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.
The Recent announcement of the closure of Defiant Development frames today's post talking about one of the hardest aspects of being in the game industry -- figuring out how to stay afloat in the industry.
After finally playing Prey Mooncrash, I wanted to share my thoughts on how it became the first AAA roguelike we've seen; for better and worse.
In this piece, I share my thoughts and experiences on what it means to make videogames for a living having spoken to developers over the past 7 years and where people still have trouble grasping about the practice.
Videogames have explored many topics in the past, however sex has been kept away from most markets. With more indie developers talking about sex and sexuality, is the industry ready for more adult conversations on it?
Asymmetrical design can be tough to figure out for any game genre, but today's post looks at lessons you can take from a very unexpected source.
Fandom has been a vital part in the growth of the game industry and game journalism, but today's post looks at how it has come at a cost when it comes to game criticism.
Josh Bycer's Comments
[Blog - 08/12/2019 - 11:21]
I think marketing and presentation ...
I think marketing and presentation are the two biggies. I know when I spoke with the developer he didn 't spend a lot of time marketing the game it was not covered by any major site or youtuber that I saw. And the presentation doesn 't pop as we saw ...
[Blog - 05/17/2019 - 12:30]
This article makes the same ...
This article makes the same fallacy whenever there are discussions about difficulty in videogames -- accessibility has nothing to do with difficulty. In this situation, accessibility involves outside factors that prevent someone from playing a videogame colorblind, physical disorders, etc . This needs to stop, because its muddying up any ...
[Blog - 03/26/2019 - 10:38]
For me, I would rank ...
For me, I would rank the bosses from best to worse as G2, G3, Super Tyrant, G4, Birkin and then G5. The only reason I liked G2 was that it was the least offensive focused of the fights in my opinion thanks to the use of the crane.
[Blog - 01/22/2019 - 09:47]
I have to get the ...
I have to get the draft to the publisher by March, and then at least 3-6 months from there was the turnaround for the first book.
[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.
[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 ...