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February 24, 2018
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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 Fri, 23 Feb 2018 12:11:00 EST in Design, Production, Console/PC, Indie, Social/Online
Multiplayer is one of the most popular features requested by gamers, but today's post looks at two of the most unassuming ways for designers to mess up when implementing it.

Posted by Josh Bycer on Fri, 16 Feb 2018 10:44:00 EST in Design, Production, Indie
Today's post looks at a common phenomenon that can rear its head after the first big success of your studio, it's the allure to go big and could lead to you burning out of game development.

Posted by Josh Bycer on Thu, 08 Feb 2018 09:24:00 EST in
As the medium has matured, developers have been trying to elevate storytelling in video games, but in today's post, we're going to discuss how gameplay creates a possible unavoidable conflict.

Posted by Josh Bycer on Tue, 06 Feb 2018 10:10:00 EST in Design, Console/PC, Indie
Each week, Game Design Analyst Josh Bycer takes a deep dive into a title. This week, we're focusing on Celeste and how its assist mode and level design are at odds with one another.

Posted by Josh Bycer on Thu, 01 Feb 2018 10:14:00 EST in Production, Console/PC, Indie, Social/Online, Smartphone/Tablet
Dead Time may not seem that big a deal to video games, but it's a sign of poor design that every designer should take note of.

Posted by Josh Bycer on Mon, 29 Jan 2018 10:13:00 EST in
Feedback Loops are an important part of progression in game design, but for today, we're going to talk about how they can be turned against the player.

Josh Bycer's Comments

Comment In: [News - 02/20/2018 - 11:58]

I can 't agree more. ...

I can 't agree more. If the Game Industry wants to preserve its history, someone has to do it, and we can 't just assume that developers and publishers are going to be able/willing to always do it. We 've already seen this with EA in the past, and there ...

Comment In: [Blog - 02/15/2018 - 09:07]

I 'm supposed to be ...

I 'm supposed to be recovering from a cold, and not getting ready to write small essays : r n r nI have some big concerns about this piece, and how it 's ignoring some of the major points about loot box design and monetization. r n r nFirst off, ...

Comment In: [Blog - 02/08/2018 - 09:24]

What did you think of ...

What did you think of the White Phosphorus scene of Spec Ops the Line Speaking of, I thought that game did a very interesting job of letting real world thoughts and discussions, slip in to the narrative. To the point that I don 't think anyone expected what we got ...

Comment In: [Blog - 01/31/2018 - 09:09]

Darkest Dungeon is another game ...

Darkest Dungeon is another game with great use of randomness. When you take your party into a dungeon, you can get a run of savage bad luck. If things get bad, you can pull the ripcord at almost any moment, abandon your run, and save your group with a penalty ...

Comment In: [Blog - 01/12/2018 - 09:11]

Grim Dawn kind of had ...

Grim Dawn kind of had that problem with lots of components that could be combined together with some of them used at specific points. What they did was let you put everything you had into the stash, but the game would take components from the stash if they were used ...

Comment In: [News - 01/12/2018 - 04:06]

It 's a shame no ...

It 's a shame no one mentioned Asura. An Indian Mythology themed Rogue-like where your skill tree is procedurally generated along with the levels. It was my second favorite game of 2017.