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Blogs

Josh Bycer's Comments

Comment In: Meta Game: Adding Purpose or Shoehorning Design? [Blog - 02/06/2013 - 02:30]

My solution was to reward ...

My solution was to reward them with more experiences and conveniences that they 'd want but not necessarily need r n r nI like to call these types of micro transactions - quality of life as most of the time your not adding new gameplay, but enhancing or improving what ...

Comment In: The Final Bite of The Walking Dead Season One [Blog - 01/31/2013 - 02:43]

I think this is a ...

I think this is a good point and goes back to the old question: journey vs. destination. Or relating to video games: Is the experience of the game more important then just finishing it r n r nAs you said, Lee 's story begins and ends the same way no ...

Comment In: The Player's Bill of Rights [Blog - 02/03/2013 - 01:36]

Very interesting post and definitely ...

Very interesting post and definitely some good lessons for designers today. r n r nRegarding 999, I hear you on that one. Great game, interesting premise but the path to the good ending was one of the most esoteric experiences I saw that whole year. And having to play the ...

Comment In: Torchlight 2 Vs. Diablo 3: ARPG Fight 2012 [Blog - 01/25/2013 - 02:22]

I 'm curious as to ...

I 'm curious as to why you would rank POE at the bottom when it comes to combat I recently started playing it again and I like how action skills are tied to drops and can be improved and combined with modifier gens.

Comment In: How watching speedruns reminded me why I love games [Blog - 01/14/2013 - 11:05]

-- the floaty, imprecise, buggy ...

-- the floaty, imprecise, buggy and experimental controls of Mario 64, released in 1996 at the dawn of the 3D console era, give players unique opportunities to subvert the game and get ahead quickly. r n r nI wonder if Nintendo realized it at the time how 3d opened the ...

Comment In: Exploring Open World Design Beyond Sandbox Games [Blog - 01/08/2013 - 02:39]

Interesting question. Personally I don ...

Interesting question. Personally I don 't know if I would group open world RPGs in the same category as open world titles like Batman, GTA or Just Cause. As in most cases an open world RPG follows the same rules as a RPG, but on a larger scale. You 're ...

Comment In: Co-op Horror and the Alpha Hero Problem [Blog - 12/31/2012 - 02:02]

Where things get interesting is ...

Where things get interesting is about a month later. We kept talking about how much we enjoyed the scenario so, on a whim, we decided to replay it. The first thing we had to do was run a patch. We replay the scenario and all is the same except this ...

Comment In: Playing The Villain [Blog - 12/26/2012 - 12:27]

Interesting piece, I also tend ...

Interesting piece, I also tend to favor playing the bad guy on my first run of any game with a moral slider. The reason for me is that I 'm curious to see how the designers will take it. For instance one of my favorite examples of it would be ...

Comment In: Are AAA Studios DOA? [Blog - 12/11/2012 - 02:11]

If we remember from the ...

If we remember from the 80s, an over saturation of low quality games was one of the reasons for the game industry crash, the industry lost consumer confidence in their products. r n r nGranted with the different facets of the industry today digital and indie markets , that chance ...

Comment In: By The Numbers: The Influence of Board Game Design [Blog - 12/04/2012 - 05:53]

Except that combat is predictable, ...

Except that combat is predictable, very predictable due to the constraints of the cover and move system. It doesn 't matter how the maps were designed or randomized in the pool as your strategy on them remains the same: stick to high cover and try to flank. By the end ...

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