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.
Live Service has become a goal for developers to continue to support their titles, but it presents some interesting challenges when it comes to the constant development of a game.
When a game becomes a grind is usually a sign of trouble, but there have been games exclusively designed around it that show the very best ways to motivate someone to grind
Today's post looks at how RPG progression has become tied to action-based design, and where I feel designers have hit the limit in terms of getting these two philosophies to work together.
The recent expose of Bioware framed this piece I wrote about why the core gameplay loop of your title can make or break its development
I did a complete design dive into Sekiro Shadows Die Twice and upon finishing the game, I wanted to share my thoughts on the design.
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
Josh Bycer's Comments
[Blog - 05/17/2019 - 12:30]
This article makes the same ...
This article makes the same fallacy whenever there are discussions about difficulty in videogames -- accessibility has nothing to do with difficulty. In this situation, accessibility involves outside factors that prevent someone from playing a videogame colorblind, physical disorders, etc . This needs to stop, because its muddying up any ...
[Blog - 03/26/2019 - 10:38]
For me, I would rank ...
For me, I would rank the bosses from best to worse as G2, G3, Super Tyrant, G4, Birkin and then G5. The only reason I liked G2 was that it was the least offensive focused of the fights in my opinion thanks to the use of the crane.
[Blog - 01/22/2019 - 09:47]
I have to get the ...
I have to get the draft to the publisher by March, and then at least 3-6 months from there was the turnaround for the first book.
[Blog - 01/09/2019 - 10:03]
Sadly that 's not hyperbolic, ...
Sadly that 's not hyperbolic, I check before I started writing it, and there are literally no books in the last 30 years that are dedicated specifically to the topic I 'm writing about.
[Blog - 12/04/2018 - 09:31]
Comparing Nioh to the other ...
Comparing Nioh to the other Souls-Likes is an interesting topic. It 's like comparing Fallout 3 and 4 to Borderlands under the design of Role Playing Shooter. Nioh is more reaction-focused and obviously faster-paced compared to the Souls games. While Souls goes for a more methodical approach and arguably is ...
[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.