Gamasutra - Blogs Josh Bycer's Blogs Mon, 22 Dec 2014 02:53:20 EST en-us (Simon Carless) Informed Decisions and their role on Game Design - by Josh Bycer Design,Production,Console/PC,Indie,Social/Online,Smartphone/Tablet Today's post explores the concept of informed decision making and how games can succeed or fail with teaching the player how to understand and master the game mechanics. Wed, 17 Dec 2014 01:51:00 EST Traveler's Tales vs. Nintendo in Game Design Appeal - by Josh Bycer Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Creating games aimed at all audiences is one of the toughest parts of designing a game and today's post looks at the differences between Traveler's Tales and Nintendo in how to create a game for all ages. Tue, 09 Dec 2014 03:42:00 EST Debating Game Industry Standards - by Josh Bycer Business/Marketing,Design,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet A great part of the Game Industry is how open it is for developers these days. But with issues of quality coming forward, should there be standards for what constitutes a game release? Tue, 02 Dec 2014 03:43:00 EST The Perception of Characters and their Impact on Narrative - by Josh Bycer Business/Marketing,Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story. Tue, 25 Nov 2014 02:37:00 EST Reactive vs. Active Stealth in Game Design - by Josh Bycer Design,Console/PC,Indie Stealth gameplay can be an interesting topic as there are many ways to go about it. For today's post, I'm going to examine two popular philosophies and how they impact game design. Wed, 19 Nov 2014 01:31:00 EST Training Day in the Souls Series - by Josh Bycer Design,Console/PC Great level design is key for introducing new and challenging elements to the player. For today's post, we're looking at the Souls series and how each game built their tutorials directly into the level design. Wed, 12 Nov 2014 01:39:00 EST