Gaming Storybundle In Progress

This is kind of self-promotion, but it’s not just self-promotion as you can get tons of books by other people this way, including 10 volumes of Game Dev Stories from David Craddock, twelve books from Hardcore Gaming 101, four from Andrea Contato, and a couple from Dean Takahashi, as well as several other people, including, well, moi. It’s $35 for 66 books! I even threw in the two volumes of Someone Set Up Us The Rom as an extra, even though I don’t get anything out of it. I care that much about this bundle’s success.

No one gets rich from these bundles. The days when you could offer a ton of content at a steep discount and get thousands of purchases are long gone. But cash-strapped readers looking for a lot of info, if they can scrape up just $35, can get an amazing deal that will keep them occupied for a long time. I really think you’ll want to jump on this one, if you’re able.

I’ve been involved with these bundles for around a decade now. Some of the books I’ve contributed I’ve put up for sale on itch.io, but some I haven’t. The original version of We Love Mystery Dungeon is in it, which I’ve just taken down from itch.io due to its forthcoming expanded print edition through Limited Run, which is one of those sad but necessary things that has to be done when you sign a publishing contract, so this will probably be the last place you can buy the original version. By the way, I hope you’ll consider the new edition: it’s got added material on last year’s Shiren 6, a.k.a. The Mystery Dungeon of Serpentcoil Island, and a whole lot on the whole Pokemon Mystery Dungeon series.

I know I’ve made a few of these self-promotional posts lately, mostly over the Loadstar collection and related topics. I’ve always been anxious about spreading the word about my projects, paid or otherwise. I’ve seen so many people who seem shameless about tooting their respective horns, but it’s kind of necessary, I guess, to be seen through the crowd.

Well there it is. There’s 15 days left in the bundle, so you have a bit of time left to make your decision. Please have a look.

The Greatest Hits Game Bundle 2 (storybundle.com)

The Works of Joshua Bycer

You might have notices the videos of Josh Bycer in these electronic pages. He does us all a wonderful service by seeking out interesting indie games and presenting them to us, often several to a video, as well as interviews with their developers and sometimes other topics too.

What you might not know is that Josh has a number of books in print on game design, out through Routledge! If you have some spare cash, you might want to check these out! Sure, it is blatant pimping, but Josh is a deserving subject, and he graciously lets use a lot of his work, it seems like the least I could do, plus some of you may find these very interesting!

20 Essential Games to Study: “The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs.”

Game Design Deep Dive: Horror: “The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book […], Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience.”

Game Design Deep Dive: Roguelikes: “[…] examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon’s Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work.”

Game Design Deep Dive: Free-to-Play: “Game Design Deep Dive: Free-to-Play continues the series’ focus on examining genres with a look at the history and methodology behind free-to-play and mobile games. The genre is one of the most lucrative and controversial in the industry. Josh Bycer lays out not only the potential and pitfalls of this design but also explores the ethics behind good and bad monetization.”

Game Design Deep Dive: Platformers: “This book examines the history of jumping – one of the oldest mechanics in the industry – and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping more complicated than it looks from a design perspective.”