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Josh Bycer's Blog


For over 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.


Member Blogs

Age of Empires for the last few games became one of the first strategy series to have Meta-game design and today's post examines the differing philosophies and challenges of adding this model to your game.

Posted by Josh Bycer on Tue, 24 Mar 2015 02:30:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Today's post returns to the strategy genre to discuss the importance of a good UI and some elements that designers need to pay attention to.

Posted by Josh Bycer on Wed, 18 Mar 2015 01:54:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Today's post is all about the debate of putting value on narrative focused games and the challenges that come from old school gamers such as myself.

Today's post looks at the changing landscape of making and selling games and perhaps some sobering things that anyone interested in game design and the industry needs to understand.

Posted by Josh Bycer on Wed, 25 Feb 2015 01:15:00 EST in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
The term "old school" has become a very popular marketing tactic for older gamers looking for a challenge again but today's post asks a simple question -- Is old school design really all that better?

Posted by Josh Bycer on Tue, 17 Feb 2015 06:52:00 EST in Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
As graphical fidelity continues to improve so is the temptation for having ultra realistic graphics. For today's post, I'm going to talk about two competing aesthetic designs and what it means for game developers.

Josh Bycer's Comments

Comment In: [Blog - 03/24/2015 - 02:30]

Civ has a good UI ...

Civ has a good UI in my opinion as it has a lot of tooltips and information that constantly referenced back to each other For instance being able to see how your happiness was affecting your economy and vice versa . r n r nStarcraft 2 I thought was just ...

Comment In: [Blog - 02/03/2015 - 01:50]

I think ultimately to avoid ...

I think ultimately to avoid the same problem as early access, living games will need to have an agreed upon standard. Some ideas from the post would be: r n r n1. The game is done IE it would be a finished review-able product in any other case that the ...

Comment In: [Blog - 01/14/2015 - 02:49]

re: Cheat codes r n ...

re: Cheat codes r n r nYou are right that we don 't see cheat codes today except for rare exceptions but they would still be considered cheats as you are modifying the game, but again their use is so limited that we can ignore them for the purpose of ...

Comment In: [Blog - 01/09/2015 - 01:32]

Interesting post, I haven 't ...

Interesting post, I haven 't played Destiny but I 've seen enough online games to know the repercussions of letting intentional cheating go. Those million players who now have raid tier content through cheating are going to make whatever next raid Bungie designs imbalanced by the fact that they already ...

Comment In: [Blog - 12/30/2014 - 02:04]

The genre has definitely fallen ...

The genre has definitely fallen on hard times with exception to Starcraft. There 's a post waiting to be written up about that but the short story is that too many RTS games tried to become the next big E-Sports craze and altered their design and focus to micro play, ...

Comment In: [Blog - 12/31/2014 - 01:28]

Interesting post. The idea of ...

Interesting post. The idea of building the tutorial into the level design is important and something that I know Nintendo and Valve have made use of in the past. It 's good to have those safe havens while explaining a new mechanic to someone as it gives them a chance ...