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January 18, 2019
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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.

 

Member Blogs

Posted by Josh Bycer on Fri, 18 Jan 2019 10:22:00 EST in Design, Console/PC, Indie
The idea of combining the handcrafted design of a Zelda title with the procedural generation of a rogue-like may sound like a dream come true, but it's often a challenge too big for most designers to handle.


Posted by Josh Bycer on Wed, 09 Jan 2019 10:03:00 EST in Design, Production, Console/PC, Serious, Indie
Despite how it has come to define this industry, the study of game design for a lot of people continues to be discounted, and it's time for that to change.


Posted by Josh Bycer on Wed, 02 Jan 2019 10:02:00 EST in Design, Console/PC, Indie
Black Mirror's "Bandersnatch" episode recently debuted, and offered viewers a lesson on the illusion of choice that developers have to deal with.


Posted by Josh Bycer on Tue, 04 Dec 2018 09:31:00 EST in Design, Console/PC, Indie
The success of Dark Souls has spawned many imitators, and for today's post, we're going to look at the common elements people get wrong when analyzing Souls-Like design.


Posted by Josh Bycer on Mon, 26 Nov 2018 10:08:00 EST in Design, Console/PC, Indie
Realism is a popular marketing point for many videogames, but today's post looks at how it can get in the way of playability.


Posted by Josh Bycer on Wed, 14 Nov 2018 09:56:00 EST in Business/Marketing, Design, Console/PC, Indie
Today's post looks at how the bar continues to be raised for design and aesthetics, and what that means for working on the next "big hit."



Josh Bycer's Comments

Comment In: [Blog - 01/09/2019 - 10:03]

Sadly that 's not hyperbolic, ...

Sadly that 's not hyperbolic, I check before I started writing it, and there are literally no books in the last 30 years that are dedicated specifically to the topic I 'm writing about.

Comment In: [Blog - 12/04/2018 - 09:31]

Comparing Nioh to the other ...

Comparing Nioh to the other Souls-Likes is an interesting topic. It 's like comparing Fallout 3 and 4 to Borderlands under the design of Role Playing Shooter. Nioh is more reaction-focused and obviously faster-paced compared to the Souls games. While Souls goes for a more methodical approach and arguably is ...

Comment In: [News - 10/29/2018 - 10:11]

I 'm glad someone else ...

I 'm glad someone else mentioned Parasite Eve. I want to know who thought the PC port of Tom Clancy 's Rainbow Six would be a memorable playstation classic.

Comment In: [Blog - 10/08/2018 - 12:59]

I 've also seen developers ...

I 've also seen developers mention the risk of working on a game thinking that they 'll be the first one to make a game in this respective genre in awhile, to only find that in the span of developing the game, that other developers beat them to the punch, ...

Comment In: [Blog - 09/28/2018 - 06:02]

Good post. I think far ...

Good post. I think far too often people only see the end result of a kickstarter or released game and assume that it just came out to a success, but there 's so much that goes on behind the scenes in terms of preparation and PR. It reminds me of ...

Comment In: [Blog - 09/21/2018 - 09:44]

Thanks for the clarification I ...

Thanks for the clarification I updated the section.