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Hello! I'm Altug Isigan, a game studies scholar and game design teacher who spends most of his time reading, thinking and writing about games, art and creative writing. I'm a founding member of the IGDA Game Design SIG and a co-editor at Game Design Aspect of the Month (GDAM), a collaborative blog on game design which we run together with Sande Chen. I hold a PhD in game studies which I earned for a dissertation on interaction and narrativity in video games. I like being on Gamasutra because it makes me feel connected to people who care about games as much as I do. Links: http://altugi.wordpress.com -- my blog on games http://gdsig.wordpress.com -- Blog of the IGDA GDSIG steering committee http://gamedesignaspect.blogspot.com -- Game Design Aspect of the Month http://kafaayari.wordpress.com -- a clog on games (in turkish)
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Member Blogs
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Three Types of Point-of-View |
| Posted by Altug Isigan on Mon, 14 Jan 2013 03:00:00 EST in
Design
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| Point-of-View is not simply perceptual view. Find out what else is involved. |
| Read More... | 0 Comments |
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Rock Paper Scissors: A Linguistic Approach |
| Posted by Altug Isigan on Sat, 20 Oct 2012 11:25:00 EDT in
Serious,
Design
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| Games produce meaning, which allows us to say that they qualify as language. In this article I provide a preliminary sketch for a linguistic approach to games and apply it to the well-known game Rock-Paper-Scissors. |
| Read More... | 9 Comments |
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Narrative Articulation Through Gameplay |
| Posted by Altug Isigan on Thu, 24 May 2012 04:00:00 EDT in
Design
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| Every instance of gameplay is at the same time a narrative unit. Find out why. |
| Read More... | 4 Comments |
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Is Emergence the Nature of Games? |
| Posted by Altug Isigan on Sun, 15 Jan 2012 02:40:00 EST in
Design
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| Can we safely assume that games render emergent every instance of their use? |
| Read More... | 7 Comments |
Games That Can't Be Won  |
| Posted by Altug Isigan on Sun, 06 Nov 2011 03:36:00 EST in
Design
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| Non-winnability is often interpreted as open-endedness, and also being brought up as part of arguments that claim that games aren't stories. In this article I will discuss why these views are flawed. |
| Read More... | 25 Comments |
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Game Narrativity and Interaction |
| Posted by Altug Isigan on Fri, 19 Aug 2011 05:20:00 EDT in
Design
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| To what degree are players allowed to manipulate a game's narrative elements? |
| Read More... | 0 Comments |
[More Altug Isigan Blogs]
Altug Isigan's Comments
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Comment In: The Curiosity experiment, and the church of Peter Molyneux [News - 05/30/2013 - 04:00]
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Ian, r n r nthe ... Ian, r n r nthe problem is that such issues cannot simply be reduced to buy it and if you don 't like it, don 't buy it again . This reduces your ability to criticize something to your spending power and to the size of your wallet. It changes ... |
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Comment In: Nailing down storytelling terminology [Blog - 05/28/2013 - 08:13]
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Just to make a little ... Just to make a little correction: The grief example belongs to E.M. Foster The Art of the Novel , as far as I know. He uses the example to point out the importance of causality in turning into narrative what is otherwise only a statement. Causality reframes the relationship between ... |
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Comment In: Minimalism in Game Narrative: Can we say more by talking less? [Blog - 05/17/2013 - 04:32]
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After I 've seen Terry ... After I 've seen Terry Gilliam 's commentary, I had to think of the Coen Brothers, in particular Barton Fink. Do we have meanwhile stories about successful indies that fail terribly in the AAA Games industry Worth a game, eh |
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Comment In: Should games have stories? [News - 05/08/2013 - 04:47]
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'Can a game ever tell ... 'Can a game ever tell a specific story and still preserve the importance of player choice ' r n r nOh man, billions of games have done this. Really, when are people going to realize that what they see as story getting in the way of gameplay is just a ... |
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Comment In: Time to move on from the gameplay vs. story debate [News - 05/10/2013 - 04:08]
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@Val r nI think the ... @Val r nI think the kind of responsibility he talks about is to take on the responsibility to provide a complete game whose internal systemic interactions and relations with the player collapse into a meaningful plot-like experience. In other words, when you develop a system to a certain point but ... |
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