Remaking as Revision of Narrative Design in Digital Games

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

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.
Original languageEnglish
Title of host publicationInteractive Digital Narrative
Subtitle of host publicationHistory, Theory and Practice
EditorsHartmut Koenitz, Gabriele Ferri, Mads Haahr, Digdem Sezen, Tonguc Sezen
PublisherRoutledge
Pages258-271
ISBN (Electronic)9781315769189
DOIs
Publication statusPublished - 10 Apr 2015

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    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