Josh Bycer's Member Blogs
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
Understanding the difference between an engaging and an addictive experience is becoming important given the recent discussions over video game addiction, but in this piece, Josh Bycer will elaborate on when a game goes too far.
The state of game development has shifted this decade towards post release content, but what does that mean for a game whose reviews are no longer relevant?
Reposted from Game-Wisdom, this is a written interview I did with Game Designer Michael Hicks on puzzle design and the challenges of tying it to a serious topic.
Today's post returns to the debate over games built on Skill or RNG and what they mean towards helping (or harming) the player's progression.
The Shop Simulator Genre has grown among Indie and Mobile developers over this decade, but many designers still fail to understand what makes the genre's mix of combat and shop management so endearing that we still remember Recettear.
Today's post looks at the phenomenon dubbed the "War of Warcraft Effect," and the warning that comes with trying to chase after another game's design.
While plenty of people are talking about the Resident Evil 2 Remake, I want to go back to the first Remastered and an interesting way of increasing the horror with enemy design.
Games that are already meant to be replayed can have trouble when it comes to adding new content, but today's post looks at how the rogue-like and strategy genre have found a way around it with Supplemental Content.
Today's post returns to the concept of grinding in video games, and how it is often used to pad out a game and can hurt it in the long run.
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