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Josh Bycer's Blog

 

For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three

With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I also have a Patreon Campaign set up to help support my family and keep things running while I continue to put out content here and on my site.

 

Member Blogs

Posted by Josh Bycer on Tue, 14 Nov 2017 11:44:00 EST in Design, Smartphone/Tablet
South Park Phone Destroyer is the latest game in the South Park Universe, but any good will the design gives is stymied by obtrusive monetization.


Posted by Josh Bycer on Tue, 14 Nov 2017 11:27:00 EST in Design, Console/PC
Each week, Game Design Journalist Josh Bycer takes a deep look at one video game's design. For this week, it's Resident Evil 4, and how it radically changed design for both action and horror games.


Posted by Josh Bycer on Wed, 08 Nov 2017 09:52:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Emergent Gameplay is a concept that many games claim they have, but few do. In this post, we're going to examine some of the conditions that need to be in a game for emergent elements to be possible.


Posted by Josh Bycer on Tue, 07 Nov 2017 09:23:00 EST in Design, Console/PC
Each week, Game Design Journalist Josh Bycer takes a deep look at a game's design. This week, what the Left 4 Dead series did for elevated cooperative game design.


Posted by Josh Bycer on Thu, 02 Nov 2017 09:55:00 EDT in Design, Console/PC, Indie, VR
Today's post is a belated discussion on horror design and why there is a lot that goes into making an effective horror game.


Posted by Josh Bycer on Tue, 31 Oct 2017 09:49:00 EDT in Design
Each week, Game Design Analyst Josh Bycer digs into a game's design. This week -- It's a look back at Ghost Master.



Josh Bycer's Comments

Comment In: [Blog - 10/25/2017 - 01:24]

Also agree that a /little/ ...

Also agree that a /little/ grinding is positive /if/ the gameplay is compelling enough Grandia combat - makes you feel you earned your numbers going up a bit. r n r nThat 's always the thing about grinding, is that it 's just you playing the game normally, but without ...

Comment In: [Blog - 10/19/2017 - 10:01]

I must be the odd ...

I must be the odd man out among my friends, as I 've heard this from them, but never had that much trouble in the beginning.

Comment In: [Blog - 10/13/2017 - 10:08]

The problem with your example ...

The problem with your example is that who is really getting the benefit out of the loot box What you described could be, and has been in video games for free since the '90s. The whole psychological factor of waiting for an item to reveal itself in Diablo 3 is ...

Comment In: [Blog - 08/18/2017 - 10:56]

It 's ultimately better to ...

It 's ultimately better to have fewer choices that are more impactful vs. choice overload. I do like the suggestion regarding categorizing choices into a series and spreading them out. That way the player isn 't immediately hit by 50 things to decide when they start, and it works better ...

Comment In: [Blog - 08/04/2017 - 09:10]

Everyone talking about Persona 5 ...

Everyone talking about Persona 5 reminds me that I have to return to it at some point. I made it to the final palace and just got burnt out on the game.

Comment In: [Blog - 07/10/2017 - 10:13]

Regarding point 1, you may ...

Regarding point 1, you may be right about the sandbags not being the best example. However, later VC games do introduce ludomechanical dissonance in the form of elite/boss versions of classes who can essentially fight their own counters. This is similar to the elite enemy variants in Age of Empires ...