Josh Bycer's Member Blogs
The Casual Games Market has had a lot of problems lately and today's post highlights the fact that the current implementation is simply not sustainable for long term growth.
Today's post looks at what I've dubbed mechanical game design -- where designers create a one-off experience akin to the days of Dragon's Lair.
One of the big problems with Early Access as a model is the lack of standards when it comes to quality. For today's post, we're going to look at a possible alternative for developers in it for the long haul.
Today's post examines the challenges of finding another company capable of competing with Steam and despite so many people hoping for a competitor, Steam is going to remain #1 for a very long time.
Today's post looks at the concept of player agency or how much impact the player actually has when it comes to affecting the narrative and the problems with too much or too little agency.
The hit science fiction show Doctor Who is the foundation for today's discussion on episodic storytelling and what game designers can learn about how the show has altered its narrative structure and pacing over the years.
Last week's post on Gamasutra regarding the cheating going on in Destiny was inspiration for this post taking a closer look at the difference between exploiting and cheating when it comes to game design.
Understanding how to build up and release tension is an important part of developing a horror game and today's post looks at the problems with this where there is too much or too little action.
Following up my last post's look at Rise of Nations. Rise of Legends is another interesting RTS game that while raising the bar, also was the nail in the coffin for Big Huge Games
When talking about the RTS genre, one of my all time favorites was Rise of Nations and today's post looks at the unique design considerations that made it stand out from the rest of the genre.
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