Josh Bycer's Member Blogs
The open world genre has become huge over the last decade, but today we're going to talk about all the games are taking the same page out of Ubisoft's book.
This recent Black Friday was a great time for consumers, but highlights some major problems with making a living off of video games.
No matter what the game or design, every title has some kind of fail state. And in today's post, we're going to examine the various tiers and how they impact the player's perception of your title.
Last week, I had a chance to talk to Game Economist Ramin Shokrizade on the subject of monetization in the Game Industry, and this is the recorded discussion.
I've spoken about tutorial design countless times, but it's time to get something straight, no matter what kind of game you're making, here are four reasons why you need a tutorial.
South Park Phone Destroyer is the latest game in the South Park Universe, but any good will the design gives is stymied by obtrusive monetization.
Each week, Game Design Journalist Josh Bycer takes a deep look at one video game's design. For this week, it's Resident Evil 4, and how it radically changed design for both action and horror games.
Emergent Gameplay is a concept that many games claim they have, but few do. In this post, we're going to examine some of the conditions that need to be in a game for emergent elements to be possible.
Each week, Game Design Journalist Josh Bycer takes a deep look at a game's design. This week, what the Left 4 Dead series did for elevated cooperative game design.
Today's post is a belated discussion on horror design and why there is a lot that goes into making an effective horror game.
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