This chapter introduces the concept from film and literary studies and moves it into game studies. It investigates realMyst, remake of the classical video game Myst, to study the effects of remaking on narrative design after discussing game remakes from several perspectives, including game design, platform studies and user studies. Remakes of digital games and interactive digital narratives (IDNs) carrying previous titles and repeating game and narrative design aspects have been a part of the gaming industry since its early days. Eskelinen uses the terms hypogame and hypergame based on Genette's terminology to describe original and transformed versions of games. The chapter then offers new creative possibilities by subjecting established works to interpretation and experimentation. Finally, it emphasises the benefits of studying remaking as a design practice in IDN research. Remakes and their originals provide comparable case studies, which expose the differences between interchangeable design elements.
|Title of host publication||Interactive Digital Narrative|
|Subtitle of host publication||History, Theory and Practice|
|Editors||Hartmut Koenitz, Gabriele Ferri, Mads Haahr, Digdem Sezen, Tonguc Sezen|
|Publication status||Published - 10 Apr 2015|
Sezen, T. İ. (2015). Remaking as Revision of Narrative Design in Digital Games. In H. Koenitz, G. Ferri, M. Haahr, D. Sezen, & T. Sezen (Eds.), Interactive Digital Narrative: History, Theory and Practice (pp. 258-271). Routledge. https://doi.org/10.4324/9781315769189-1