MASARYKOVA UNIVERZITA V BRNĚ Využití Filmových Technik a Videa Ve

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MASARYKOVA UNIVERZITA V BRNĚ Využití Filmových Technik a Videa Ve MASARYKOVA UNIVERZITA V BRNĚ FILOZOFICKÁ FAKULTA Ústav hudební vědy Teorie Interaktivních médií Využití filmových technik a videa ve videohrách Bakalářská práce Autor práce: Jan-Sebastian Uruba Vedoucí práce: Mgr. et Mgr. Zdeněk Záhora Brno 2019 Prohlášení Prohlašuji, že jsem předkládanou práci zpracoval samostatně a použil jen uvedené prameny a literaturu. Současně dávám svolení k tomu, aby tato bakalářská práce byla umístěna v Ústřední knihovně FF MU a používána ke studijním účelům. V Brně dne 27. listopadu 2019 Jan-Sebastian Uruba 1 Poděkování Na tomto místě bych rád poděkoval v prvé řadě své rodině za neutuchající podporu, přátelům za motivaci, magistru Záhorovi za vedení práce a studentskému spolku MU Game Studies za to, že si můžeme rádi hrát, ale myslet to vážně. 2 Bibliografický záznam URUBA, Jan-Sebastian. Využití filmových technik a videa ve videohrách. Brno: Masarykova univerzita, Filozofická fakulta, Teorie interaktivních médií, 2019. 100 s. Vedoucí diplomové práce Mgr. et Mgr. Zdeněk Záhora Abstrakt Některé videohry na začátku osmdesátých let začaly, ve snaze urychlit grafický vývoj, používat interaktivní video místo, a nebo, společně s počítačem generovanou grafikou. Takzvané full motion video (FMV) hry znamenaly jedno z prvních prolnutí filmových praktik do videoherního prostoru. Tato práce popisuje využití filmových technik jako kompozice záběru nebo střih a využití samotného videa ve videohrách. Jedná se o snahu vytvořit základní rozcestník mapující vliv jednoho média na druhé. Abstract Since the early eighties, some videogames, in their strife to evolve the graphics, started displaying video during the gameplay, instead of, or in conjunction with, a computer generated image. These so called full motion video (FMV) games mark one of the first intersections of film techniques and the medium of videogames. This paper explores the relationship videogames have with video and certain film techniques such as framing and edit. The goal is to provide a entry-level guide mapping the influences of one medium on the other Klíčová slova videohry, film, full motion video, video, FMV, hry, Keywords video games, cinematography, full motion video, video, FMV, games, 3 Obsah Úvod ............................................................................................................... 6 1. Před videohrami ...................................................................................... 8 1.1 Kinoautomat...................................................................................... 8 2. Full motion video .................................................................................... 9 2.1 Využití již vytvořeného videa .......................................................... 13 2.2 Video jako herní objekt ................................................................... 14 2.3 FMV jako Cutscény ........................................................................ 18 2.4 FMV na styl kinoautomatu .............................................................. 21 2.5 FMV jako Quick time event ............................................................ 25 3. Filmové techniky ................................................................................... 26 3.1 Kamera ........................................................................................... 27 3.1.1 Fixní kamery ............................................................................ 28 3.1.2 Simulované kamery .................................................................. 31 3.1.3 In-game kamera jako nástroj hráče ........................................... 33 3.1.4 Poloautomatická kamera .......................................................... 37 3.2 Střih ................................................................................................ 40 3.3 Čas .................................................................................................. 44 3.3.1 Montážní sekvence ................................................................... 44 3.3.2 Časosběr .................................................................................. 45 3.3.3 Zrychlený záběr ....................................................................... 46 3.3.4 Zpomalený záběr ...................................................................... 48 3.3.5 Jiné způsoby manipulace s časem ............................................. 49 Závěr ............................................................................................................ 50 Seznam zdrojů ............................................................................................. 52 4 Ludografie ................................................................................................... 