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November 22, 2009
 
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November 22, 2009
 
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November 22, 2009
 
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Blogs

Altug Isigan's Blog

Member Blogs

Prototyping: An Odyssey
Posted by Altug Isigan on Sun, 01 Nov 2009 10:16:00 EST in Game Design
In this article I seek for a notion of prototyping that finds balance between two approaches in creativity, the controlled and the impulsive approach.
Read More... | 0 Comments

A Comment on “Reflections on Train”  Featured Blogs
Posted by Altug Isigan on Thu, 30 Jul 2009 05:00:00 EDT in Game Design
In this article I share the thoughts that surfaced after I read Sande Chen’s article on the art game Train.
Read More... | 0 Comments

The Cloven Designer
Posted by Altug Isigan on Sun, 26 Jul 2009 08:00:00 EDT in Game Design
This article tackles game difficulty and derives a definition of “easiest level” in games from drama theory.
Read More... | 0 Comments

Tense and Tension in Games  Featured Blogs
Posted by Altug Isigan on Tue, 21 Jul 2009 07:10:00 EDT in Game Design
This article takes a look at manipulation of game time as a means to achieve immersion.
Read More... | 7 Comments

   

Altug Isigan's Comments

Comment In: First Person or Bust [Blog - 11/17/2009 - 12:47]

Control is immersion. Sometimes it's ...

Control is immersion. Sometimes it's better to see an avatar because it gives you exactly the feedback that you need to know what you are doing. But sometimes it's exactly the presence of an avatar that makes things complicated, so you try to get rid of it. Also there are ...

Comment In: Luck Ain't Hardcore [Blog - 08/03/2009 - 07:57]

I had to think of ...

I had to think of gamblers somehow. They're skilled in matters of luck

Comment In: Interactive Storytelling and Non-Digital Games [Blog - 09/25/2009 - 04:00]

I'm glad to read an ...

I'm glad to read an article that points at narration and story in non-digital games. It's one of the best ways to find a answer to the narration question in games which is so often neglegted due to the claim that games can't be stories because they're interactive . In ...

Comment In: Fatal Flaws in Flash Game Design and Development [Blog - 07/23/2009 - 04:03]

Very useful article ...

Very useful article

Comment In: Tense and Tension in Games [Blog - 07/21/2009 - 07:10]

Thanks for the tip, Chris. ...

Thanks for the tip, Chris. I think Mike Lopez and a few others touched the dramatic beats issue in recently published articles here on Gamasutra, so it'd be wise that I give those a serious read.

Comment In: Can I Be The Game Designer I Want To Be? [Blog - 07/20/2009 - 10:55]

Nice thoughts... recently in an ...

Nice thoughts... recently in an article on prototyping I touched this issue a bit. My conclusion was that for the aspiring game designer the designer-as-prototype, the designer-as-potentiality , there is one great motto to adopt: festina lente: hurry slowly. I think what you say here in this article resonates with ...

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