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 have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."
Today's post is a wake-up call for the industry when it comes to understanding the basic rules and structure of game design, and what can happen if you choose to ignore the "science" of the "art and science of games".
I recently went through the entirety of Doom Eternal and I wanted to share my thoughts on specifically how the two DLCS offer two sides of the same experience.
Accessibility has become a growing conversation among designers and the game industry, and for today, I want to talk about what that means when designing a videogame.
2020 marked the end of another decade of the game industry, and I wanted to take the time to talk about how the last 10 years transformed indie development into a viable market for the game industry
My fifth book is starting to take shape, and it's giving me the chance to revisit the topic of Pay to Win Design. For today, I want to discuss the three clear signs that a game is pay to win.
Doing research for horror games, I came to id Software's attempt at making a horror FPS, and I wanted to talk about why the veteran developer messed up when it came to horror.
Josh Bycer's Comments
[Blog - 04/14/2021 - 10:53]
if that 's the worse ...
if that 's the worse sentence you have ever read in a blog, then you need to read more blogs And this is not a point of argument anymore, the same with the argument over paid cosmetics in f2p design.
[Blog - 03/29/2021 - 11:55]
We had a talk about ...
We had a talk about this further on my live gamedev streams, and I think the best analogy would be something like a public library, with funding coming from the government, or a third party, with the role of cataloging, maintaining and providing these games as a free service for ...
[Blog - 01/26/2021 - 09:10]
[Blog - 01/20/2021 - 11:48]
I think it depends on ...
I think it depends on the game and the atmosphere you 're going for. I recently played the Beast Inside which did break up the horror and puzzle-solving with the main character talking to his wife about what 's going on. And there have been other examples where even if ...
[Blog - 08/06/2020 - 11:11]
It 's no secret that ...
It 's no secret that in most f2p games there will be another wall, and when I 've worked with some designers who weren 't so keen on f2p and reduced the requirements to reach the next wall they found that we both made less money and fewer players were ...
[Blog - 07/20/2020 - 10:41]