Gamasutra - Blogs http://gamasutra.com/blogs/ Josh Bycer's Blogs Tue, 23 Sep 2014 12:21:06 EDT en-us scarless@think-services.com (Simon Carless) Game Industry Myths 1 - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140922/226195/Game_Industry_Myths_1.php Business/Marketing,Design,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet The Game Industry is not immune to having incorrect information floating around out there and today's post is the first of possibly many examining three popular myths and why they are wrong. http://gamasutra.com/blogs/JoshBycer/20140922/226195/Game_Industry_Myths_1.php Mon, 22 Sep 2014 03:32:00 EDT Understanding Grounded Control Schemes - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140917/225843/Understanding_Grounded_Control_Schemes.php Design,Console/PC,Indie,Social/Online The term "floaty" has been used to define poor controls in video games and today's post examines the elements that make up great or "grounded" control schemes. http://gamasutra.com/blogs/JoshBycer/20140917/225843/Understanding_Grounded_Control_Schemes.php Wed, 17 Sep 2014 04:55:00 EDT Rewarding Difficulty in Game Design: Intrinsic vs. Extrinsic - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140909/225259/Rewarding_Difficulty_in_Game_Design_Intrinsic_vs_Extrinsic.php Design,Console/PC,Indie,Social/Online Rewarding someone through playing comes in two types: Intrinsic and Extrinsic which require unique considerations and design. Today's post examines these methods using the updates to Diablo 3 and Payday 2 as examples. http://gamasutra.com/blogs/JoshBycer/20140909/225259/Rewarding_Difficulty_in_Game_Design_Intrinsic_vs_Extrinsic.php Tue, 09 Sep 2014 03:35:00 EDT Understanding High and Low Level Game Design - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140905/224926/Understanding_High_and_Low_Level_Game_Design.php Design,Production,Console/PC,Indie,Social/Online,Smartphone/Tablet Understanding Game Design requires both an abstract and literal thought process and today's post examines these two and how you can use them when trying to create a game. http://gamasutra.com/blogs/JoshBycer/20140905/224926/Understanding_High_and_Low_Level_Game_Design.php Fri, 05 Sep 2014 01:22:00 EDT Mobile vs. PC and Microtransaction Psychology - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140826/224178/Mobile_vs_PC_and_Microtransaction_Psychology.php Business/Marketing,Design,Production,Console/PC,Indie,Social/Online,Smartphone/Tablet Microtransactions have become important marketing tools for both PC and mobile titles. However despite having the same purpose, there are unique considerations that must be taken into account based on the platform. http://gamasutra.com/blogs/JoshBycer/20140826/224178/Mobile_vs_PC_and_Microtransaction_Psychology.php Tue, 26 Aug 2014 03:13:00 EDT Tutorial Design for Multi-System Games - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140821/223942/Tutorial_Design_for_MultiSystem_Games.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet Creating a good tutorial can mean the difference of getting new fans and scaring them off. Today's post examines the difficulty of making a good tutorial and some suggestions for complex titles. http://gamasutra.com/blogs/JoshBycer/20140821/223942/Tutorial_Design_for_MultiSystem_Games.php Thu, 21 Aug 2014 10:04:00 EDT