Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 30, 2015
arrowPress Releases
June 30, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Josh Bycer's Blog


For over 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, Xsolla and Quarter To Three. My goal as a game theorist is to analyze past and present game design trends to better understand and forecast the future development of the industry

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 hopefully continue improving our industry and provide an easy to understand explanation on the concept of game design.


Member Blogs

Today's post breaks down a game's design into three areas of pacing, and the importance and difficulty of guiding a player all the way through a title.

The recent news about Tale of Tales, frames a post about art vs. products when it comes to video games, and may be a hard lesson for some to hear.

A recent debate that keeps popping up is how historical accuracy should fit into a game's design and narrative. For today's post, I'm going to share my thoughts on the matter and why I feel the entertainment of the product should come first.

Posted by Josh Bycer on Tue, 16 Jun 2015 02:56:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Meta Game mechanics can do a lot to elevate a game's design, but there are common traps that designers have to avoid in order for this to work.

Posted by Josh Bycer on Tue, 16 Jun 2015 02:56:00 EDT in Design, Console/PC
In honor of the Shenmue 3 kickstarter, I've dug up this piece from 2012 where I talked about my love of the series and what it did to win me over.

Posted by Josh Bycer on Fri, 12 Jun 2015 03:03:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Understanding how a game works is different based on whether the title is about action or abstracted game design. Today's post looks at the two and the inherent difficulties of teaching someone how your game works.

Josh Bycer's Comments

Comment In: [News - 06/15/2015 - 10:17]

It was at least to ...

It was at least to my knowledge, the first 3D open world styled game, predating GTA 3 by a year. Combined with an interesting story and a lot of detail when it came to the environment of Ryo 's neighborhood. If you look at the Yakuza series, that is a ...

Comment In: [Blog - 05/29/2015 - 03:03]

If only I could use ...

If only I could use these psychic powers of mine in Vegas, I would be set :

Comment In: [Blog - 04/28/2015 - 02:44]

As someone who was hooked ...

As someone who was hooked MPQ for the better part of 2013 and some of 2014, if you need to start a MPQ support group, let me know :

Comment In: [News - 04/09/2015 - 02:37]

I agree with the EFF ...

I agree with the EFF as well. There is a big difference both in the audience and the use of the hacking that the ESA is fighting against when it comes to game preservation. Since the games are abandoned, that means the developers/publishers are not doing any more work with ...

Comment In: [Blog - 03/24/2015 - 02:30]

Civ has a good UI ...

Civ has a good UI in my opinion as it has a lot of tooltips and information that constantly referenced back to each other For instance being able to see how your happiness was affecting your economy and vice versa . r n r nStarcraft 2 I thought was just ...

Comment In: [Blog - 02/03/2015 - 01:50]

I think ultimately to avoid ...

I think ultimately to avoid the same problem as early access, living games will need to have an agreed upon standard. Some ideas from the post would be: r n r n1. The game is done IE it would be a finished review-able product in any other case that the ...