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Altug Isigan's Comments

Comment In: Avoiding Filler in Game Design [Blog - 11/09/2011 - 02:52]

Don't know how much it ...

Don't know how much it fits into this discussion, but hey, I want to say it anyway: What I find to be truly evil in most social games is that you have to spend facebook money to skip fillers. I find it quite brutal that fillers are now consciously used ...

Comment In: I Honestly Want To Be A Better Designer [Blog - 11/04/2011 - 08:06]

I'm just loving the consciousness ...

I'm just loving the consciousness that you radiate here with this article. Thanks a lot for doing that.

Comment In: Gamazon: 'Feminist Whore' Powers Activate. [Blog - 09/08/2011 - 03:56]

In case there is no ...

In case there is no name for a character who consciously chooses to do more damage specifically to women, I suggest husband father .

Comment In: Mediation, Play and Narrative in Video Games [Blog - 08/20/2011 - 02:07]

Hi Darren : I finally ...

Hi Darren : I finally found the energy to read through your comment. I think one problem that we face in our conversation is that I address things step by step, meaning I do not look at all aspects at once, therefore you probably do not find everything you'd like ...

Comment In: C.S. Lewis and Philosophy of Game Design [Blog - 09/02/2011 - 03:27]

I don't respect academics isn't ...

I don't respect academics isn't a good approach at all. It's just the same as when some academics say I don't respect the culture or game industry. It tries to can things, and thus kill them ending anything new that breaks the rules . I think someone's occupation rather tells ...

Comment In: Story Design pt.1 [Blog - 08/22/2011 - 01:24]

Tetris doesn't need cutscenes and ...

Tetris doesn't need cutscenes and dialogue, because what is there in terms of story, is sufficient :

Comment In: Necessity in Video Games [Blog - 08/16/2011 - 02:27]

This is a good point. ...

This is a good point. Of course there are many stories whose plot structures do not follow the Aristotelean tradition. This article assumes that you want to solve design problems in a project that approaches the end product from the traditional perspective in dramaturgy. But there are other traditions of ...

Comment In: Moving Forward On Race In Games: Manveer Heir Speaks [Feature - 08/05/2011 - 05:00]

1 ...

1

Comment In: The Half-Cinderella: Why Gameplay never leaves the Ball [Blog - 08/05/2011 - 03:48]

You call it a good ...

You call it a good game, when you do not realize how you were put through a story. Ludonarrative dissonance is basically just another name for bad game design. I don't see it as a story vs gameplay problem. I see it as designers or writers having problems in using ...

Comment In: Spatial Constraints and Narrative Experience [Blog - 08/08/2011 - 05:24]

It appears as though there ...

It appears as though there is a correlation between the degree to which a game is spatially open and the type of story experience that the game can provide for its players. It really depends on how you maintain necessity in the game. Speaking in terms of dramaturgy, necessity is ...

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