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The DRM Distinction of Steam's Success |
| Posted by Josh Bycer on Wed, 08 May 2013 02:37:00 EDT in
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| This year marks the ten year anniversary of Steam and today's post looks at some of the reasons why it has become #1 for many gamers. |
| Read More... | 3 Comments |
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Putting the "Game" in Gameplay |
| Posted by Josh Bycer on Wed, 01 May 2013 02:32:00 EDT in
Design
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| The balance between narrative and game design is a tricky one and today's post examines one game that failed that test. |
| Read More... | 2 Comments |
Antagonistic Horror Design  |
| Posted by Josh Bycer on Wed, 24 Apr 2013 02:45:00 EDT in
Design
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| Horror design has been called out by mainstream designers in the past for not being marketable. Today's post examines a common horror movie narrative and how it can impact horror design. |
| Read More... | 11 Comments |
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Micro Transaction Mania |
| Posted by Josh Bycer on Wed, 17 Apr 2013 03:40:00 EDT in
Design
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| The use of micro transactions and DLC have become major debates. But today's post talks about the challenge of differentiating these two terms. |
| Read More... | 0 Comments |
Design Debate: Risky Rewards or Rewarding Risk?  |
| Posted by Josh Bycer on Wed, 10 Apr 2013 02:05:00 EDT in
Design
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| Today's post looks at difficulty and the subject of if games should reward people for continuing to play, or if the game itself should be its own reward. |
| Read More... | 26 Comments |
Wii-U Woes  |
| Posted by Josh Bycer on Tue, 02 Apr 2013 02:02:00 EDT in
Console/PC
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| The Wii-U since launch has been struggling to find a place in the console market. With the next generation of consoles on the way, today's post examines the issues that have hurt Nintendo's latest console. |
| Read More... | 45 Comments |
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Price Pitching in Games Part Two: The Store |
| Posted by Josh Bycer on Wed, 27 Mar 2013 01:36:00 EDT in
Design
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| Concluding my two-part look at micro transactions: As more games both F2P and retail attempt to position themselves as services, the importance of a store can be just as big as creating good content. |
| Read More... | 0 Comments |
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Price Pitching in Games Part One: The Product |
| Posted by Josh Bycer on Wed, 20 Mar 2013 03:43:00 EDT in
Design
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| In this first of a two part look at micro transactions we'll take a look at the various items designers offer gamers and the considerations that go with them. |
| Read More... | 1 Comments |
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The Varying Degrees of Death in Games |
| Posted by Josh Bycer on Thu, 07 Mar 2013 01:55:00 EST in
Design
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| Death in game design is a varied concept and today's post examines some of the factors that go into it. |
| Read More... | 0 Comments |
To Break or Not to Break?  |
| Posted by Josh Bycer on Fri, 01 Mar 2013 02:25:00 EST in
Design
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| Game mastery in complex titles can lead to the player figuring out the absolute best way to play and in response: break the game. Today's post examines how this can be both good and bad for game design. |
| Read More... | 8 Comments |