L'expérience De Création De Jeux Vidéo En Amateur Travailler Son

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L'expérience De Création De Jeux Vidéo En Amateur Travailler Son Université de Liège Faculté de Philosophie et Lettres Département Médias, Culture et Communication L’expérience de création de jeux vidéo en amateur Travailler son goût pour l’incertitude Thèse présentée par Pierre-Yves Hurel en vue de l’obtention du titre de Docteur en Information et Communication sous la direction de Christine Servais Année académique 2019-2020 À Anne-Lyse, à notre aventure, à nos traversées, à nos horizons. À Charlotte, à tes cris de l’oie, à tes sourires en coin, à tes découvertes. REMERCIEMENTS Écrire une thèse est un acte pétri d’incertitudes, que l’auteur cherche à maîtriser, cadrer et contrôler. J’ai eu le bonheur d’être particulièrement bien accompagné dans cette pratique du doute. Seul face à mon document, j’étais riche de toutes les discussions qui ont jalonné mes années de doctorat. Je souhaite particulièrement remercier mes interlocuteurs pour leur générosité : - Christine Servais, pour sa direction minutieuse, sa franchise, sa bienveillance, ses conseils et son écoute. - Les membres du jury pour avoir accepté de me livrer leur analyse du présent travail. - Tous les membres du Liège Game Lab pour leur intelligence dans leur participation à notre collectif de recherche, pour leur capacité à échanger de manière constructive et pour leur humour sans égal. Merci au Docteure Barnabé (chercheuse internationale et coauteure de cafés-thèse fondateurs), au Docteure Delbouille (brillante sitôt qu’on l’entend), au Docteur Dupont (titulaire d’un double doctorat en lettres modernes et en élégance), au Docteur Dozo (dont le sens du collectif a tant permis), au futur Docteur Krywicki (prolifique en tout domaine), au futur Docteur Houlmont (dont je ne connais qu’un défaut) et au futur Docteur Bashandy (dont le vécu et les travaux incitent à l’humilité). Merci à Alexis Messina et Maxime Godfirnon pour leur implication exceptionnelle dans nos projets communs. - Tous les chercheurs dont les discussions m’ont aidé à mûrir ce travail et particulièrement Christophe Lejeune, Dick Tomasovic, Vinciane Zabban, Colin Sidre, Rémy Sohier et Yannick Rochat. - La génération terrible du Département Média, Culture et Communication, pour avoir animé une école doctorale travailleuse et monstrueuse : Marta Luceño Moreno, Lison Jousten, Caroline Glorie, Caroline Duchesne, Caroline Wintgens, Julien Marique, Emmanuel Chapeau, Boris Krywicki. - Tous ceux qui œuvrent pour faire de la recherche un milieu où la rigueur scientifique ne dispense en rien du devoir d’inclusivité, de simplicité et de respect mutuel. Merci aussi à tous mes proches pour leur soutien : - Marta Luceño Moreno encore, pour notre entrée par effraction et pour tous nos « capous » salutaires. - Hélène Molinari (D’une Certaine Gaité), Pierre Hemptinne (Point Culture) et Jacques Remacle (Arts & Publics), pour leur confiance et leur entrain m’ayant amené à découvrir le jeu vidéo amateur et à travailler dans le jeu vidéo associatif. - Mes amis les plus proches : Marie-France, François, Rose, Paloma, Julien, Aurore, Christophe, Cathelyne, Joséphine, Luca, Kévin et tous les autres dont la présence à mes côtés m’ont permis de tenir dans les moments difficiles. Désolé pour toutes mes conférences improvisées. - Mes frères de rush, de loot et d’ivresse : DonPiePie, Andyfruss, Bob_la_foudre, Gendhitsen, mais aussi Sylfruss, Benzem, Nazus_Darky et, évidemment, BatmanMichel, Jean et PaulJadon. - Mes parents, qui m’ont convaincu de continuer les études après l’enseignement secondaire. Ce n’était peut-être pas une mauvaise idée, avec le recul. Merci pour votre confiance et votre soutien indéfectible. Préface : un gameplay tout tracé Figure 1 : Every Day The Same Dream. Tous les jours, c’est la même chose. Je me tire de mon lit, je prends ma mallette, j’enfile mon costume, je salue mon épouse, je prends l’ascenseur, puis la voiture, je me plains dans les bouchons, je salue mon patron qui me signale mon retard, je regagne ma case dans l’open space. Je pianote quelques mots. Soudain, je me retrouve à nouveau debout devant mon lit. Ai-je rêvé ? Ai-je raté quelque chose ? Je recommence. N’ayons l’air de rien, soyons désinvolte : et si je sortais de ma voiture durant ces embouteillages, que se passerait-il ? Je fais quelques pas et découvre soudainement une vache. Je lui caresse le museau, puis me retrouve à nouveau dans ma chambre. Every day the same dream offre une expérience épurée. Les graphismes simplistes, presque uniquement en noir et blanc, sont accompagnés d’une seule boucle sonore. Le jeu n’est composé que de quelques scènes et les possibilités d’action sont minimales. Surtout, ces dernières ne sont jamais évidentes, je dois les trouver. Le jeu du studio indépendant Molleindustria m’invite à me