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Josh Bycer's Member Blogs

A certified Amiibo Addict shares his thoughts on why Nintendo has a massive winner on their hands and the issues of being a victim of its own success.


Posted by Josh Bycer on Tue, 21 Jul 2015 01:37:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
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.


Posted by Josh Bycer on Mon, 13 Jul 2015 03:52:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
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.


Posted by Josh Bycer on Fri, 10 Jul 2015 02:51:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
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.


Posted by Josh Bycer on Thu, 02 Jul 2015 06:17:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
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.


Posted by Josh Bycer on Tue, 30 Jun 2015 01:28:00 EDT in Design, Production, Console/PC, Indie
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.


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