Josh Bycer's Member Blogs
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.
Command and Conquer Rivals is the latest in the strategy genre to show up on mobile, but it also represents the biggest problem with trying to simplify the genre and its design.
Battle Royale and Fortnite has taken over multiplayer and streaming, but does this genre have the legs to be the next big Esport?
Today's post looks at how designing boss fights have evolved into two distinct groups: Fixed Pattern and Random Pattern Designs.
For the final part of my look at replayability, we're going to talk about what Variance is, and how games have to be designed to be replayable.
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.
The independent space since its inception has popularized modern retro design, but while many view it as an easy way to create a game, there is a lot more than just looking at the classics.
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