Le Langage Du Level Design

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Le Langage Du Level Design Le langage du level design : analyse communicationnelle des structures et instances de médiation spatiales dans la série The Legend of Zelda (1986-2017) Guillaume Grandjean To cite this version: Guillaume Grandjean. Le langage du level design : analyse communicationnelle des structures et in- stances de médiation spatiales dans la série The Legend of Zelda (1986-2017). Sciences de l’information et de la communication. Université de Lorraine, 2020. Français. NNT : 2020LORR0143. tel- 03098076 HAL Id: tel-03098076 https://hal.univ-lorraine.fr/tel-03098076 Submitted on 5 Jan 2021 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. AVERTISSEMENT Ce document est le fruit d'un long travail approuvé par le jury de soutenance et mis à disposition de l'ensemble de la communauté universitaire élargie. Il est soumis à la propriété intellectuelle de l'auteur. Ceci implique une obligation de citation et de référencement lors de l’utilisation de ce document. D'autre part, toute contrefaçon, plagiat, reproduction illicite encourt une poursuite pénale. Contact : [email protected] LIENS Code de la Propriété Intellectuelle. articles L 122. 4 Code de la Propriété Intellectuelle. articles L 335.2- L 335.10 http://www.cfcopies.com/V2/leg/leg_droi.php http://www.culture.gouv.fr/culture/infos-pratiques/droits/protection.htm UNIVERSITÉ crem de recherchecentre DE LORRAINE EA 3476 médiations l l cor,,, ,ualcr'ion,sur les lang .,_ art, culture THÈSE Présentée et soutenue le 20 novembre 2020 par M. Guillaume GRANDJEAN Le langage du level design. Analyse communicationnelle des structures et instances de médiation spatiales dans la série The Legend of Zelda (1986-2017). Jury : Mme Anne BESSON, Professeure, Université d’Artois, rapportrice M. Björn-Olav DOZO, Logisticien de recherche principal et maître de conférences, Université de Liège M. Sébastien GENVO, Professeur, Université de Lorraine Mme Patrizia LAUDATI, Professeure, Université de Nice, rapportrice M. Matthieu LETOURNEUX, Professeur, Université Paris Nanterre École Doctorale Fernand Braudel, Centre de recherche sur les médiations Sous la direction de Sébastien GENVO (CREM, Metz). 1 2 Remerciements : L’élaboration de ce travail de thèse a été un processus enthousiasmant à beaucoup d’égards, mais également semé d’embûches sur le plan personnel. C’est pourquoi je tiens à remercier toutes celles et tous ceux qui m’ont aidé à le mener à bien durant ces quatre années. Mes collègues et amis de l’Expressive Game Lab qui ont débuté ce parcours au même moment que moi, pour les discussions stimulantes qu’ils ont suscitées, et les moments de plaisir et de détente qu’ils ont su ménager, Julien Bazile et Esteban Giner : je leur souhaite toute la réussite qu’ils méritent pour leurs soutenances prochaines. Je remercie chaleureusement Sébastien Genvo pour son soutien sans faille, ses relectures patientes et ses conseils avisés, ainsi que les professeures du Département d’histoire et théorie des Arts de l’École Normale Supérieure, qui m’ont fait confiance et encouragé au moment où je créais mon séminaire d’élève rue d’Ulm : Anne-Françoise Benhamou, Nadège Laneyrie-Dagen et Françoise Zamour ; auxquelles vient s’ajouter Alexis Blanchet, pour sa gentillesse et son soutien de la première heure. Je remercie tous.tes les ami.e.s qui ont participé au travail de relecture : Antoine, Marion, Jude, Azélie, Luce, Maxence, Souad, Thomas et Charlotte. Je remercie ma famille, en particulier ma mère, pour avoir vaincu la maladie, ma nièce pour être née, toutes deux juste à temps pour ma soutenance ; et ma sœur pour m’avoir offert Ocarina of Time à mon anniversaire des neuf ans, sans se douter des implications, manifestement terribles, d’une telle attention. Je remercie enfin Nicolas d’avoir supporté un doctorant cloîtré dans la pièce d’à côté, et de m’avoir écouté d’un air intéressé et compatissant. Je remercie enfin Chloé, pour le soutien affectif, moral et intellectuel dont elle a fait preuve, la rigueur mais aussi la bienveillance de ses retours et de ses conseils. Ce travail solitaire n’aurait pas pu se faire tout seul. 3 4 Résumé : L’objet de ce travail est l’étude des spatialités construites et représentées dans le jeu vidéo. En testant l’hypothèse d’une forme de « langage » du level design, nous mettons en lumière le caractère structurel de l’espace vidéoludique, identifiable d’un jeu sur l’autre au sein d’une « grammaire partagée », mais également sa valeur communicationnelle, comme instance de médiation entre le jeu et le joueur