Altug Isigan's Blog
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.
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)
Point-of-View is not simply perceptual view. Find out what else is involved.
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.
Every instance of gameplay is at the same time a narrative unit. Find out why.
Can we safely assume that games render emergent every instance of their use?
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.
To what degree are players allowed to manipulate a game's narrative elements?
Altug Isigan's Comments
[Blog - 09/06/2013 - 09:59]
It may sound like the ...
It may sound like the wrong thing to do, but I advise my students to avoid the use of chance-elements until into the later stages of design. The reason I do this is that I want them to focus on the core mechanics of the game before they start to ...
[Blog - 08/08/2013 - 10:02]
Quite some while ago, Stephen ...
Quite some while ago, Stephen Dinehart wrote an article on narrative design that had similar ideas with your 's. I 'm not sure whether he published it here on gamasutra or on the Narrative Designer 's Network. Tynan Sylvester also wrote about how dramatic structure must be forged through mechanics ...
[Blog - 07/28/2013 - 03:22]
I see two problems in ...
I see two problems in the question is this even a game : First, we ignore the fact that games are both language and narratives. Second, as such we ignore that languages and narratives can be of the broadest imaginable variety. Hence Tiny Tower is a game whose language and ...
[News - 05/30/2013 - 04:00]
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 ...
[Blog - 05/28/2013 - 08:13]
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 ...
[Blog - 05/17/2013 - 04:32]
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