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GWJosh
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Quality Control for the Future of Steam Direct

The recent announcement regarding the Steam Direct Fee has been met by mixed opinions of the negative variety.  Steam Direct's purpose was to be a barrier to prevent scammers and low quality games from being on there. However, the...

 
 
 
 

Thoughts on Tokyo 42

Tokyo 42 tries to be a mix of old and new. A beautifully stylized world with old-school shooting taking place in a supposed peaceful future that is all about killing. However, not all elements work and creates a game that is gorgeous t...

 
 
 
 

2 Signs of a Game Becoming a Chore to Play

Difficulty design in video games can be hard to get right. Getting the difficulty to be right for newcomers and expert players can be a never-ending job. For today's post, I want to focus on when the progression models of a game don't ...

 
 
 
 

What Divides Consumers and Game Designers

The rise of kickstarter and crowdfunding has had the impact of pulling back the curtain on game development. Consumers now have a chance to actively watch a game go from a prototype to a full release. With that said, a little know...

 
 
 
 

How Power Curves Motivate Players

Power curves are an effective form of progression in just about any game to motivate someone to keep going. For today's post, I want to talk about the three elements of power curves and what they mean towards motivating someone to cont...

 
 
 
 

My Thoughts on the Surge -- Piecemeal Problems

The Surge is the latest game from developer Deck 13 Interactive whose previous game attempted the Souls-Like formula with Lords of the Fallen. This time, they traded in fantasy for sci-fi with a great step forward in design, but not wi...

 
 
 
 

The Dream Machine Review -- Stop-Motion Success

The Dream Machine is an ambitious adventure game done in stop motion is finally finishing its six chapter storyline after about eight years of development.  While it may not have the pixel charm of adventure games like Thimbleweed...

 
 
 
 
 
 

What Hitman and Mass Effect Show About the AAA Market

The Game Industry had two shocking pieces of news this week. Hitman developer IO Interactive is no longer a part of Square Enix, and Mass Effect as a franchise is now on hold following the reaction of Andromeda. Both series have been c...

 
 
 
 

A Live Chat with Overhype Studios on Battle Brothers

I had a chance to sit down with Jan of Overhype Studios; makers of Battle Brothers on Twitch. We spoke about game design, balancing Battle Brothers and more. There will be a regular cast coming to Game-Wisdom next week that we did wit...

 
 
 
 

Marketing 101 For Indie Game Designers

Being an indie game developer is not an easy task; whether as a first-time designer to someone coming from a major studio. One of the biggest areas where a lot of indie developers mess up on is branding; specifically, having a marketin...

 
 
 
 

Hollow Knight Review -- A Filling Adventure

Hollow Knight by Team Cherry is a game that’s all about what’s under the surface. Featuring a beautiful hand drawn aesthetic, this is a title that keeps on giving the more you play. Bugged: Hollow Knight definitely draws c...

 
 
 
 
 
 

The Problems with Modern Video Game Journalism

Recently I had a fantastic conversation with game developer and streamer Dino Dini. For our almost two hours of talking, we discussed the state of modern game journalism and the problems with it. It’s time to pull the bandage off...

 
 
 
 

Riptale Review -- Black and White and Red All Over

Riptale by Super God is a high speed action rogue-like that pumps the player up for flying around the screen slashing up monsters. The game presents itself with a great mechanic and design, but the problem is that the rest of the game ...

 
 
 
 

Dollars to Design Ratio — The Refunding Game Debate

It’s time for another big debate between designers and consumers. The option to refund digital games has been a major topic over the last few years. When Valve introduced their refund policy in 2015, indie developers started to s...

 
 
 
 

How to Understand Emergent Game Design

Emergent game design is one of the hardest, if not the hardest part of game design. Creating mechanics that can lead to new elements or systems is a Holy Grail concept. For today’s post, I want to talk about a very simple philoso...

 
 
 
 

The Debate of Streaming Games

Streaming games has become a major part of the industry in recent years. For consumers, it's given them another avenue to experience games. Streamers have become big names and have even turned it into a job. Through streaming, develope...

 
 
 
 

The Impact of the PS4 Pro and Xbox Scorpio

This past week Microsoft revealed more details on the Xbox Scorpio; Microsoft’s response to the PS4 Pro. Both systems are being branded as upgrades and represent a major shift in the console market strategy for us to look at. Th...

 
 
 
 

3 Questions To Ask When Balancing Video Games

Game balance is one of the hardest things to do in either single or multiplayer games. Every change can reverberate out and impact your design. For today’s post, I want to talk about the important questions you need to ask when i...

 
 
 
 

5 Ways Gwent Differs from Other CCGs

Gwent is an interesting case in seeing how far a design will go. Originally a minigame in the Witcher 3, the popularity of it gave CD Project Red the motivation to turn it into its own full-fledged F2P game. Having not set out to desig...

 
 
 
 

Why the Community Matters in Competitive Games

One of the most popular and lucrative markets in games is the competitive scene. Games like Starcraft, Street Fighter, DOTA, CS:GO and more, continue to earn money thanks to the Esports push and games as a service model. But time after...

 
 
 
 

4 Reasons Why the Souls Series is Accessible

Recently I spoke with a friend about accessible games and avoiding making things too obscure. During the chat, the topic of Soulsborne came up and I was asked an interesting question: For a game that is so demanding, why does the ...

 
 
 
 

The Three-Sided Debate on Used Games

It’s time to have an updated talk on the dreaded used game debate when it comes to buying and selling games. With the rise of digital distribution and streaming services, they have been a direct counter against the used game mark...

 
 
 
 

4 Ways of Failing at Crowdfunding Your Video Game

It’s time to return to the topic of Kickstarter and crowdfunding when it comes to video games. As we’ve talked about before, the time where you could get by with just a heartfelt video has passed. The consumer is more aware...

 
 
 


About GWJoshone of us since 5:51 PM on 06.04.2014

My name is Josh Bycer and I run the site Game-Wisdom where we examine the art and science of games. We've been going strong for over two years now with daily pieces and weekly podcasts and we are expanding our content with reaching out to other sites and beginning to do livecasting. Check out https://Game-Wisdom.com for posts and podcasts and https://youtube.com/c/game-wisdom for a variety of video content.
 
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