Josh Bycer's Member Blogs
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.
2014 was marked by a call for more diversity in game narrative and today's post examines one of the biggest roadblocks: Convincing publishers for more diverse characters.
Today's post explores the concept of informed decision making and how games can succeed or fail with teaching the player how to understand and master the game mechanics.
Creating games aimed at all audiences is one of the toughest parts of designing a game and today's post looks at the differences between Traveler's Tales and Nintendo in how to create a game for all ages.
A great part of the Game Industry is how open it is for developers these days. But with issues of quality coming forward, should there be standards for what constitutes a game release?
[Previous] | [Next]