Josh Bycer's Blog
For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three.
With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I also have a Patreon Campaign set up to help support my family and keep things running while I continue to put out content here and on my site.
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.
Josh Bycer's Comments
[Blog - 05/31/2018 - 09:08]
Thanks for the comment, and ...
Thanks for the comment, and yes, there is a lot more to discuss. I didn 't want to get too off topic, as I 've been trying to keep these posts as focused as possible. r n r nAs a recent example I 'm dealing with. I 'm replaying the ...
[Blog - 05/25/2018 - 04:00]
As a fan of Payday ...
As a fan of Payday 2 since the beginning, it was great reading this. I would also love to know about the design behind Big Bank and trying to balance that with all the NPCs wandering around.
[Blog - 05/11/2018 - 10:12]
I would have to argue ...
I would have to argue that unless properly balanced, they can be considered traps that designers can fall into thinking about replayability. A long learning curve handled improperly can cause players to give up at the thought of all the time spent needing to learn a game. The same can ...
[News - 03/09/2018 - 03:42]
I agree as well, getting ...
I agree as well, getting on Steam is more than just a store listing even with the discoverability issues. The branding Steam has become for consumers is another factor. r n r nChances are, general consumers are not going to be searching the internet to buy a game on some ...
[News - 02/27/2018 - 12:02]
I agree. If you 're ...
I agree. If you 're lumping in microtransactions with actual DLC and new content, that 's going to confuse people. And it doesn 't solve the issue of actually educating parents and consumers as to elements like percent drop chances, and gacha rolls.
[News - 02/20/2018 - 11:58]
I can 't agree more. ...
I can 't agree more. If the Game Industry wants to preserve its history, someone has to do it, and we can 't just assume that developers and publishers are going to be able/willing to always do it. We 've already seen this with EA in the past, and there ...