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July 17, 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 Sun, 15 Jul 2018 01:20:00 EDT in
While plenty of people are talking about the Resident Evil 2 Remake, I want to go back to the first Remastered and an interesting way of increasing the horror with enemy design.


Posted by Josh Bycer on Thu, 05 Jul 2018 10:50:00 EDT in Design, Production, Console/PC, Indie
Games that are already meant to be replayed can have trouble when it comes to adding new content, but today's post looks at how the rogue-like and strategy genre have found a way around it with Supplemental Content.


Posted by Josh Bycer on Fri, 29 Jun 2018 10:40:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
Today's post returns to the concept of grinding in video games, and how it is often used to pad out a game and can hurt it in the long run.


Posted by Josh Bycer on Wed, 20 Jun 2018 09:49:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet
Command and Conquer Rivals is the latest in the strategy genre to show up on mobile, but it also represents the biggest problem with trying to simplify the genre and its design.


Battle Royale and Fortnite has taken over multiplayer and streaming, but does this genre have the legs to be the next big Esport?


Posted by Josh Bycer on Thu, 31 May 2018 09:08:00 EDT in Design, Console/PC, Indie
Today's post looks at how designing boss fights have evolved into two distinct groups: Fixed Pattern and Random Pattern Designs.



Josh Bycer's Comments

Comment In: [News - 07/06/2018 - 09:41]

This was a crappy situation ...

This was a crappy situation all around. She didn 't deserve to be fired, but she was 100 in the wrong on how she acted on all accounts. One of my main goals with Game-Wisdom and the work that I do is to try and bridge the communication gap between ...

Comment In: [Blog - 06/29/2018 - 10:40]

I think one of the ...

I think one of the problems with talking about the concept of grind, as discussed in the comments above, is the fact that everyone has a different threshold and opinion on when a game becomes a grind to play. r n r nGrinding and the progression curve go hand-in-hand together. ...

Comment In: [Blog - 08/10/2016 - 12:11]

Good topic, and one that ...

Good topic, and one that I 've talked about in the past. Choice overload is a killer for me with the grand strategy genre. Every time I try to learn one of the games from Paradox, I have that deer in the headlights moment.

Comment In: [Blog - 05/31/2018 - 09:08]

Thanks for the comment, and ...

Thanks for the comment, and yes, there is a lot more to discuss. I didn 't want to get too off topic, as I 've been trying to keep these posts as focused as possible. r n r nAs a recent example I 'm dealing with. I 'm replaying the ...

Comment In: [Blog - 05/25/2018 - 04:00]

As a fan of Payday ...

As a fan of Payday 2 since the beginning, it was great reading this. I would also love to know about the design behind Big Bank and trying to balance that with all the NPCs wandering around.

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 ...