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.
Today's post looks at how the bar continues to be raised for design and aesthetics, and what that means for working on the next "big hit."
Worldbuilding may not sound that important to videogames, but we're going to look at how three games have engaged their fans and helped to elevate their franchises.
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.
Many games sadly slip under the cracks despite good reviews, and in honor of Halloween, I wanted to pay homage to one of the best licensed games that most of you never played.
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.
Today's post looks at how personalization has become a major option in video games and the importance of letting the player be creative.
Josh Bycer's Comments
[News - 10/29/2018 - 10:11]
I 'm glad someone else ...
I 'm glad someone else mentioned Parasite Eve. I want to know who thought the PC port of Tom Clancy 's Rainbow Six would be a memorable playstation classic.
[Blog - 10/08/2018 - 12:59]
I 've also seen developers ...
I 've also seen developers mention the risk of working on a game thinking that they 'll be the first one to make a game in this respective genre in awhile, to only find that in the span of developing the game, that other developers beat them to the punch, ...
[Blog - 09/28/2018 - 06:02]
Good post. I think far ...
Good post. I think far too often people only see the end result of a kickstarter or released game and assume that it just came out to a success, but there 's so much that goes on behind the scenes in terms of preparation and PR. It reminds me of ...
[Blog - 09/21/2018 - 09:44]
[Blog - 09/06/2018 - 09:21]
I 've been playing MSF ...
I 've been playing MSF as well and even though I 'm not a big F2P spender, you 're right in terms of no real incentive to spend money. Either the item in question can be farmed, or the cost is too much in terms of what value I would ...
[Blog - 08/27/2018 - 03:10]
I like that last bonus ...
I like that last bonus tip. I remember reaching out to a developer while my YouTube channel was still below 1K subs, and the person said something along the lines of I don 't think you 're big enough for your review to matter, but I 'll give you the ...