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May 22, 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 Mon, 21 May 2018 10:01:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
For the final part of my look at replayability, we're going to talk about what Variance is, and how games have to be designed to be replayable.


Posted by Josh Bycer on Wed, 16 May 2018 10:10:00 EDT in Design, Production, Console/PC, Indie
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.


Posted by Josh Bycer on Tue, 15 May 2018 09:43:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
The independent space since its inception has popularized modern retro design, but while many view it as an easy way to create a game, there is a lot more than just looking at the classics.


Posted by Josh Bycer on Fri, 11 May 2018 10:12:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet
For our next part on replayability in video games, it's time to talk about why multiplayer is such a requested feature among gamers.


Posted by Josh Bycer on Thu, 10 May 2018 10:15:00 EDT in Design, Console/PC, Indie
For the next part on my series looking at replayability, we're talking about how loot tables and item pools can keep things from growing stale.


Posted by Josh Bycer on Fri, 27 Apr 2018 09:15:00 EDT in
For this first of a multi part post, we're going to dig into what makes a game replayable in the eyes of the player. Biomes are an essential part of creating random or procedural content, and the first step in the process.



Josh Bycer's Comments

Comment In: [Blog - 05/11/2018 - 10:12]

I would have to argue ...

I would have to argue that unless properly balanced, they can be considered traps that designers can fall into thinking about replayability. A long learning curve handled improperly can cause players to give up at the thought of all the time spent needing to learn a game. The same can ...

Comment In: [News - 03/09/2018 - 03:42]

I agree as well, getting ...

I agree as well, getting on Steam is more than just a store listing even with the discoverability issues. The branding Steam has become for consumers is another factor. r n r nChances are, general consumers are not going to be searching the internet to buy a game on some ...

Comment In: [News - 02/27/2018 - 12:02]

I agree. If you 're ...

I agree. If you 're lumping in microtransactions with actual DLC and new content, that 's going to confuse people. And it doesn 't solve the issue of actually educating parents and consumers as to elements like percent drop chances, and gacha rolls.

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 ...