Narracyjność Gier. Analiza Narratologiczna Na Przykładzie Wątków I Motywów Religijnych

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Narracyjność Gier. Analiza Narratologiczna Na Przykładzie Wątków I Motywów Religijnych Uniwersytet Humanistyczno-Przyrodniczy im. Jana Długosza w Częstochowie Wydział Humanistyczny Instytut Literaturoznawstwa Łukasz Sasuła Narracyjność gier. Analiza narratologiczna na przykładzie wątków i motywów religijnych Praca doktorska napisana pod kierunkiem Prof. dra hab. Adama Regiewicza oraz promotora pomocniczego Dra Mateusza Dąsala Częstochowa 2021 1 2 SPIS TREŚCI Wprowadzenie 6 Rozdział I. Metodologia badań 18 1.1. Narracyjność gier 18 1.1.1. O narratologii jako narzędziu literaturoznawczym 20 1.1.2.1 Inne podejścia do teorii interpretacji, kreacji i odczytywania tekstu 23 1.1.2.2 Dzieło literackie w relacji z aspektem społecznym 23 1.1.2.3 Intertekstualność – interpretowanie tekstu tekstem 27 1.1.2.4 Synergia w opowiadaniu transmedialnym 30 1. 1. 3. Czym są gry jako medium 33 1. 1. 4. Gry jako literatura, rodzaje opowieści growych 35 1.1.5. Rozgrywka jako odczytanie – strategie lekturowe w grach 39 1.2. Narratologia jako narzędzie badawcze w obszarze medium gier 41 1.2.1 Tekst 45 1.2.1.1 Obecność narratora w medium gier 45 1.2.1.2 Komentarze nienarracyjne 51 1.2.1.3 Opisy 52 1.2.1.4 Poziomy narracji 57 1.2.1.5 Nienarracyjne teksty włączone i intertekstualność 61 1.2.2 Opowieść 63 1.2.2.1 Aspekty i sekwencyjność 63 1.2.2.2 Zaburzanie chronologii 65 1.2.2.3 Anachronie 68 1.2.2.4 Rytm 70 1.2.2.5 Częstotliwość i postaci 76 1.2.2.6 Przestrzeń i fokalizacja 79 1.2.2.7 Suspens 81 1.2.3 Fabuła 81 1.2.3.1 Zdarzenia 82 3 1.2.3.2. Aktorzy 87 1.2.3.3 Czas 91 1.2.3.4. Lokacje 93 1.2.4 Podsumowanie 95 1.3. Religia w opowieściach gier 96 1.3.1. Metodologie religioznawcze 97 1.3.1.1. Fenomenologia 100 1.3.1.2. Komparatystyka 102 1.3.1.3. Hermeneutyka 103 1.3.2. Analiza narratologiczna a kwestia sensu i znaczenia 105 Rozdział II. Motywy i wątki religijne w narracji gier 106 2.1. Kosmologia – struktura wszechświata 110 2.1.2. Planescape: Torment 111 2.1.3. Diablo 126 2.1.4. Podsumowanie 135 2.2. Życie po śmierci, świat duchowy, wędrówka dusz 136 2.2.1. Planescape: Torment 137 2.2.2. Dark Souls 142 2.2.3. Legacy of Kain 146 2.2.4. Pillars of Eternity 151 2.2.5. Podsumowanie 156 2.3. Gry god-like 157 2.3.1 Gry Petera Molyneux 158 2.3.2. Sacrifice 161 2.3.3. Podsumowanie 164 2.4. Instytucje religijne 165 2.4.1. Diablo 167 2.4.2. Disciples 170 2.4.4. Pathfinder: Kingmaker 171 4 2.4.5. Podsumowanie 173 2.5. Wnioski 174 Rozdział III. Analiza narratologiczna 176 3. 1. Wyróżniki opowieści growych 176 3.1.1. Ekspozycja wprowadzająca 177 3.1.2. Czas w opowieści gier 181 3.1.3. Miejsca w opowieści gier 187 3.2. Wyróżniki fabuł gier 195 3.2.1. Ramy logiczne – konsekwencje podjętych wyborów 198 3.2.1.1. Ludyczne rozszczepienie schematu 202 3.2.2. Relacja wartości logicznych prawdy i fałszu 205 3.2.3. Fabuły rozwojowe i kryzysowe 207 3.3. Podsumowanie 209 Zakończenie 210 Bibliografia 216 5 Wprowadzenie Wśród szerokiej i równie szeroko dziś pojmowanej kategorii mediów, poczesne miejsce zajmują obecnie gry. Są one szalenie dynamiczną płaszczyzną dla kultury popularnej, która umożliwia ekspresję rozmaitych treści i przesłań w sposób