“Studi Storico Artistici E Audiovisivi” Titolo Della Tesi

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“Studi Storico Artistici E Audiovisivi” Titolo Della Tesi Corso di dottorato di ricerca in: “Studi storico artistici e audiovisivi” Ciclo XXXI Titolo della tesi “La serialità videoludica e i processi di narrazione interattiva nei videogiochi” Dottorando Supervisore Dott. Matteo Genovesi Prof. Simone Venturini Anno 2019 ABSTRACT Questa tesi ha l’obiettivo di individuare, dagli anni Settanta fino ai giorni nostri, alcuni aspetti impliciti ed espliciti della serialità narrativa all’interno dell’industria videoludica, e nello specifico all’interno dei videogiochi destinati alle piattaforme di gioco casalinghe. Sebbene i videogiochi suddivisi in episodi e rilasciati a intervalli variabili di tempo sui mercati digitali rappresentino un fenomeno relativamente recente, alcuni esponenti fin dagli anni Settanta hanno evidenziato la presenza implicita di alcuni aspetti formali della serialità narrativa consolidati su altri settori d’intrattenimento. Tali aspetti, grazie alla costante evoluzione ludica e narrativa del medium, si sono sempre più esplicitati fino ad arrivare ai giorni nostri, in cui alcune compagnie sviluppatrici hanno ottenuto successo grazie allo sviluppo e alla distribuzione serializzata. Questo percorso storico, parallelamente, evidenzia una progressiva complessità delle trame presenti in vari videogiochi, dove le narrazioni si articolano sulla base delle scelte degli utenti. Tali scelte, spesso corrispondenti a momenti di grande intensità drammatica e importanza per lo sviluppo del racconto, chiamano spesso in causa i giocatori da un punto di vista morale grazie a sofisticate strategie di design. La presenza costante di videogiochi esplicitamente e implicitamente seriali sul mercato che cercano di incutere riflessioni di rilievo durante la fruizione sottoscrive un concetto sempre più disforico legato all’intrattenimento videoludico, che sarà mio obiettivo inquadrare nel corso della tesi. INDICE INTRODUZIONE 7 CAPITOLO 1 - I TRATTI IDENTITARI DELLA SERIALITÀ NARRATIVA 19 1.1 Tra ripetizioni e variazioni 19 1.2 Molteplici narrazioni in molteplici media 22 1.3 Il carattere ludico della serialità televisiva contemporanea e dei videogiochi 29 1.4 L’intrattenimento dilatato 37 CAPITOLO 2 – NASCITA E DIVERSIFICAZIONE DEL VIDEOGIOCO NEGLI ANNI SETTANTA 41 2.1 Una premessa storica e terminologica 41 2.2 Tra azioni ripetute e sollecitazioni all’immaginazione 45 2.3 Riassumendo: la serialità videoludica negli anni Settanta 55 CAPITOLO 3 – LE NARRAZIONI INCORPORATE NEGLI ANNI OTTANTA 57 3.1 L’arrivo del piano narrativo 57 3.2 I primi esempi di serialità videoludica esplicita 63 3.3 Piani narrativi interattivi 66 3.4 Le avventure grafiche tra Sierra e LucasFilm Games 68 3.5 La “libera” esplorazione 76 3.6 La serialità videoludica esplicita passa dal Giappone 79 3.7 Riassumendo: la serialità videoludica negli anni Ottanta 81 CAPITOLO 4 – NUOVE DIMENSIONI LUDICHE E NARRATIVE NEGLI ANNI NOVANTA 83 4.1 Il videogioco entra in una nuova dimensione 83 4.2 La rapida evoluzione ludonarrativa negli FPS 86 4.3 Tra Lucas e Sierra: maturazione e consolidamento delle avventure grafiche 91 4.4 L’imprevedibilità narrativa e l’importanza dei personaggi non controllabili 104 4.5 Spazi claustrofobici e spazi aperti 111 4.6 Simulmondo: la serialità videoludica esplicita passa dall’Italia 123 4.7 Altri esempi di serialità videoludica esplicita tra Giappone e Stati Uniti 126 4.8 Riassumendo: la serialità videoludica negli anni Novanta 130 CAPITOLO 5 – LE RINNOVATE PROSPETTIVE COMMERCIALI, INTERMEDIALI ED ETICHE DEI VIDEOGIOCHI NEGLI ANNI ZERO 133 5.1 Frammentazione: un principio per comprendere la serialità videoludica nel nuovo Millennio 133 5.2 Il gameplay etico 144 5.3 La morale come veicolo ludonarrativo negli FPS degli anni Zero 149 5.4 Universi senza fine 163 5.5 Metropoli senza fine 170 5.6 Riassumendo: la serialità videoludica negli anni Zero 181 CAPITOLO 6 – DAVID CAGE E IL CASO DI HEAVY RAIN 183 6.1 La visione del designer 183 6.2 All’interno e al di là dell’avatar 186 6.3 Heavy Rain: fin dove sei disposto a spingerti per salvare qualcuno che ami? 190 6.4 Riassumendo: Heavy Rain 202 CAPITOLO 7 – TELLTALE GAMES E IL CASO DI THE WALKING DEAD 203 7.1 L’avvento della serialità videoludica esplicita 203 7.2 The Walking Dead: l’orrore espanso 209 7.3 The Walking Dead: Season One 214 7.4 The Walking Dead: Season Two 225 7.5 The Walking Dead: Michonne 230 7.6 The Walking Dead: A New Frontier 233 7.7 Riassumendo: Telltale Games e The Walking Dead 239 CAPITOLO 8 – DONTNOD E IL CASO DI LIFE IS STRANGE 241 8.1 La serialità videoludica esplicita al di là di Telltale Games 241 8.2 Life Is Strange 249 8.3 Riassumendo: l’eredità di Telltale Games 260 CONCLUSIONI 261 BIBLIOGRAFIA 265 SAGGI IN VOLUMI COLLETTANEI 271 SITOGRAFIA 275 LUDOGRAFIA 287 FILM 293 