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August 18, 2018
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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 Mon, 13 Aug 2018 11:54:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.


Understanding the difference between an engaging and an addictive experience is becoming important given the recent discussions over video game addiction, but in this piece, Josh Bycer will elaborate on when a game goes too far.


Posted by Josh Bycer on Wed, 01 Aug 2018 09:35:00 EDT in Business/Marketing, Console/PC, Indie
The state of game development has shifted this decade towards post release content, but what does that mean for a game whose reviews are no longer relevant?


Posted by Josh Bycer on Wed, 01 Aug 2018 10:36:00 EDT in Design, Art, Console/PC, Indie
Reposted from Game-Wisdom, this is a written interview I did with Game Designer Michael Hicks on puzzle design and the challenges of tying it to a serious topic.


Posted by Josh Bycer on Wed, 25 Jul 2018 01:18:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
Today's post returns to the debate over games built on Skill or RNG and what they mean towards helping (or harming) the player's progression.


Posted by Josh Bycer on Fri, 20 Jul 2018 11:10:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
The Shop Simulator Genre has grown among Indie and Mobile developers over this decade, but many designers still fail to understand what makes the genre's mix of combat and shop management so endearing that we still remember Recettear.



Josh Bycer's Comments

Comment In: [News - 07/06/2018 - 09:41]

This was a crappy situation ...

This was a crappy situation all around. She didn 't deserve to be fired, but she was 100 in the wrong on how she acted on all accounts. One of my main goals with Game-Wisdom and the work that I do is to try and bridge the communication gap between ...

Comment In: [Blog - 06/29/2018 - 10:40]

I think one of the ...

I think one of the problems with talking about the concept of grind, as discussed in the comments above, is the fact that everyone has a different threshold and opinion on when a game becomes a grind to play. r n r nGrinding and the progression curve go hand-in-hand together. ...

Comment In: [Blog - 08/10/2016 - 12:11]

Good topic, and one that ...

Good topic, and one that I 've talked about in the past. Choice overload is a killer for me with the grand strategy genre. Every time I try to learn one of the games from Paradox, I have that deer in the headlights moment.

Comment In: [Blog - 05/31/2018 - 09:08]

Thanks for the comment, and ...

Thanks for the comment, and yes, there is a lot more to discuss. I didn 't want to get too off topic, as I 've been trying to keep these posts as focused as possible. r n r nAs a recent example I 'm dealing with. I 'm replaying the ...

Comment In: [Blog - 05/25/2018 - 04:00]

As a fan of Payday ...

As a fan of Payday 2 since the beginning, it was great reading this. I would also love to know about the design behind Big Bank and trying to balance that with all the NPCs wandering around.

Comment In: [Blog - 05/11/2018 - 10:12]

I would have to argue ...

I would have to argue that unless properly balanced, they can be considered traps that designers can fall into thinking about replayability. A long learning curve handled improperly can cause players to give up at the thought of all the time spent needing to learn a game. The same can ...