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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

Posted by Josh Bycer on Tue, 29 Jul 2014 03:32:00 EDT in Design, Console/PC, Indie, Social/Online
Min/Max is a popular term for hardcore gamers and represents playing a game in the most optimal fashion. For today's post, we're going to examine this phenomenon and what it means for game designers.


Posted by Josh Bycer on Thu, 24 Jul 2014 04:11:00 EDT in Design, Art, Console/PC, Indie, Social/Online
Today's post examines the concept of serialized storytelling and how it's one area that video games still falter on.


Posted by Josh Bycer on Tue, 22 Jul 2014 02:41:00 EDT in Design, Console/PC, Indie, Social/Online
Today's post examines the concept of forced failure or where a game is set up to make the player fail and why this form of design has some problems.


Posted by Josh Bycer on Wed, 16 Jul 2014 03:15:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Discussions on loot design come in many forms and today's post examines the actual act: What goes in it to keep players coming back for more.


Posted by Josh Bycer on Fri, 11 Jul 2014 02:52:00 EDT in Design, Console/PC, Indie
"Losing is Fun" is a popular rallying cry when debating challenging or frustrating game design. But today's post explains that losing can be fun only under specific conditions.


Posted by Josh Bycer on Mon, 07 Jul 2014 02:40:00 EDT in Design, Console/PC, Indie, Social/Online
Padding out games is a popular strategy for trying to teach new players how to play at the expense of the experts. Today's post examines some of the ways of creating a refined experience instead of a bloated one.



Josh Bycer's Comments

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 ...

Comment In: [Blog - 07/07/2014 - 09:33]

It 's definitely an interesting ...

It 's definitely an interesting craze that has taken over. I have friends who go completely crazy for steam trading cards and there is surprisingly big business now happening with buying and selling those cards. r n r nRegarding achievements I think there is a fine line between something that ...

Comment In: [Blog - 06/30/2014 - 03:50]

Regarding morality, that is definitely ...

Regarding morality, that is definitely more a philosophical debate and I don 't know if I 'm the right person to answer that. I see things personally in the broader context: How does this event impact the world or people around me As opposed to examining every thing you do ...

Comment In: [News - 07/01/2014 - 07:03]

The concept was interesting at ...

The concept was interesting at the time but when you combine microtransactions with competitive gameplay, it never works out well. What 's also telling is that I had no idea that it was still online as I thought it closed last year.