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Josh Bycer's Blog


Over the last 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. 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 new 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

The Game Industry is facing a severe issue of devaluing content which has been our fault and part of it has to do with the problem of understanding and evaluating game design.

Posted by Josh Bycer on Tue, 14 Oct 2014 02:32:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Loot Tables are a necessary part of ARPGs and understanding the work that goes into making one is an interesting part of game development.

The term "gamer" has been a major discussion lately with many people defending it or attacking it in light of recent controversies. For today's post, we're going to talk about why the ideology behind the name is more important to focus on.

Posted by Josh Bycer on Thu, 02 Oct 2014 02:39:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
World building is an essential part of creating not just a game but a series and today's post examines the degrees of which you can add depth to a setting.

Following up my previous post, today's post examines some of the common myths/justifications that are a part of the problem with misogyny in the game industry.

The Game Industry is not immune to having incorrect information floating around out there and today's post is the first of possibly many examining three popular myths and why they are wrong.

Josh Bycer's Comments

Comment In: [Blog - 10/01/2014 - 01:45]

I may not be a ...

I may not be a youtuber yet, but with my site I 've been making a stronger push this past year to get press copies of games and I can certainty bet there are a lot of people who are looking just to scam developers. This goes into the fact ...

Comment In: [Blog - 09/29/2014 - 02:07]

Good article and I agree ...

Good article and I agree with you. Nintendo when it comes to their games have always been gameplay first, story third or fourth and you can 't really put them in the same conversation talking about games like Hitman, GTA etc where the developers were focused on creating a story ...

Comment In: [Blog - 08/15/2014 - 04:36]

That 's interesting and something ...

That 's interesting and something that I bet a lot of us take for granted. I remember just how horrible I was when I was learning the Playstation one controller for the first time and had to wrap my head around pressing the trigger buttons.

Comment In: [Blog - 07/16/2014 - 03:15]

The thing is that with ...

The thing is that with Payday 2, it 's not a loot driven game but their system does provide motivation for acquiring loot in the form of the payday card selection. r n r nThere is some debate however from fans that having a random chance define the progression model ...

Comment In: [Blog - 07/09/2014 - 12:57]

Here 's a question that ...

Here 's a question that I 've been wondering about for some time. The concept of catharsis or releasing tension and strong emotions, is there any research or studies confirming or refuting that video games are possible of producing a cathartic effect I remember when I was in college and ...

Comment In: [Blog - 07/07/2014 - 02:40]

A good example of padding ...

A good example of padding I feel would be Dragon 's Crown and the release version of Diablo 3. Both games force someone to play through basic content and doesn 't get challenging or interesting until several hours in. Dragon 's Crown 's first difficulty is at least a good ...