Fighting Games Perante a Abordagem Audiovisual a Evolução Que Reforça a Tradição

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Fighting Games Perante a Abordagem Audiovisual a Evolução Que Reforça a Tradição SBC – Proceedings of SBGames 2013 Culture Track – Full Papers Fighting Games perante a abordagem audiovisual A evolução que reforça a tradição Francisco Tupy Gomes Correa (Tupy, Francisco) Gilson Schwartz Universidade de São Paulo (ECA) Universidade de São Paulo (ECA) Laboratório Cidade do Conhecimento Laboratório Cidade do Conhecimento São Paulo, Brasil São Paulo, Brasil [email protected] [email protected] Este artigo tem por intenção expor resultados de um estudo algo bem delimitado. Desta maneira, vamos ater nossa linha sobre os Fighting Games, o qual relaciona as particularidades analítica referente a uma abordagem hipotética-dedutiva. que delimitam o gênero às questões como o cinema e o eixo Porém, por considerarmos a imagem como um construto narrativo, que se vale de elementos da tradição cultural das artes estético, que ocorre perante a "razão durante", ou seja, sujeita marciais. A proposta de análise visa equacionar as variáveis às ações do jogador, nos valermos da abordagem metapórica, como os elementos da mecânica, da narrativa e da linguagem audiovisual; e mediante os resultados prover contribuições para a que servirá de contra-ponto à questão cartesiana do método área de estudos de Fighting Games (jogos de luta), bem como acima proposto. para a compreensão de demandas correlatas. O balizamento Buscamos estabelecer com este trabalho em primeiro lugar teórico-metodológico pautou-se em dois pontos distintos: uma uma forma de abordagem e compreensão ao gênero de jogos orientação hipotético-dedutiva e como contra-ponto, um olhar identificados como Fighting Games. Gostaríamos de enaltecer metapórico, em função à fruição estética orientado à captura da que a abordagem promovida vale para dois aspectos: a "razão durante". A análise permitiu auferirmos alguns compreensão do jogo enquanto linguagem audiovisual; e por resultados no que diz respeito à relação entre jogos e filmes do conseguinte como isso pode ser aplicado à demandas de gênero, bem como à inércia evolutiva no contexto dos jogos produção semelhantes. Outro fato que deve ser ressaltado abordados e à releitura da tradição perante às narrativas, sobretudo à estruturação deste herói marcial. referente a este trabalho, é que mesmo este sendo um jogo popular, feito sem qualquer intenção educativa e Keywords— fighting games; linguagem audiovisual; metáporo; definitivamente não sendo um serious games, a abordagem artes marciais; herói marcial; videogame. deste trabalho permite, mesmo que em segundo plano, uma possível abordagem "serious" de jogos de luta. De modo que I. INTRODUÇÃO possa contribuir para aumentar a compreensão deste gênero, ou até mesmo utilizar tais jogos como objetos associados ao O contexto dos fighting games representa um gênero com ensino tangencial. características bem delimitadas e que dialogam com a cultura Em cada um dos itens deste trabalho, buscaremos construir audiovisual. A relação estabelecida entre os elementos uma ordem de raciocínio que permita criar uma ordem de associados aos jogos, ao audiovisual e à cultura milenar das compleição do desenvolvimento lógico seguido: o que são os artes marciais, gera um vasto campo de análise. Este inclui a Fighting Games; neste sentido, a relação da arte marcial compreensão de como de um lado temos a modernidade lúdica perante o contexto audiovisual; detalhamento da metodologia audiovisual interativa, e do outro temos a tradição de estilos de de abordagem (Item II); compreensão de como utilizaremos luta que muitas vezes se confundem com o próprio nesta pesquisa os termos Fighting Game e Audiovisual na conhecimento ancestral, inclusive de caráter religioso de pesquisas (Item III); como a arte marcial foi um elemento que alguns povos. A busca pela compreensão deste ponto de forneceu bases ao cinema e aos games para incremento das equilíbrio derivou na motivação deste trabalho, que teve como histórias e mecânicas (Item IV); primeiros jogos de luta que objetivo estudar os Fighting Games perante uma ótica serviram para definir a mecânica e delimitar o gênero (Item V) referente à cultura audiovisual que extrapola os games, ; a relação entre o herói marcial com o jogador (Item VI); especificamente com o conteúdo das artes marciais (filmes, considerações finais em que encontra-se uma amarração entre não-ficção, animações e seriados japoneses, por exemplo). a questão suscitada a respeito da evolução e da tradição (Item Isso implica na meta de compreensão de como o binômio VII). artes marciais e audiovisual está presente como elemento da cultural, não apenas como um mero objeto de fruição, mas II. TRABALHOS RELACIONADOS também como algo que cria um conceito particular de herói. A bibliografia associada ao