Propositadamente Incoerente: Estudo Das Adaptações Dos Videojogos Para O Cinema

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Propositadamente Incoerente: Estudo Das Adaptações Dos Videojogos Para O Cinema JACOPO WASSERMANN PROPOSITADAMENTE INCOERENTE: ESTUDO DAS ADAPTAÇÕES DOS VIDEOJOGOS PARA O CINEMA Orientador: Professor Doutor Filipe Soares Branco da Costa Luz (ULHT) Universidade Lusófona de Humanidades e Tecnologia Escola de Comunicação, Arquitectura, Artes e Tecnologias da Informação Lisboa 2016 JACOPO WASSERMANN PROPOSITADAMENTE INCOERENTE: ESTUDO DAS ADAPTAÇÕES DOS VIDEOJOGOS PARA O CINEMA Dissertação defendida em prova pública a 22 de Junho de 2016 na Universidade Lusófona de Humanidades e Tecnologias, para obtenção do grau de mestre em Estudos Cinematográficos, perante o Júri, nomeado segundo o despacho eleitoral Nº 255/2016, com a seguinte composição: Professor Doutor Manuel José Carvalho Almeida Damásio (ULHT) – Presidente Professor Doutor Nelson Troca Zagalo (UMinho) – Arguente Professor Doutor Filipe Soares Branco da Costa Luz (ULHT) – Orientador Professor Doutor Luís Cláudio dos Santos Ribeiro (ULHT) – Vogal Orientador: Professor Doutor Filipe Soares Branco da Costa Luz (ULHT) Universidade Lusófona de Humanidades e Tecnologia Escola de Comunicação, Arquitectura, Artes e Tecnologias da Informação Lisboa 2016 Jacopo Wassermann, Propositadamente Incoerente: Estudo das Adaptações dos Vidojogos para o Cinema Agradecimentos Em primeiro lugar gostaria de agradecer ao Professor Doutor Filipe Luz pela sua total dedicação (e abnegação) à orientação desta tese. Agradeço também à Universidade Lusófona de Humanidades e Tecnologias por me ter acolhido ao longo destes dois inesquecíveis anos em estudos de Mestrado. O trabalho aqui apresentado foi fruto de uma pesquisa muito enriquecida pelo importante auxílio e contributo de: - Em primeiro lugar, os professores Gonçalo Galvão Teles, Inês Gil, Paulo Viveiros, José Bragança de Miranda, Manuel Damásio e Vicente Alves do Ó. Através das suas aulas e preciosas sugestões, a tese ficou significativamente mais rica e completa; - Os professores João Canijo, Jorge Paixão da Costa, Filipe Vale, Jorge Amorim, Victor Candeias, Eduardo Condorcet e Edmundo Cordeiro por serem fonte de inspiração e motivação sem pares; - Os impecáveis Pedro Caetano, Inês Santa, Verónica Almeida e Sandra Rocha pela contínua assistência e ajuda nas alturas mais complicadas; - Os colegas Miguel Queiroz Martinho, Tenisha Chanel, Rui Filipe Torres, Filipa Machado Mendes, Ana Sofia Sousa, João Pires de Lima, Joana Maria Sousa, Ana Lúcia Duarte, Diana Amaro, Bernardo Lopes, André Mendes, Tiago Melo Bento, Rita Laranjeira, Sofia Egito e Pedro Canavilhas. A sua amizade, proximidade, simpatia e inteligência foram uma imensa ajuda no processo de investigação e escrita; - Os amigos e colegas estrangeiros Zeno de Ridder, Robin Hoed, Matthias de Bondt, Emma Bleser, Astrid Bode, Jérôme Bartholomeüs, Zoltan Debreczeni, Tamás Börönte, Emi Farmosi, Balázs Rónyai, Steffi Beyer, Helena Lucas, Nils Lehmbruck, Aline Hochscheid, Julia Angerer-Zimth, Yang Zhuofan, Tao Yujing e Xu Huayu. Foram e continuam a ser Universidade Lusófona de Humanidades e Tecnologias, Escola de Comunicação, Arquitectura, Artes e Tecnologias da Informação Jacopo Wassermann, Propositadamente Incoerente: Estudo das Adaptações dos Vidojogos para o Cinema companheiros de viagem que me lidaram para lugares, descobertas inesperadas. Espero vivamente que as nossas ruas se voltem a cruzar no futuro; - Os fantásticos vinte e sete Francesco Pierucci, Sven Angene, Simon Ramshaw, Angelo Pichon, Oana Ghera, Julie Vermandele, Monica Svane, Elena Adamou, Martin Dangov, Łukasz Raszewski, Gregor Valentovic, Ross McDonnell, Aušra Umbrasaitė, Maja Šetinc, Katja Skärlund, Aristea Tomopoulou, Zane Timoņina, Jaëla Arian. Jojo Hänner Gimmick, Roxanne Peguet, Sámuel Barna, Maarja Hindoalla, Carles Bover, Via Valin, Veronika Krejzová, Giulia Privitelli e Nikolina Hrga. Também não poderia esquecer os grandes líderes e coordenadores Isabella Weber, Marisella Rossetti, Jiendrich Pietras, Stanislas Hyde, Gonzalo Suárez e Irene Echeverri; - A minha família, queridos amigos, e a andorinha que persegui até ao fim do mundo, onde a terra se acaba e o mar começa. Universidade Lusófona de Humanidades e Tecnologias, Escola de Comunicação, Arquitectura, Artes e Tecnologias da Informação Jacopo Wassermann, Propositadamente Incoerente: Estudo das Adaptações dos Vidojogos para o Cinema Propositadamente Incoerente: Estudo das Adaptações dos Videojogos para o Cinema Jacopo Wassermann RESUMO No enquadramento de três disciplinas de referência (estudos cinematográficos, game studies e adaptation studies), a proposta de investigação aqui apresentada tem como objetivo principal esboçar uma abordagem de estudo às adaptações dos videojogos para o cinema, obras liminais que receberam escassa atenção académica. O problema