débarrasser d’un quotidien répétitif et dénué de sens en cherchant à provoquer des expériences sensibles et à faire de moi « un homme nouveau », comme me le suggère une mystérieuse femme âgée. La simplicité formelle de l’œuvre de Paolo Pedercini réussit à déployer une profondeur impressionnante en érigeant le gameplay (au sens de tension entre liberté du joueur et rigidité des règles de jeu) en métaphore de l’aliénation par la société de consommation. Elle invite à s’en jouer : à moi de trouver de nouvelles formes d’incertitude dans les failles d’un quotidien bien trop huilé. La découverte de ce jeu au début de l’année 2014, dans un contexte où j’éprouve une forme d’errance personnelle, me ramène soudainement à une envie latente et ancienne de m’intéresser aux logiciels d’aide à la création de jeux vidéo (plusieurs amis d’enfance m’avaient vaguement parlé de RPG Maker, mais, en dehors de ces évocations, le sujet m’est encore inconnu). L’œuvre m’affecte : je suis ému par la puissance de son propos et la simplicité de son habillage. Je suis rempli d’admiration 1 devant l’œuvre, mais d’une admiration motrice : s’il est possible de dire tant de choses par des moyens si économes, le jeu vidéo est peut-être un média à ma portée. Après quelques recherches, je repère Construct 2, un logiciel que je vais rapidement adopter comme outil de prédilection. Un de mes premiers élans est alors de chercher à reproduire les mécanismes d’Every day the same dream à l’aide du logiciel – ce qui me pousse à rejouer au jeu et à l’analyser plus en profondeur. Je l’ignore, mais j’expérimente alors des processus que des milliers d’amateurs vivent chaque jour. Ayant appris les bases du logiciel et étant actif dans le milieu associatif liégeois, je crée ensuite un premier jeu satirique1 puis, surtout, je propose à l’association d’éducation permanente D’une Certaine Gaieté, d’écrire un article sur la possibilité d’utiliser de tels outils à des fins d’éducation populaire. Rapidement, je me retrouve à animer un atelier d’initiation à Construct 2 pour le compte de l’association. Alors que l’objectif était de déboucher sur la création d’un petit prototype, nous créons un jeu vidéo à part entière2. Suite à ce premier atelier, je serai engagé par Point Culture, puis par Arts et Publics pour mener une série d’ateliers de création dans divers milieux culturels, qui débouchent sur plusieurs productions de 2014 à 20173. C’est au travers de cette activité d’animation culturelle que je développe d’abord ma connaissance du jeu vidéo amateur. J’y décèlerai bientôt des enjeux scientifiques et proposerai d’y consacrer une thèse de doctorat. Je m’extirpe alors d’un quotidien erratique et me lance dans l’incertitude de l’exploration du jeu vidéo amateur. Figure 2 : Every Day The Same Dream. 1 Willy Bird, indisponible. 2 Chômeurs Blaster, URL : https://portail.certaine-gaite.org/chomeurblaster. 3 Dont : Artoquest, URL : www.artoquest.com ; Les Bateliers du Temps, URL : www.lesbateliersdutemps.be ; Migrations, URL : https://jeux.artsetpublics.be/C_Migration. 2 SOMMAIRE INTRODUCTION GÉNÉRALE ........................................................................................ 5 CHAPITRE 1 – PROBLÉMATISATION ET ÉTAPES DE LA RECHERCHE ....................................... 11 CHAPITRE 2 – LES TECHNIQUES DE CRÉATION DU JEU VIDÉO AMATEUR ............................... 47 CHAPITRE 3 – DES TECHNIQUES DE CRÉATION AU JEU VIDÉO AMATEUR .............................. 89 CHAPITRE 4 – LA CRÉATION (EN) AMATEUR : CRÉER POUR MIEUX AIMER .......................... 121 CHAPITRE 5 – JOUER DU JEU VIDÉO : QUAND LE GOÛT PREND FORME .............................. 173 CHAPITRE 6 – ET MAINTENANT, QU’EST-CE QUE JE CRÉE ? L’IMPROVISATION COMME RÉGIME DE CRÉATION-DÉGUSTATION ..................................... 233 CONCLUSION GÉNÉRALE ....................................................................................... 279 BIBLIOGRAPHIE................................................................................................... 289 TABLE DES MATIÈRES ........................................................................................... 315 3 INTRODUCTION GÉNÉRALE Il y a des amateurs de jeux vidéo. Des hommes et des femmes investissent ce média, y prêtent une attention particulière et s’engagent passionnément dans une relation personnelle avec lui. Ils développent leurs connaissances des œuvres et de leurs auteurs, de leurs univers fictionnels et de leurs histoires, des mécaniques de jeux ou encore de leurs supports informatiques. Ils pratiquent ce média seuls ou en groupe, lisent la presse spécialisée et consultent des vidéos en ligne. Ils fréquentent des magasins, des ludothèques, des associations, des sites Internet et des forums de discussions. Ils déploient une multitude d’« activités de consommation ou de participation liées à la vie
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