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 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."
In this lengthy interview with Ramin Shokrizade, we spoke about his time at Wargaming.net and the mounting controversies facing the studio today over its monetization practices
My thoughts on Library of Ruina, one of the most unique games released this year that most people have never heard of.
Learning how to spot pain points and areas to improve with approachability can be a tough skill to learn, and for today, I'm going to apply that to one of hte hardest games to nail down in this regard -- Dark Souls and soulslikes.
The Fear of Missing Out, or "FOMO", is one of the most effective monetization strategies, but in this post, I want to talk about how it causes problems for consumers and developers.
Accessibility is a popular topic among developers and game dev discussions, but today's post talks about the design trap of only thinking about accessibility and not UI/UX, and ending up with a game all the worse for it.
Continuing my thoughts on difficulty design, I want to spend a few minutes discussing player motivation and how it can push someone to keep playing a game, or cause them to bow out of a game if they feel stuck.
Josh Bycer's Comments
[Blog - 07/07/2021 - 10:45]
I tried Workers when it ...
I tried Workers when it first went on early access and found the onboarding lacking, have things improved along those lines since then
[Blog - 07/01/2021 - 10:19]
There is a section in ...
There is a section in my upcoming book specifically talking about horror in non-horror properties and I include one of two horror in non horror surprises from the 80 's that scarred a lot of people when they first saw it :
[Blog - 06/09/2021 - 10:14]
glad I could help, I ...
glad I could help, I want to explore this idea of scientifically looking at game design more in the future.
[Blog - 04/14/2021 - 10:53]
if that 's the worse ...
if that 's the worse sentence you have ever read in a blog, then you need to read more blogs And this is not a point of argument anymore, the same with the argument over paid cosmetics in f2p design.
[Blog - 03/29/2021 - 11:55]
We had a talk about ...
We had a talk about this further on my live gamedev streams, and I think the best analogy would be something like a public library, with funding coming from the government, or a third party, with the role of cataloging, maintaining and providing these games as a free service for ...
[Blog - 01/26/2021 - 09:10]