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Josh Bycer's Blog


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.


Member Blogs

Following up my previous post, today's post examines some of the common myths/justifications that are a part of the problem with misogyny in the game industry.

The Game Industry is not immune to having incorrect information floating around out there and today's post is the first of possibly many examining three popular myths and why they are wrong.

Posted by Josh Bycer on Wed, 17 Sep 2014 04:55:00 EDT in Design, Console/PC, Indie, Social/Online
The term "floaty" has been used to define poor controls in video games and today's post examines the elements that make up great or "grounded" control schemes.

Posted by Josh Bycer on Tue, 09 Sep 2014 03:35:00 EDT in Design, Console/PC, Indie, Social/Online
Rewarding someone through playing comes in two types: Intrinsic and Extrinsic which require unique considerations and design. Today's post examines these methods using the updates to Diablo 3 and Payday 2 as examples.

Posted by Josh Bycer on Fri, 05 Sep 2014 01:22:00 EDT in Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet
Understanding Game Design requires both an abstract and literal thought process and today's post examines these two and how you can use them when trying to create a game.

Microtransactions have become important marketing tools for both PC and mobile titles. However despite having the same purpose, there are unique considerations that must be taken into account based on the platform.

Josh Bycer's Comments

Comment In: [Blog - 10/01/2014 - 01:45]

I may not be a ...

I may not be a youtuber yet, but with my site I 've been making a stronger push this past year to get press copies of games and I can certainty bet there are a lot of people who are looking just to scam developers. This goes into the fact ...

Comment In: [Blog - 09/29/2014 - 02:07]

Good article and I agree ...

Good article and I agree with you. Nintendo when it comes to their games have always been gameplay first, story third or fourth and you can 't really put them in the same conversation talking about games like Hitman, GTA etc where the developers were focused on creating a story ...

Comment In: [Blog - 08/15/2014 - 04:36]

That 's interesting and something ...

That 's interesting and something that I bet a lot of us take for granted. I remember just how horrible I was when I was learning the Playstation one controller for the first time and had to wrap my head around pressing the trigger buttons.

Comment In: [Blog - 07/16/2014 - 03:15]

The thing is that with ...

The thing is that with Payday 2, it 's not a loot driven game but their system does provide motivation for acquiring loot in the form of the payday card selection. r n r nThere is some debate however from fans that having a random chance define the progression model ...

Comment In: [Blog - 07/09/2014 - 12:57]

Here 's a question that ...

Here 's a question that I 've been wondering about for some time. The concept of catharsis or releasing tension and strong emotions, is there any research or studies confirming or refuting that video games are possible of producing a cathartic effect I remember when I was in college and ...

Comment In: [Blog - 07/07/2014 - 02:40]

A good example of padding ...

A good example of padding I feel would be Dragon 's Crown and the release version of Diablo 3. Both games force someone to play through basic content and doesn 't get challenging or interesting until several hours in. Dragon 's Crown 's first difficulty is at least a good ...