Josh Bycer's Member Blogs
Creating a F2P game that doesn't rub people the wrong way can be difficult and part of that is understanding what kind of microtransaction options are available to you as a designer.
Being a Game Designer is one of the toughest parts of being in the Game Industry and part of the problem comes from our advantage of being decentralized. However, this makes it difficult to actually learn about becoming a Game Designer.
The Game Industry has grown into two unique sides of AAA development and Indie. Both produce a variety of titles but raises the long standing debate of whether games should be made for creativity or for profit.
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.
Today's post examines the concept of serialized storytelling and how it's one area that video games still falter on.
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.
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.
"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.
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.
The rise of the Indie market and digital distribution has been an all around boon to the Game Industry. However this has caused an issue of inflation that is looking to upset AAA development.
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