que se coloca neste trabalho é analisar como as adaptações dos videojogos para o cinema podem alterar a nossa compreensão dos dois media em questão, pois um conjunto de factores industriais, tecnológicos e estéticos responsáveis pela sua criação remetem para as fronteiras cada vez mais frágeis entre narrativa “fechada” e interação “em aberto.” Será apropriado distinguir entre espectador e jogador com base na passividade do primeiro, por oposição à actividade da segundo? A arbitrariedade e o agenciamento conferidos ao videojogador são verdadeiramente antitéticos à construção de uma narrativa fílmica? O realismo é uma prerrogativa do cinema, ou poderá caracterizar os videojogos, também? Estas questões tornam-se relevantes no enquadramento teórico do cinema, dos videojogos e da própria adaptação, obrigando a redefinir algumas das suas assunções fundamentais. De igual modo, esta redefinição teórica poderá eventualmente informar uma nova abordagem à adaptação dos videojogos para o cinema em termos de escrita, produção e realização. PALAVRAS-CHAVE: Cinema, Videojogos, Adaptação. Universidade Lusófona de Humanidades e Tecnologias, Escola de Comunicação, Arquitectura, Artes e Tecnologias de Informação V Jacopo Wassermann, Propositadamente Incoerente: Estudo das Adaptações dos Vidojogos para o Cinema Purposefully Incoherent: A Study of Videogame Adaptations Jacopo Wassermann ABSTRACT The present research aims to sketch an analytical approach to videogame adaptations within the following three fields of reference: film studies, game studies and adaptation studies. Videogame adaptations are posited as liminal works that have enjoyed scarce academic interest. The investigation’s main task is to analyze how videogame adaptations have the power to alter our comprehension of the two media in question (cinema and videogames). A great number of their foundational characteristics, both industrial, technological and aesthetical point towards the increasingly fragile barriers between “closed” narrative and “open” interaction. Is it appropriate to distinguish between a spectator and a videogame player based on the passivity of the first as opposed to the activity of the second? Are the arbitrariety and agency conferred to a videogame player really antithetical to film narration? Is realism a prerogative of cinema, or might it characterize videogames, as well? These issues become relevant in the theoretical framework of cinema, videogames ando of adaptation itself, forcing us to redefine some of its fundemantal assumptions. Similarly, this theoretical redefinition could inform a new approach to videogame adaptations in terms of writing, production and directing. KEYWORDS: Cinema, Videogames, Adaptation. Universidade Lusófona de Humanidades e Tecnologias, Escola de Comunicação, Arquitectura, Artes e Tecnologias de Informação VI Jacopo Wassermann, Propositadamente Incoerente: Estudo das Adaptações dos Vidojogos para o Cinema Abreviaturas e símbolos 2D: Duas dimensões; 3D: Três dimensões, diferente de estereoscopia; CG ou CGI: Imagem gerada por computador (Computer Graphics Image); LC: TR: Lara Croft: Tomb Raider; Live action: Sequências fílmicas de imagem real; S3D: Cinema de estereoscopia (Stereoscopic 3D); ∞: infinito; =: igual a; ≡: congruência; <: menor de; >: maior de: →: se…então; ϵ: pertence a; ℙ: plano projectivo, espaço com ponto ao infinito; ℝ: conjunto de números reais. Universidade Lusófona de Humanidades e Tecnologias, Escola de Comunicação, Arquitectura, Artes e Tecnologias de Informação VII Jacopo Wassermann, Propositadamente Incoerente: Estudo das Adaptações dos Vidojogos para o Cinema Índice Geral Introdução………………………………………...............................………....1 Capítulo 1 – A relação industrial e estética entre cinema e videojogos 1. – Dos ícones às cinemáticas: o cinema como fonte de inspiração estética……………………………………................……………….….5 1.1 – Estudo de caso: Resident Evil………………................…….…8 2. – A indústria do cinema como parceiro comercial……….....................12 2.1 – A Nova Hollywood…………………………………...............13 2.1.1 – Estudo de caso: Lucasfilm Games como precursor….......15 2.2 – A passagem de testemunha………………………...................18 3. – Estado da arte……………………………………………...................21 3.1 – Game studies em busca de identidade……………...................22 3.1.1 – Dois pesos, duas medidas………………………………….24 3.2 – Cinema convergente…………………………...............……...27 3.2.1 – Moderno e pós-moderno…………………………….……..29 3.2.2 – O cinema entre iluminismo e idealismo……………..…….30 3.2.3 – O surgimento do digital……………………………….…...33 3.2.4 – A apropriação dos videojogos pelo cinema……………......38 3.3 – A longa história da adaptação……………………....................41 3.3.1 – A influência da narratologia e da intertextualidade……......47 3.3.2 – Etic e emic, as duas tendências dos adaptation studies…....50
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