Altug Isigan's Member Blogs
To what degree are players allowed to manipulate a game's narrative elements?
In this article I have a look at the transliteration of senses and its role in rendering the “feel” of the main menu screen of the Nintento Wii Console
In this article I show an example of exposure that creates both surprise and suspense.
The term Unreliable Narration shouldn't be used as a replacement for story inconsistency. The former is a storytelling technique, the latter is a design flaw.
In this article I argue that video games are mediated play, that is, that the actual event and the casting of that event happen simultaneously. I explore the various roles that due to this fact a player may take on in video games.
This article compares video games and feature films in regard to plot structure, character development, and the planting of middle acts.
This article takes a look at narrative articulation in games built around point&click interfaces.
Many video game genres seem to be tied to the long take (shot-in-depth) as their dominant style of visual narration. This raises an important design question: How can we create rhythm and pace under conditions of limited montage options?
Having a look at the basics in Film and TV writing can reveal important clues on narrative design in games. In this article we'll have a look at proportion.
[Previous] | [Next]