Universidade De São Paulo Faculdade De Filosofia, Letras E Ciências Humanas Departamento De História Programa De Pós-Graduação Em História Social

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Universidade De São Paulo Faculdade De Filosofia, Letras E Ciências Humanas Departamento De História Programa De Pós-Graduação Em História Social UNIVERSIDADE DE SÃO PAULO FACULDADE DE FILOSOFIA, LETRAS E CIÊNCIAS HUMANAS DEPARTAMENTO DE HISTÓRIA PROGRAMA DE PÓS-GRADUAÇÃO EM HISTÓRIA SOCIAL ROBSON SCARASSATI BELLO O Videogame como representação histórica: Narrativa, Espaço e Jogabilidade, em Assassin’s Creed (2007-2015). São Paulo 2016 ROBSON SCARASSATI BELLO O Videogame como representação histórica: Narrativa, Espaço e Jogabilidade, em Assassin’s Creed (2007-2015). Dissertação apresentada ao Programa de Pós- Graduação em História Social da Faculdade de Filosofia, Letras e Ciências Humanas da Universidade de São Paulo para obtenção do título de Mestre. Área de concentração: História Social Orientador: Prof. Dr. Flávio de Campos São Paulo 2016 Autorizo a reprodução e divulgação total ou parcial desse trabalho, por qualquer meio convencional ou eletrônico, para fins de estudo ou pesquisa, desde que citada a fonte. BELLO, Robson Scarassati. Videogame como representação histórica: Narrativa, Espaço e Jogabilidade em Assassin’s Creed (2007-2015). Dissertação apresentada ao Programa de Pós-graduação em História Social do Departamento de História da Faculdade de Filosofia, Letras e Ciências Humanas da Universidade de São Paulo para a obtenção do título de Mestre em História. Aprovado em: Banca examinadora: Prof. Dra. __________________________________ Instituição: __________________ Julgamento: _________________________________Assinatura: __________________ Prof. Dra. __________________________________ Instituição: __________________ Julgamento: _________________________________Assinatura: __________________ Prof. Dr. ___________________________________ Instituição: __________________ Julgamento: _________________________________Assinatura: __________________ AGRADECIMENTOS Meus maiores agradecimentos destinam-se a Kelly Priscila Mattos Campos, Carla Teodoro da Costa e Natália Frizzo de Almeida, amigas muito queridas e que me ajudaram em todos os momentos que precisei. Sua presença, atenção, carinho e críticas foram fundamentais para que este trabalho fosse concluído. Kelly Campos, por elucidar minha razão e pelos intensos debates sobre tudo que há. Carla Teodoro, cujo balanço crítico foi sempre severo e sincero. Natália Frizzo por toda a ajuda e conversas, e cuja companhia foi também imprescindível. Agradeço aos meus pais Sônia Raquel e Antônio Roberto, e ao meu irmão Thômas, pelo apoio sempre incondicional. Agradeço também a Ricardo Streich e André Ponce, pessoas fundamentais e a quem também devo muito pelas leituras, debates e toda a amizade. A Gustavo Saiz, amigo da primeira semana da graduação, que acompanhou a pesquisa desde seu primeiro dia e a quem devo inúmeros debates e minha formação. Sou também grato à Renata Rogé pelas leituras atentas, contribuições e por toda atenção, paciência e carinho que foram muito importantes. Ao Edson dos Santos, amigo que foi grande apoio intelectual muitas vezes neste trabalho. E à Taís Araújo, por leituras e apontamentos, e cujo espírito crítico foi sempre grande inspiração. Também deixo agradecimentos a valiosos amigos e amigas que em momentos distintos desta dissertação, desde sua elaboração, me apoiaram, incentivaram, discutiram e foram responsáveis por minha formação de maneira ampla e valiosa. Meus amigos de mais de uma década: Tiago Fernandes, Douglas Rosa, Miguel Augusto, Caio Viana, Gustavo Carvalho, Ricardo Cabral, Fernando Teshainer, Daniel Garcia, Rômulo Caruso, Marcela Bonabitacola, Thiago Moura, Mairon Giovani, amigos com os quais sempre tive debates e que definiram meu curso de vida. Um obrigado especial à Luiza Archer cuja amizade foi imprescindível em vários momentos desta dissertação. Agradeço à Patrícia Rossetti, pela amizade e companheirismo há uma década e a Bianca Medina e Aline Oliveira, por toda a amizade durante estes anos. Agradeço também à (Doutora) Tatiana Guimarães, pela amizade, cuidado e carinho quando mais precisei. Meus amigos de graduação e pós que também me ajudaram desde o começo deste projeto e contribuíram de diversas maneiras em momentos distintos à minha formação acadêmica e intelectual: Carolina Alberice, Lucas Motte, Rodrigo Inácio, Nadiesda Dimambro, Yara Morena, Marcos Paulo. Agradeço aos meus ex-alunos, Letícia Karen (a quem particularmente devo por ter me mostrado um dos “jogos secundários” da minha pesquisa) e Arleyy Campos, que por razões diferentes fizeram valer a pena o trabalho de professor e que mantêm firme a esperança no futuro. Não posso deixar de agradecer ao meu orientador, Prof. Dr. Flávio de Campos, pela confiança e colaboração neste trabalho, um dos profissionais que me inspiraram a almejar ser um historiador. Agradeço