The Gaming Industry

Design,Console/PC,Indie

11
Sep 2020

How Doom’s Push Forward Design Cured my Hoarder Syndrome – by Josh Bycer

Today’s post looks at the concept of “Push Forward” design used in Doom, and how it changed the dynamic of playing action and FPS games...

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20
Aug 2020

What Everyone Gets Wrong about Soulslike Design – by Josh Bycer

From Software’s industry-defining hit with Dark Souls has spawned a new subgenre, but for this post, we’re going to talk about the areas that everyone..

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30
Jul 2020

The Morality of Being The Bad Guy in Videogames – by Josh Bycer

Playing a game as the bad guy can be a guilty pleasure and a unique experience. For today, we’re going to look at this further,..

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15
Jul 2020

How Modern Roguelikes are Becoming More Accessible – by Josh Bycer

Roguelike design has come a long way over the last 20 years, and we’re going to talk about a recent change that has afforded modern..

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20
May 2020

A Study of Progression Systems Featuring Ghost Recon Breakpoint – by Josh Bycer

Ghost Recon Breakpoint made news relaunching the game with the new “ghost experience” and presents a lesson in the implementation of progression design, and why..

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04
May 2020

<div>When Your Wishlists Don't Convert – by Simon Carless</div>

So your game has a lot of Steam wishlists, but then it launches… and it doesn’t sell many copies! What happened? We try to delve..

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30
Apr 2020

Should Players Buy Their Own UI? – by Sebastian Long

Why does Animal Crossing force players to purchase UI improvements from the in-game shop, and what’s the resulting impact on the game’s UX? Powered by..

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10
Apr 2020

Lessons Learned From Reviewing Indie Games – by Josh Bycer

I have covered hundreds of indie games in the past decade, and today, I want to share my thoughts on what I’ve learned about reviewing..

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31
Mar 2020

The Differences Between Random and Randomized Progression – by Josh Bycer

Lootbox design has often been equated to randomized progression seen in ARPGs, but today’s post will dispel that myth and how random and randomized progression..

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19
Mar 2020

How to Break Down Game Design – by Josh Bycer

For this post, I share my thoughts on analyzing videogames and the key areas to look at when examining game design. Powered by WPeMatico

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