go wrong with a project. Today's post looks at an understated but critical part of making sure your game is firing on all cylinders.
Making a game hard from the very start requires a careful eye for balance, and today's post looks at the troubles the Darkest Dungeon has had on this front.
Josh Bycer's Comments
[Blog - 01/22/2016 - 01:53]
I still remember reading all ...
I still remember reading all the 7 and below reviews of the first 2 EO games complaining that there was very little story and the games were too hard. r n r nRe: Legend of Legacy, I spent yesterday playing the demo of it and just like my first time ...
[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]