ou la joueuse. À partir d’une analyse précise et détaillée de la manière dont l’espace se construit et évolue dans la série The Legend of Zelda (1986- 2017), nous formalisons, classons et hiérarchisons les différentes structures qui forment le répertoire de la spatialité vidéoludique, puis nous mettons en évidence les stratégies de médiation mises en place par les jeux pour faciliter le décodage de l’information navigatoire. Nous terminons en brossant un portrait diachronique de la façon dont ce langage se transforme, en particulier concernant la question du contrôle de la navigation, en mobilisant la notion-outil de « parcours critique » et ses implications dans une histoire formelle et communicationnelle du jeu vidéo. Mots-clés : Jeu vidéo, espace, level design, structures, communication, médiation, histoire des formes. 5 Abstract: The aim of this work is the study of the constructed and represented spaces of video games. By testing the hypothesis of a form of “language” of level design, we shed light on the structural aspect of video game space, identifiable from one game to another within a “shared grammar”, but also its communicative value, as an instance of mediation between the game and the player. From a precise and detailed analysis of the way space is constructed and evolves in the series The Legend of Zelda (1986-2017), we formalize, classify and prioritize the different structures that make the repertoire of video game spatiality; then we highlight the mediation strategies implemented by games to facilitate the decoding of navigational information. We end up painting a diachronic portrait of the way this language is transformed, in particular concerning the question of navigation control, by mobilizing the notion-tool of “critical path” and its implications in a formal and communicative history of video games. Key words: Video game, space, level design, structures, communication, mediation, formal history. 6 Sommaire : Introduction ______________________________________________________________ 11 Mise en contexte ______________________________________________________________ 11 Problématique ________________________________________________________________ 16 Thèse ________________________________________________________________________ 19 Méthodologie et concepts-clés ___________________________________________________ 22 Corpus _______________________________________________________________________ 27 Plan _________________________________________________________________________ 30 Chapitre 1 : État de l’art : espaces vidéoludiques _________________________________ 34 1. Introduction ______________________________________________________________ 34 2. Taxinomies de l’espace _____________________________________________________ 35 3. L’espace dans le Jeu : quatre approches maJoritaires _____________________________ 39 3.1. Approche phénoménologique ___________________________________________________ 40 3.2. Approche culturelle ___________________________________________________________ 41 3.3. Approche narratologique _______________________________________________________ 43 3.4. Approche « écranique » ________________________________________________________ 45 4. Approches structuralistes ___________________________________________________ 46 4.1. Geoff King et Tanya Krzywinska (2005) ____________________________________________ 47 4.2. Michael Nitsche (2008) ________________________________________________________ 51 4.3. Alison Gazzard (2013) _________________________________________________________ 55 5. Limites et propositions _____________________________________________________ 59 5.1. L’effet panorama _____________________________________________________________ 59 5.2. L’hypothèse monographique ____________________________________________________ 60 5.3. L’apport diachronique _________________________________________________________ 61 5.4. Le problème de l’exhaustivité méthodologique : l’analyse des structures en situation de communication______________________________________________________________________ 62 6. Conclusion _______________________________________________________________ 64 Chapitre 2 : Le « glossaire » du level design. Macrostructures et microstructures spatiales. _________________________________________________________________________ 68 1. Introduction : penser la structure spatiale vidéoludique ___________________________ 68 1.1. Définitions __________________________________________________________________ 68 1.2. L’impensé de l’articulation
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