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. I also have a Patreon Campaign set up to help support my family and keep things running while I continue to put out content here and on my site.
Today's post looks at how Skullgirls featured an amazing tutorial for the fighting genre and something game designers should learn from when teaching someone how to play a complicated title.
Continuing from my post on hard and soft choices, today's post examines "Point of No Returns" and what they mean when designing a game's pacing and structure.
The tragic death of Nintendo CEO Satoru Iwata is hitting everybody hard and for today's quick post, I want to talk about one of his many accomplishments during his tenure as Nintendo CEO.
Today's post looks at the concept hard and soft choices when it comes to giving the player control over your gameplay. Both affect the game differently and must be considered when coming up with the design.
This post is a response to the post about F2P Game design and whether or not its evil. I'm taking a look at both sides of this discussion and while it's not evil, there are some troubling elements.
Tutorials can be one of the trickiest elements to get right in a title, but today's post looks at a shortcut of combining learning with level design.
Josh Bycer's Comments
[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 ...
[Blog - 05/29/2015 - 03:03]
[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 :
[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 ...
[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 ...
[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 ...