niemal nieskrępowany formą, jako medium pozwalające na stosowanie, wszystkich prawie, istniejących technik komunikacji - od tekstualnej i audiowizualnej, aż po unikalne dla gier mechanizmy narracyjne. Jako takie, gry w sposób oczywisty zawierają także treści i motywy religijne, które obserwować możemy niezwykle wprost wielopoziomowo. Przede wszystkim jako treści wprost zaszyte przez twórców w tekstach narracyjnych, ale także jako nawiązania, metafory oraz skomplikowane struktury i konstrukcje fabularne. Aby zawęzić perspektywę badawczą, w niniejszej pracy spojrzę jedynie na gry jako medium narracyjne, co zawęża pryzmat metodologiczny jak i sam zakres materiałów źródłowych. Nie wszystkie gry służą bowiem do przekazywania opowieści, a spośród tych, które w tym celu właśnie zostały stworzone, jedynie niektóre zawierają konstrukcje religijne jako ważny dla narracji element. Ze strony metodologicznej zawężenie zdaje się być jeszcze ostrzejsze, gdyż ograniczenie badanego kontekstu do znaczenia w prowadzonej narracji wyklucza bardzo wiele interesujących wątków i możliwości, jednak musi zostać ono założone, dla przejrzystości wywodu oraz w trosce o jego objętość. Jest to stosunkowo świeży obszar, co wynika zarówno z bogactwa potencjalnego materiału badawczego jak i niechęci profesjonalnych badaczy do łączenia tych dwu dziedzin. Badacze mediów traktują zwykle tematykę religijną jako kontrowersyjną a z tego powodu nieatrakcyjną, zaś religioznawcy wolą prowadzić badania tekstualne, przy analizie piśmiennych, historycznych religii, lub antropologiczne i etnograficzne (głównie w kontekście społeczeństw tradycyjnych) 1 . Powoli zaczynają się jednak pojawiać prace poświęcone tej tematyce, jak Religion in Digital Games 2 , wydane dzięki badaczom Uniwersytetu w Heidelbergu, czy tekst poświęcony rekonstrukcji mitów w grach3. 1 Do końca XX w. badania nad religią w mediach w ogóle właściwie nie istniały. Niektórzy badacze twierdzą, że przyczyn takiego stanu rzeczy należy szukać w dzieleniu świata na sfery sacrum i profanum - media rzadko niestety uważane były za nośnik godnego badań sacrum, zob. D. Smołucha, Kultura religijna w cyberprzestrzeni. Obecność kultu Matki Bożej z Guadalupe w Internecie, Kraków 2016, s. 13. 2 Religion in Digital Games. Multiperspective & Interdisciplinary Approaches, ed. By. S. Heidbrink, T. Knoll, „Heidelberg Journal of Religions on the Internet” 2014, vol. 5; Religion in Digital Games. Reloaded, ed. by. S. Heidbrink, T. Knoll, J. Wysocki, „Heidelberg Journal of Religions on the Internet” 2014, vol. 7. 3 A. Todor, Video games as myth reconstructions, Brasov 2010. 6 Sam obszar gier nie pozostaje już niezbadany. Jak wskazuje Piotr Kubiński, nowoczesną refleksję nad rolą zabawy w obszarze kultury otwarła przełomowa praca Johana Huizingi Homo Ludens 4 . Jakkolwiek rozpoznanie to niewątpliwie pozostaje niezwykle wartościowe, badanie zjawiska gier w kontekście narratologicznym stanowi o wiele węższe zagadnienie i funkcjonujący w czasie powstawania tej pracy stan badań można zakreślić o wiele zwięźlej. Wśród nich należy wymienić prace Jona Dovey’a oraz Helen W. Kennedy5, Gundolfa S. Freyersmuth’a6, Jane McGonigal7 oraz, poświęconą właśnie analizie struktur narracyjnych w grach wideo, rozprawę Huaxin Wei8. W zakresie badań nad projektowaniem