Josh Bycer's Member Blogs
Today's post examines the concept of forced failure or where a game is set up to make the player fail and why this form of design has some problems.
Discussions on loot design come in many forms and today's post examines the actual act: What goes in it to keep players coming back for more.
"Losing is Fun" is a popular rallying cry when debating challenging or frustrating game design. But today's post explains that losing can be fun only under specific conditions.
Padding out games is a popular strategy for trying to teach new players how to play at the expense of the experts. Today's post examines some of the ways of creating a refined experience instead of a bloated one.
The rise of the Indie market and digital distribution has been an all around boon to the Game Industry. However this has caused an issue of inflation that is looking to upset AAA development.
Morality is one of the harder points to get right in game design and narrative and today's post examines why morality sliders just don't work.
Failure is a major component of any video game and today's post examines the types of failure and how to motivate someone to keep going when failing.
In this reprint from Game-Wisdom, I examine how the barriers of playing a game have evolved with the rise of the Free to Play market.
In this reprint from Game-Wisdom, we're talking "Metroidvania" design. A popular form of game design that despite what people say, is not actually a game genre.
Competitive games have become a big deal for gamers, designers and commentators involved and today's post examines the common elements that make a game popular among the competitive community.
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