Remaking as revision of narrative design in digital games

dc.authorscopusid57226163623
dc.contributor.authorİbrahim Sezen, T.
dc.date.accessioned2024-07-18T20:17:58Z
dc.date.available2024-07-18T20:17:58Z
dc.date.issued2015
dc.description.abstractThis 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. © 2015 Taylor & Francis.en_US
dc.identifier.endpage271en_US
dc.identifier.isbn9781317668688
dc.identifier.isbn9781138782396
dc.identifier.scopus2-s2.0-84996980873en_US
dc.identifier.scopusqualityN/Aen_US
dc.identifier.startpage258en_US
dc.identifier.urihttps://hdl.handle.net/11411/6808
dc.indekslendigikaynakScopusen_US
dc.language.isoenen_US
dc.publisherTaylor and Francisen_US
dc.relation.ispartofInteractive Digital Narrative: History, Theory and Practiceen_US
dc.relation.publicationcategoryKitap Bölümü - Uluslararasıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.titleRemaking as revision of narrative design in digital games
dc.typeBook Chapter

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