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Josh Bycer's Blog
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Over the last 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. 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 new 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.
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Expert Blogs
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The Competition of Sportsmanship in Online Games |
| Posted by Josh Bycer on Wed, 05 Jun 2013 01:14:00 EDT in
Design
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| Sportsmanship has been an ignored element of online and competitive games, but as games move further into the public eye, is it time for a change? |
| Read More... | 0 Comments |
The Hero's World or the Worldly Hero  |
| Posted by Josh Bycer on Wed, 29 May 2013 03:05:00 EDT in
Design
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| Storytelling in most video games is hero focused to the point that it upsets the narrative and presents a common trope of storytelling that we can examine. |
| Read More... | 4 Comments |
The Procession of Progression in Game Design  |
| Posted by Josh Bycer on Thu, 23 May 2013 11:10:00 EDT in
Design
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| Progression in Game Design can be tracked between the player themselves and the game. In today's post I'm going to take analyze the two and their intended effects on game design. |
| Read More... | 1 Comments |
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The Contemporariness of Game Design |
| Posted by Josh Bycer on Wed, 15 May 2013 03:31:00 EDT in
Design
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| Today's post examines how game design and appeal has evolved over the last twenty plus years and the tug of war between games that are considered timeless and those that are collectible. |
| Read More... | 2 Comments |
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The DRM Distinction of Steam's Success |
| Posted by Josh Bycer on Wed, 08 May 2013 02:37:00 EDT in
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| This year marks the ten year anniversary of Steam and today's post looks at some of the reasons why it has become #1 for many gamers. |
| Read More... | 3 Comments |
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Putting the "Game" in Gameplay |
| Posted by Josh Bycer on Wed, 01 May 2013 02:32:00 EDT in
Design
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| The balance between narrative and game design is a tricky one and today's post examines one game that failed that test. |
| Read More... | 2 Comments |
[More Josh Bycer Blogs]
Josh Bycer's Comments
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Comment In: The Demo Is Dead, Part 2 [Blog - 06/05/2013 - 05:38]
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Personally, I think another factor ... Personally, I think another factor of demo appeal has to do with the complexity of the title in discussion. If you have a game that does a lot of things different from everyone else, then a demo can help on the simple premise of showing people just what the heck ... |
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Comment In: God of War / Devil May Cry love letters [Blog - 06/05/2013 - 12:18]
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Great story, it 's always ... Great story, it 's always interesting to hear different teams communicating with each other. I would love to see developers collaborating with each other on projects instead of things being viewed as a major competition for sales. |
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Comment In: The Hero's World or the Worldly Hero [Blog - 05/29/2013 - 03:05]
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Those are both good examples. ... Those are both good examples. r n r nIn keeping with this kind of narrative, MMO lore is arguably one of the hardest areas in terms of good world design due to the chosen one trope. As either the game paints you and the millions of other players as the ... |
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Comment In: Valve rolls out Steam Trading Cards [News - 05/15/2013 - 03:17]
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I was having a conversation ... I was having a conversation with a friend about this last week and he said just about the same thing. I already have some friends who have bought games in the past specifically for TF 2 items above anything else. This development will probably drive a few of them crazy ... |
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Comment In: The Contemporariness of Game Design [Blog - 05/15/2013 - 03:31]
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I played the PS1 version ... I played the PS1 version of FFT and the localization had the kind of mistakes you wouldn 't see today VS has a complex and unfriendly menu system and doesn 't ease you into the game at all. But they weren 't by any means unplayable. You just had to ... |
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Comment In: Identity [Blog - 05/03/2013 - 04:20]
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I particularly despise how, primarily ... I particularly despise how, primarily over the course of this console generation, gamer has had its definition narrowed, revised, and and, truthfully, fucking mutilated into a very specific and offensive marketing category. r n r nI was thinking about this yesterday, looking at the ads that would be considered common ... |
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