contexto audiovisual versa Para isto vamos analisar à luz da bibliografia (ótica sobre como se constitui a matriz de imagens cinéticas de modo metodológica e também em relação aos videogame) alguns que possamos relacionar o conceito interativo e estabelecer a jogos de luta, como se dá sua representação na tela, tais como relação entre os games e os filmes. Neste contexto, os componentes que permitem caracterizar tal gênero como ressaltamos a “inércia evolutiva” do contexto audiovisual dos XII SBGames – São Paulo – SP – Brazil, October 16-18, 2013 31 SBC – Proceedings of SBGames 2013 Culture Track – Full Papers filmes para os games, onde temos a evolução das telas [1] e, ringue, tão logo a sequência de transição ocorra, volta-se para por conseguinte a evolução dos princípios que compõem a a tela em questão. matriz da linguagem audiovisual [2], ligadas à criação e a Outros gêneros associados às lutas que apesar de uma persuasão narrativa, pois a situação fílmica pode ser apenas aparente semelhança com outros jogos de confronto corporal e imaginada pelo espectador, enquanto no jogo a situação que se comparadas apresentam diferenças bem evidentes, são: proposta é experimentada e sua consequência depende da Beat´em Up e os Sport Games. Basicamente, as diferenças dos perícia do usuário. Fighting Games com a Beat´em Up é que no segundo, os O levantamento realizado especificamente sobre os fighting personagens controlados pelos jogadores sempre enfrentam games mostrou que existem principalmente trabalhos personagens controlados pela máquina. Neles, o nível de referentes aos seguintes aos campos: da computação e design habilidade do NPC (Non Playable Caracter) é inferior e a (associados à produção); da psicologia (versando sobre o ação se dá por meio do deslocamento da câmera pela tela (side comportamento); da antropologia (perante a representatividade scroll) com o surgimento constante de inimigos. Em relação das nacionalidades e gêneros); e da educação (exemplos de aos jogos de esportes como o Boxe, Artes Marciais e MMA, como utilizar esses tipos de jogos na educação). Porém, estes, por apresentarem uma maior identidade com a realidade, houvera trabalhos específicos sobre a franquia Super Street colocam itens básicos mais reais, como a proporção corporal, Fighter e a correlação tanto com a jogabilidade quanto a a ausência de poderes, a presença de juiz e regras oficiais, relação com outras mídias que gostaríamos de ressaltar: além de anúncios publicitários. Su [3] aborda que a evolução das mídias nos jogos de Quando nos expressarmos a respeito do audiovisual luta e principalmente em Super Street Fighter IV, (matriz, linguagem e etc.), estamos nos referindo a um preciso afirmando que este título reproduz a fanfarronice construto que permite aos sentidos sensórios remotos dos (bragadoccio) off-line, ou seja, o comportamento que espectadores serem embebidos naquilo que olhos e ouvidos exerciam os jogadores enquanto estavam nos captam e, posteriormente, tragam para si a realidade mostrada fliperamas. E que o futuro do jogo para manter-se no na tela. gosto popular depende deste tipo de estímulo aos A experiência conduzida por uma série de elementos, jogadores, adaptando-se às possibilidades habilidades e equipamentos específicos que quando contextualizadas com as mídias do momento; combinados permitem a contemplação de processos que Ginglod [4] propõem que jogos como Street Fighter, as inclusive permitem a interação direta por parte do usuário combinações de movimentos são evoluções do Jo-Ken- [18]. Deve ficar claro que não estamos nos atendo a qualquer Pô (pedra - papel - tesoura), e que isso deve-se graças forma de mídia especifica indo desde o cinema, a televisão, ao suporte que as interfaces de controle oferecem; aplicativos e qualquer outra forma de suporte que se encaixar com esta definição, bem como também qualquer tipo de Surmand [5] relaciona itens como espetacularização, produto que possa vir a ser utilizado, tais como: filmes prazer e recompensa utilizando a série de jogos de ficcionais, não-ficcionais (documentários), seriados, Street Fighter como exemplo, neste eixo compara os excessos presentes no jogo com filmes de Hollywood e animações, videogames, etc. Bollywood. IV. MÉTODO DE ABORDAGEM III. OBJETO DE ESTUDO O método de abordagem desta pesquisa seguiu os padrões Os Fighting Games são jogos que encontram-se inseridos hipotético-detutivos, pois parte de linhas de análise pré- num grupo denominado de. "Action Games". Os "Action estabelecidas em cada uma das áreas citadas (videogame e Games" são caracterizados por exigirem do jogador reflexos linguagem audiovisual) para suprir uma lacuna que foi rápidos, considerando precisão, tempo de reação e capacidade identificada perante aquilo que ocorre entre o universo prático de decisão rápida. Outros jogos nesta categoria são: Beat´em e o
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