Josh Bycer's Member Blogs
Today's post looks at how control schemes were forever altered thanks to the evolution of the dual stick system and what they mean when designing gamepads and the difference between 2D and 3D game design.
Replayability has become a popular option to extend a game's life-cycle and is a major factor in great rogue-likes. But today's post looks at the debate as to whether or not replayability should be a factor in a game's quality when it comes to reviews.
Today's post looks at how the skill set of your player can be taken into consideration when building the levels of your game based on two different design philosophies.
"Clicker" games have become a popular time waster for many gamers and today's post explains how baking cookies and fighting monsters provide the same entertainment.
Age of Empires for the last few games became one of the first strategy series to have Meta-game design and today's post examines the differing philosophies and challenges of adding this model to your game.
Today's post returns to the strategy genre to discuss the importance of a good UI and some elements that designers need to pay attention to.
Today's post is all about the debate of putting value on narrative focused games and the challenges that come from old school gamers such as myself.
Today's post looks at the changing landscape of making and selling games and perhaps some sobering things that anyone interested in game design and the industry needs to understand.
The term "old school" has become a very popular marketing tactic for older gamers looking for a challenge again but today's post asks a simple question -- Is old school design really all that better?
As graphical fidelity continues to improve so is the temptation for having ultra realistic graphics. For today's post, I'm going to talk about two competing aesthetic designs and what it means for game developers.
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