Gamasutra - Blogs /blogs/ Josh Bycer's Blogs Mon, 27 Apr 2015 02:36:26 EDT en-us scarless@think-services.com (Simon Carless) Micro Transactionality: Monetizing Mortal Kombat - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150421/241610/Micro_Transactionality_Monetizing_Mortal_Kombat.php Business/Marketing,Design,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Mortal Kombat X's recent release has been marked with great reviews and debates over the monetization scheme. Today's post looks at what's wrong here and looking at another example of when DLC monetization is handled correctly . http://www.gamasutra.com/blogs/JoshBycer/20150421/241610/Micro_Transactionality_Monetizing_Mortal_Kombat.php Tue, 21 Apr 2015 03:55:00 EDT The Joy of Columbo and Successful Non Serialized Narratives - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150420/241413/The_Joy_of_Columbo_and_Successful_Non_Serialized_Narratives.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet I'm back with another look at narrative in video games and what game designers can learn about non serialized storytelling from the classic TV show Columbo. http://www.gamasutra.com/blogs/JoshBycer/20150420/241413/The_Joy_of_Columbo_and_Successful_Non_Serialized_Narratives.php Mon, 20 Apr 2015 01:22:00 EDT Celebrating Dual Stick Control Schemes in Game Design - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150415/241100/Celebrating_Dual_Stick_Control_Schemes_in_Game_Design.php Design,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Today's post looks at how control schemes were forever altered thanks to the evolution of the dual stick system and what they mean when designing gamepads and the difference between 2D and 3D game design. http://www.gamasutra.com/blogs/JoshBycer/20150415/241100/Celebrating_Dual_Stick_Control_Schemes_in_Game_Design.php Wed, 15 Apr 2015 02:28:00 EDT Debating Replayability in Game Analysis - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150410/240831/Debating_Replayability_in_Game_Analysis.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Replayability has become a popular option to extend a game's life-cycle and is a major factor in great rogue-likes. But today's post looks at the debate as to whether or not replayability should be a factor in a game's quality when it comes to reviews. http://www.gamasutra.com/blogs/JoshBycer/20150410/240831/Debating_Replayability_in_Game_Analysis.php Fri, 10 Apr 2015 01:52:00 EDT Factoring Game Mechanics and Player Skill into Level Design - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150407/240527/Factoring_Game_Mechanics_and_Player_Skill_into_Level_Design.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Today's post looks at how the skill set of your player can be taken into consideration when building the levels of your game based on two different design philosophies. http://www.gamasutra.com/blogs/JoshBycer/20150407/240527/Factoring_Game_Mechanics_and_Player_Skill_into_Level_Design.php Tue, 07 Apr 2015 01:07:00 EDT The Clicker Phenomenon and pure Progression Models - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150401/240147/The_Clicker_Phenomenon_and_pure_Progression_Models.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet "Clicker" games have become a popular time waster for many gamers and today's post explains how baking cookies and fighting monsters provide the same entertainment. http://www.gamasutra.com/blogs/JoshBycer/20150401/240147/The_Clicker_Phenomenon_and_pure_Progression_Models.php Wed, 01 Apr 2015 03:04:00 EDT