gier i analizowaniem ich od strony profesjonalnej, istnieją już prace fundamentalne jak słynna Theory of Fun for Game Design Rapha Kostera9 czy Level Up Scotta Rogersa10. Warto też nadmienić o sporze pomiędzy ludologicznym a narratologicznym spojrzeniem na gry wideo, który wspomniany już autor uznał za rozstrzygnięty (a przynajmniej zakończony) 11 . Pytanie jakie stawiała część uczestników owego sporu, jest bardzo bliskie podstawowemu zagadnieniu mojej pracy – czy metodologia literaturoznawcza, w tym przypadku narratologii, jest przystawialna do gier? Pragnę tu podkreślić, że unikam odpowiedzi na pytanie, czy gry można wprost traktować jako literaturę w każdym aspekcie, gdyż pobieżne nawet spojrzenie na tak monumentalną kwestię wymagałoby o wiele dłuższych badań, na zupełnie odmiennym obszarze. Moje rozpoznanie dotyczy jedynie użyteczności konkretnej metody w badaniach nad grami (a i to po odpowiednim tej metody dostosowaniu). W odniesieniu do badania gier, na pewno za pionierskie, na polskim obszarze badawczym, należy uznać prace Mirosława Filiciaka12, Dominiki Urbańskiej-Galanciak13, Jana Stasieńko14, prace powstające w ramach serii Język Kultura Komunikacja15 oraz całe środowisko skupione wokół postaci prof. Ewy Szczęsnej, z którego wywodzi się wspomniany 4 J. Huizinga, Homo Ludens. Zabawa jako źródło kultury, Warszawa 2007. Cyt. Za P. Kubiński, Gry wideo. Zarys poetyki, Kraków 2016, s. 8. 5 J. Dovey, H. W. Kennedy, Kultura gier komputerowych, przeł. T. Macios, A. Oksiuta, Kraków 2011. 6 G. S. Freyersmuth, Games. Game design. Game studies. An introduction, Cologne 2015. 7 J. McGonigal, Reality is Broken, London 2011. 8 H. Wei, Analyzing the game narrative: Structure and Technique, Burnaby 2011. 9 R. Koster, Theory of Fun for Game Design, Sebastopol 2014. 10 S. Rogers, Level Up. The guide to great video game design, Chichester 2014. 11 P. Kubiński, Cyfrowe światoopowieści. Narracyjność gier wideo, [w:] Narratologia transmedialna. Teorie, Praktyki, Wyzwania, red. nauk. K. Kaczmarczyk, Kraków 2017, s. 309. 12 Przede wszystkim M. Filiciak, Wirtualny plac zabaw. Gry sieciowe i przemiany kultury współczesnej, Warszawa 2006. 13 D. Urbańska-Galanciak, Homo players. Strategie odbioru gier komputerowych, Warszawa 2009. 14 J. Stasieńko, Alien vs. Predator. Gry komputerowe a badania literackie, Wrocław 2005. 15 Kulturotwórcza funkcja gier. Gra jako medium, tekst, rytuał, t. I, red. nauk. A. Surdyk, Poznań 2007. 7 już Piotr Kubiński. Jego praca o poetyce gier wideo stanowi podstawę do dalszej refleksji nad grami w polskiej nauce. Pod kierunkiem Katarzyny Kaczmarczyk ukazała się też znakomita praca zbiorowa podsumowująca dotychczasowe osiągnięcia nurtu narratologii transmedialnej 16 . Niedawno powstała także praca wprowadzająca do zagadnienia groznawstwa, pod redakcją Katarzyny Prajzner 17 . W wyraźny sposób przyczynia się do rozwoju badań nad grami w naszym kraju także Polskie Towarzystwo Badania Gier 18 , wydające czasopismo Homo Ludens. Wreszcie na koniec czuję się w obowiązku wymienić pracę, która choć nie nosi znamion naukowości, pozostaje inspirującym wstępem do groznawstwa dla wielu studentów i naukowców – Wybuchające Beczki Krzysztofa Gonciarza19. Spośród powyżej wymienionych prac,
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