Josh Bycer's Expert Blogs
Free to Play Design has attracted many gamers and developers to it for its low cost of entry. But for today, we're going to talk about the cost that keeps people playing them to the point of manipulation.
Playing a game as the bad guy can be a guilty pleasure and a unique experience. For today, we're going to look at this further, and why designing around being bad is harder than playing it that way.
Gacha and loot box progression are often conflated, but we're going to break down the differences today and examine their impact on a game's design.
Roguelike design has come a long way over the last 20 years, and we're going to talk about a recent change that has afforded modern roguelikes to be more approachable to newcomers of the genre.
An underrated skill when it comes to working in the industry is remaining humble, and its something more people need to learn.
Free to Play and mobile games make use of a lot of unfortunately shady practices to get people to pay and play, and I want to talk about some of the less overt examples in today's post.
A new marketing tactic we're seeing from indie developers is the use of "prologue" versions of their games. For today's piece, we're going to talk about them and the benefits of creating a smaller version of your game.
Things have been changing all around us this year, and it's been big changes for me. Today, I want to slow down and take stock about life, videogames, doing Game-Wisdom
The Anno franchise has been known as one of the more complicated series on the PC, but for today, I want to talk about how a recent entry did things differently, and what we can learn from it.
A follow up to my piece about the new player's experience. We're now talking indie teams, and why no matter how niche or small the genre, everyone should always be thinking about new players for their games.
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