à minha banca de qualificação, ao Prof. Dr. Maurício Cardoso e ao Prof. Dr. Marcos Napolitano pela atenção, apontamentos e contribuições que foram norteadores e imprescindíveis na realização desta dissertação. Ao Prof. Dr. Eduardo Morettin pela atenção, conversas e debates inestimáveis pessoalmente e nos Congressos da ANPUH. Agradeço também ao Prof. Dr. José Vasconcelos, de quem fui estagiário PAE em sua disciplina, e cujos laços perduraram em amizade e contribuições. Também sou grato ao Prof. Dr. Gilson Schwartz pelas conversas e oportunidades de proximidade profissional. Agradeço também aos funcionários do Departamento de Pós-graduação da História, sobretudo Nelson Caetano, sempre atencioso, prestativo em todos os tipos de requerimentos, sua atenção e respeito ao trabalho dos pós-graduandos colaborou muito com este trabalho. E também a Willian Maranhão do LUDENS, que sempre me apoiou e ajudou quando precisei. Por fim, agradeço ao Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq) pelo financiamento da pesquisa. Dedico aos meus pais, Antonio Roberto e Sônia Raquel, e ao meu irmão Thômas, por todo o amor e suporte. RESUMO BELLO, Robson Scarassati. Videogame como representação histórica: Narrativa, Espaço e Jogabilidade em Assassin’s Creed (2007-2015). Dissertação (Mestrado em História Social) - Faculdade de Filosofia, Letras e Ciências Humanas, Universidade de São Paulo, 2016. O objetivo deste trabalho é investigar as relações entre a representação da História e os jogos eletrônicos (Videogames) através da análise dos jogos da série, produzidos entre 2007 e 2015, Assassin’s Creed. A série representou múltiplos tempos históricos em narrativas, jogabilidades e espaços virtuais que reconstituíram cenários do passado para exploração e interação de um jogador que controla o avatar de um “Assassino”. Nossa investigação pretende compreender este produto, ainda pouco estudado nas ciências humanas, em sua especificidade, estabelecendo sua posição dentro da Indústria Cultural em seus suportes materiais e distintos gêneros e em relação a outros jogos. Utilizamos um dos episódios em específico, Assassin’s Creed III (2012), para nos aprofundarmos sobre o desenvolvimento da narrativa de acontecimentos, a elaboração do espaço, a interatividade proposta, para então compreender como as várias temporalidades são sistematizadas em uma estrutura narrativa e lúdica no conjunto da série, que expressa uma determinada visão sobre o multiculturalismo e a História. Palavras-chave: Videogame, Jogos Eletrônicos, História, Representação, Narrativa, Espaço Virtual, Jogabilidade ABSTRACT BELLO, Robson Scarassati. Videogames as Historical Representation Narrative, Space and Gameplay in Assassin's Creed (2007-2015). Dissertação (Mestrado em História Social) - Faculdade de Filosofia, Letras e Ciências Humanas, Universidade de São Paulo, 2016. The goal of this work is to investigate relations between the representation of History and electronic games (Videogames) by analyzing the game series Assassin’s Creed (between 2007 and 2015), which has representations of multiple historic times in narratives, gameplays and virtual spaces that reconstitute sceneries of the past for a player to explore and interact controlling the character of an “Assassin”. Our investigation intends to understand this product, which has been very little studied in the Humanities, within its specificity, and to pinpoint its position within the Culture Industry with its material supports and many genres as well as in relation to other games. One specific episode of the game, Assassin’s Creed III (2012), has been used for in-depth analysis of the narrative development of events, the creation of space and the proposed interactivity, so as to understand how the many temporalities are systemized in a ludic and narrative structure throughout the whole series, which expresses a specific view on multiculturalism and History itself. Keywords: Video game, Electronic Games, History, Representation, Narrative, Virtual Space, Gameplay LISTA DE QUADROS Quadro 1.1: "Jogos principais" da série Assassin's Creed......................................88 Quadro A: Comandos principais de Assassin’s Creed (PS3)...............................322 LISTA DE FIGURAS Figura I: Pôster com todos os protagonistas Assassinos até 2015) ................................. 34 Figura 1.1: Montagem encontrada na internet ironizando as expansões e DLCs........... 52 Figura 1.2: Red Dead Redemption e o Texas de 1910.................................................... 61 Figura 1.3: A mitologia grega reimaginada – topo do Olimpo em God Of War III...... 62 Figura 1.4: Civilization V (Firaxis Games, 2010) – o desenvolvimento das nações........ 63 Figura 1.5: Rock of Ages – Um puzzle que passa por caminhos de tema “histórico”...... 68 Figura 1.6: Age of Empires 3: British Musketeer Rush vs. Germans on Great Plains.... 70 Figura 1.7: Caesar III:
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