54 Filmografie .................................................................................................. 57 Seznam obrázků .......................................................................................... 58 5 Úvod Není žádným tajemstvím, že videohry se často inspirují u svého přibližně o půl století staršího sourozence, filmu. Série Tomb Raider je jen herní verze dobrodružství Indiana Jonese, Solid Snake, hrdina hry Metal Gear Solid je silně inspirovaný postavou Kurta Russella z filmu Útěk z New Yorku, a Steven Spielberg, pouhý rok po vydání Zachraňte vojína Ryana, režíroval hru Medal of Honor, ve které znovu zrealizoval slavnou scénu vylodění v Normandii, tentokrát v hratelné podobě. Kromě námětů, postav a scén, si ale videohry častokrát půjčují i některé filmové techniky, nebo k rozličným účelům přímo používají video. Tato práce popisuje různé způsoby využití videa ve videohrách, od interaktivního filmu na styl kinoautomatu, po video plně integrované do světa hry. Dále se práce zabývá způsoby, jakými hry využívají kameru a kinematickou kompozici obrazu, filmový střih, a manipulaci s časem, analogickou například k zpomalenému či zrychlenému záběru ve filmu. Samozřejmě, studovat videohry pouze pomocí filmové teorie není dostačující. Jedná se o dvě odlišná média s odlišnými tradicemi a rozdílnou mírou interaktivity. Takovéto studium však není záměrem této práce. Jedná se o komparační práci snažící se najít paralely mezi těmito médii a na specifických příkladech jednotlivých her popsat, jak využívají filmové techniky či video, a jak jejich použití tyto hry ovlivňuje po estetické či hratelnostní stránce. Snahou autora je vybudovat přehledný rozcestník s mnoha příklady, který může sloužit jako odrazový můstek k dalšímu studiu vlivu filmu na videohry. Autor v práci záměrně nerozlišuje mezi FMV hrou a interaktivním filmem, potažmo hráčem a divákem, stejně tak jako netrvá na označení hráčů Visual Novel jakožto čtenářů, přestože se jedná o primární způsob interakce s tímto žánrem. Historicky toto rozlišení dává větší smysl, jelikož první interaktivní filmy fungovaly na principu přehazování diskrétních filmových kotoučů a videohry nebyly technicky na dostatečné úrovni pro přehrávání videa. S postupnou digitalizací filmu, evolucí grafické kapacity videoher a nástupem optických záznamových médií toto rozlišení přestává být hodnotné. Například 6 FMV hra Late Shift (CtrlMovie, Wales Interactive, 2016) je nyní dostupná na mnoha platformách, včetně Steamu, mobilních telefonů a herních konzolí, bok po boku s klasickými videohrami. Původně však byla jako interaktivní film promítána na filmových festivalech, kde podobně jako v případě kinoautomatu diváci hlasovali o rozhodnutích hlavního hrdiny, tentokrát pomocí svých mobilních telefonů. Interakce s tímto druhem média obnáší jak prvky sledování filmu, tak jasné prvky hry, kdy má hráč/divák kontrolu nad vývojem děje. Z tohoto důvodu jsou pojmy hra a interaktivní film potažmo hráč a divák pro naše potřeby zaměnitelné. Veškeré názvy děl jsou psané kurzívou. V závorce je pak uveden rok vydání a u videoher i vývojářské studio, případně i vydavatel. 7 1. Před videohrami Snad jedinou výjimkou, ve které je interaktivní film a FMV hry vhodné rozlišovat, je historická sonda do doby, kdy videohry jako takové neexistovaly a rozhodně nedosahovaly grafických schopností dostatečných k přehrávání videa, zato interaktivní film již pár let existoval. První komerční videohry vyšly na začátku sedmdesátých let. Jednalo se o arkádové kabinety Computer Space (Syzygy Engineering, 1971) a Pong (Atari, 1972). O prvním interaktivním filmu z roku 1967 pojednává další kapitola. Jedná se o cenný kousek skládačky, jelikož struktura a prvky, které tento projekt přinesl, se do velké míry používají dodnes. 1.1 Kinoautomat Na světové výstavě Expo 1967 byl v rámci československého pavilonu představen filmový projekt Radúze Činčery Kinoautomat s filmem Člověk a jeho dům. V průběhu projekce filmu mohli diváci ve čtyřech příběhových momentech hlasovat, kterým ze dvou směrů se bude scéna odvíjet dále. Jednalo se o první interaktivní film v historii. Jeho zprovoznění vyžadovalo speciální kino s hlasovacím zařízením v každém sedadle a speciální promítací kabinu s vyškoleným personálem, který zajišťoval přechod mezi jednotlivými dějovými liniemi pomocí fyzické výměny filmových kotoučů. Co se týče schématu voleb, nad kterými mohli čtenáři hlasovat, použil Člověk a jeho dům metodu, která je dodnes v interaktivní fikci známá jako šňůra perel (anglicky beads on a string, string of pearls).1 Jedná se o na sebe navazující řadu jednotlivých ucelených interaktivních bloků, v rámci kterých je hráči dána možnost volby, volnost pohybu a vyjádření, ale ve výsledku tento daný segment vždy dospěje ke stejnému konci. Tato struktura vyprávění šetří náklady. Tím,
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