Antagonistic Horror Design  |
| Posted by Josh Bycer on Wed, 24 Apr 2013 02:45:00 EDT in
Design
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| Horror design has been called out by mainstream designers in the past for not being marketable. Today's post examines a common horror movie narrative and how it can impact horror design. |
| Read More... | 11 Comments |
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Micro Transaction Mania |
| Posted by Josh Bycer on Wed, 17 Apr 2013 03:40:00 EDT in
Design
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| The use of micro transactions and DLC have become major debates. But today's post talks about the challenge of differentiating these two terms. |
| Read More... | 0 Comments |
Design Debate: Risky Rewards or Rewarding Risk?  |
| Posted by Josh Bycer on Wed, 10 Apr 2013 02:05:00 EDT in
Design
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| Today's post looks at difficulty and the subject of if games should reward people for continuing to play, or if the game itself should be its own reward. |
| Read More... | 26 Comments |
Wii-U Woes  |
| Posted by Josh Bycer on Tue, 02 Apr 2013 02:02:00 EDT in
Console/PC
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| The Wii-U since launch has been struggling to find a place in the console market. With the next generation of consoles on the way, today's post examines the issues that have hurt Nintendo's latest console. |
| Read More... | 45 Comments |
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Price Pitching in Games Part Two: The Store |
| Posted by Josh Bycer on Wed, 27 Mar 2013 01:36:00 EDT in
Design
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| Concluding my two-part look at micro transactions: As more games both F2P and retail attempt to position themselves as services, the importance of a store can be just as big as creating good content. |
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Price Pitching in Games Part One: The Product |
| Posted by Josh Bycer on Wed, 20 Mar 2013 03:43:00 EDT in
Design
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| In this first of a two part look at micro transactions we'll take a look at the various items designers offer gamers and the considerations that go with them. |
| Read More... | 1 Comments |
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The Varying Degrees of Death in Games |
| Posted by Josh Bycer on Thu, 07 Mar 2013 01:55:00 EST in
Design
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| Death in game design is a varied concept and today's post examines some of the factors that go into it. |
| Read More... | 0 Comments |
To Break or Not to Break?  |
| Posted by Josh Bycer on Fri, 01 Mar 2013 02:25:00 EST in
Design
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| Game mastery in complex titles can lead to the player figuring out the absolute best way to play and in response: break the game. Today's post examines how this can be both good and bad for game design. |
| Read More... | 8 Comments |
The Short End of Skyrim  |
| Posted by Josh Bycer on Tue, 19 Feb 2013 02:08:00 EST in
Design
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| Skyrim was one of the biggest CRPG titles released and indicative of where CRPG design has transitioned to. But CRPG design has changed in more ways then one and in a direction that isn't hooking me. |
| Read More... | 38 Comments |
The Swinging Pendulum of Free To Play Design  |
| Posted by Josh Bycer on Wed, 13 Feb 2013 02:07:00 EST in
Design
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| Free to Play design has become a major consideration in the continued future of online titles. Today's post shows just how varied of an effect it can have, with one game growing from it and the other shrinking. |
| Read More... | 5 Comments |