SERIE TV 293 WEB SERIES 294 INTRODUZIONE “Questa serie videoludica si adatta alle scelte che fai. Il racconto si modifica in base a come giochi”. É con queste due brevi frasi che si apre ogni episodio della maggior parte dei videogiochi seriali sviluppati da Telltale Games, una compagnia fondata nel 2004 a San Rafael, che dal 2006 inizia a presentare dei titoli1 suddivisi in frammenti (distribuiti su piattaforme digitali a cadenza periodica), focalizzati sulla possibilità di modificare alcuni eventi dell’apparato narrativo mediante le azioni/scelte degli utenti in molteplici momenti di forte intensità drammatica. Nel momento in cui sto scrivendo queste righe, vale a dire a dicembre 2018, Telltale Games sta vivendo la sua fase più delicata a causa della sua recentissima chiusura, annunciata tristemente con un comunicato ufficiale il 21 settembre 20182. Sebbene il comunicato sembri evidenziare una natura prettamente economica alla base di tale decisione, con riferimento specifico all’annata in corso, durante questi giorni si stanno susseguendo innumerevoli dettagli e interpretazioni sulle cause sottese a questa decisione, senza però trovare riscontri ufficiali da parte dell’azienda californiana. Probabilmente, soltanto il tempo farà totale luce sull’accaduto, che comunque non cancella la fondamentale importanza di Telltale Games per il medium videoludico, che sarà mio obiettivo evidenziare nel corso della presente dissertazione dottorale. Le due frasi citate all’inizio dell’introduzione rappresentano non solo le caratteristiche fondanti dei videogiochi sviluppati dell’azienda californiana, ma altresì le intere linee guida di questo elaborato, che cercherà di comprendere sia i percorsi della serialità narrativa nel medium videoludico durante tutta la sua cinquantennale storia, sia l’evoluzione della narrazione veicolata tramite le interazioni dell’utente, concentrandosi in entrambi i casi sull’home gaming, ovvero la sfera casalinga dell’intrattenimento videoludico. Incentrare un elaborato sulla serialità nei videogiochi prendendo esclusivamente come riferimento il lavoro svolto in questo ambito negli ultimi anni da Telltale Games, significherebbe infatti non contestualizzare le fondamentali evoluzioni ludiche e narrative che il medium videoludico ha progressivamente registrato fin dall’alba dei suoi tempi. Del resto, lo storytelling interattivo, pur trovando all’interno dei videogiochi a episodi una incisiva espressione, non nasce con essi, ma segna fortemente l’identità del medium a partire dagli albori della sua storia, che ripercorrerò tramite selezionati esempi nel prosieguo della tesi. È fondamentale sottoscrivere fin da ora che, a mio parere, la serialità narrativa all’interno del medium videoludico può articolarsi secondo due modelli differenti ma potenzialmente interscambiabili: da un 1 Con la dicitura “titolo” si intende, semplicemente, “videogioco”. 2 Telltale Games, “For Immediate Release”, Twitter.com, https://twitter.com/telltalegames/status/1043252010999410689/photo/1?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweete mbed%7Ctwterm%5E1043252010999410689&ref_url=https%3A%2F%2Fwww.polygon.com%2F2018%2F9%2F21% 2F17888258%2Ftelltale-games-layoffs (ultima visita: 22/12/2018). 7 lato è possibile rintracciare un modello di serialità videoludica esplicita, mentre dall’altro lato è ravvisabile un modello di serialità videoludica implicita. La serialità videoludica esplicita può essere ricondotta all’attività della sopra citata Telltale Games, che celebra (dopo il contributo di altre compagnie sviluppatrici predecessori che percorrerò in questo elaborato) all’interno del medium videoludico l’avvento della serialità narrativa nelle sue prassi più tradizionali grazie al rilascio periodizzato di alcuni frammenti che compongono progressivamente un unico videogioco, manifestando così una emblematica serializzazione a cadenza temporale nella distribuzione, a cui segue una (incentivata) fruizione altrettanto serializzata da parte degli utenti. Questo modello di serialità esplicita, dunque, è osservabile sulla base di processi creativi, distributivi e fruitivi emblematicamente frammentati, che richiamano le tipiche prassi su cui si articola la serialità narrativa in altri settori d’intrattenimento, e che nel medium videoludico riguardano quei titoli formati da varie porzioni distrubuite a determinati intervalli di tempo. La serialità videoludica implicita, invece, è rintracciabile all’interno della struttura ludica di ogni videogioco completo distribuito per intero in un solo giorno nei negozi fisici e/o digitali, che spesso evidenzia la presenza di alcuni aspetti formali caratteristici della serialità narrativa. Il modello implicito che propongo in questa sede deriva da una osservazione svolta da Shane Denson e Andreas Jahn-Sudman all’interno dell’introduzione a un volume dedicato
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