Josh Bycer's Member Blogs
In light of Devil May Cry 5's microtransaction announcement, I discussed my thoughts on games that allow you to pay to skip content, and why that backfires for most consumers.
With more concerns regarding regulating loot boxes, today's post takes a look at the appeal, design, and debate of this polarizing microtransaction.
Today's post looks at how one of the biggest strengths of Free to Play design can come back to hurt the game when it comes to retaining players over the long term.
Puzzle design has evolved over the years, and we're going to talk about the evolution into iterative solutions, and the basic foundation of designing interesting (and fair) puzzles.
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
Understanding the difference between an engaging and an addictive experience is becoming important given the recent discussions over video game addiction, but in this piece, Josh Bycer will elaborate on when a game goes too far.
The state of game development has shifted this decade towards post release content, but what does that mean for a game whose reviews are no longer relevant?
Reposted from Game-Wisdom, this is a written interview I did with Game Designer Michael Hicks on puzzle design and the challenges of tying it to a serious topic.
Today's post returns to the debate over games built on Skill or RNG and what they mean towards helping (or harming) the player's progression.
The Shop Simulator Genre has grown among Indie and Mobile developers over this decade, but many designers still fail to understand what makes the genre's mix of combat and shop management so endearing that we still remember Recettear.
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