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September 23, 2020
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Josh Bycer's Blog   Expert Blogs

 

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 have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."

 

Expert Blogs

Posted by Josh Bycer on Fri, 11 Sep 2020 11:12:00 EDT in Design, Console/PC, Indie
Today's post looks at the concept of "Push Forward" design used in Doom, and how it changed the dynamic of playing action and FPS games.


Posted by Josh Bycer on Thu, 20 Aug 2020 11:03:00 EDT in Design, Console/PC, Indie
From Software's industry-defining hit with Dark Souls has spawned a new subgenre, but for this post, we're going to talk about the areas that everyone keeps messing up on with making a soulslike.


Posted by Josh Bycer on Wed, 12 Aug 2020 10:40:00 EDT in Design, Console/PC
Doom Eternal's design makes it stand out from other FPS, and today, we're going to talk about how action games and Dark Souls made it into its design.


Free to Play Design has attracted many gamers and developers to it for its low cost of entry. But for today, we're going to talk about the cost that keeps people playing them to the point of manipulation.


Posted by Josh Bycer on Thu, 30 Jul 2020 11:06:00 EDT in Design, Console/PC, Indie
Playing a game as the bad guy can be a guilty pleasure and a unique experience. For today, we're going to look at this further, and why designing around being bad is harder than playing it that way.


Posted by Josh Bycer on Mon, 20 Jul 2020 10:41:00 EDT in
Gacha and loot box progression are often conflated, but we're going to break down the differences today and examine their impact on a game's design.



Josh Bycer's Comments

Comment In: [Blog - 08/06/2020 - 11:11]

It 's no secret that ...

It 's no secret that in most f2p games there will be another wall, and when I 've worked with some designers who weren 't so keen on f2p and reduced the requirements to reach the next wall they found that we both made less money and fewer players were ...

Comment In: [Blog - 07/20/2020 - 10:41]

I haven 't, but I ...

I haven 't, but I 'll add it to my list to look at.

Comment In: [Blog - 06/30/2020 - 11:03]

For instance, Magia Record is ...

For instance, Magia Record is having an event right now where you can buy a guaranteed SSR of your choice for a coupon in a pack which IIRC costs 650 gems. So if you go to the gem buying page, you will see you can get that many gems for ...

Comment In: [News - 06/08/2020 - 01:02]

The scary part, it still ...

The scary part, it still doesn 't come close to matching my backlog on Steam.

Comment In: [Blog - 05/26/2020 - 10:17]

The very fact that the ...

The very fact that the beginning of these games is bad is especially damning. If someone is finding issues in minute one of playing, what does that say about the rest of your game Unfortunately, with my weekly indie dev showcases, I 've been exposed to this more than anybody ...

Comment In: [Blog - 03/31/2020 - 12:21]

And of course that isn ...

And of course that isn 't a secret to anyone telling you the lie with a straight face. The negative psychological value of trash pull after trash pull is what makes the dopamine rush of the good pull even more intense. All by design. r n r nOne thing I ...