UNIVERZITA KARLOVA V PRAZE Diplomová Práce 2013 Petra Št

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UNIVERZITA KARLOVA V PRAZE Diplomová Práce 2013 Petra Št UNIVERZITA KARLOVA V PRAZE FAKULTA SOCIÁLNÍCH V ĚD Institut komunika čních studií a žurnalistiky Diplomová práce 2013 Petra Št ěpánová UNIVERZITA KARLOVA V PRAZE FAKULTA SOCIÁLNÍCH V ĚD Institut komunika čních studií a žurnalistiky Katedra mediálních studií Petra Št ěpánová Virtuální smrt v po číta čových hrách Diplomová práce Praha 2013 Autor práce: Bc. Petra Št ěpánová Vedoucí práce: Mgr. Jaroslav Švelch Rok obhajoby: 2013 Bibliografický záznam Št ěpánová, Petra. Virtuální smrt v po číta čových hrách. Praha, 2013. 98 s. Diplomová práce (Mgr.) Univerzita Karlova, Fakulta sociálních v ěd, Institut komunika čních studií a žurnalistiky. Katedra mediálních studií. Vedoucí diplomové práce Mgr. Jaroslav Švelch. Abstrakt Tato diplomová práce se zabývá problematikou virtuální smrti v po číta čových hrách. Práce se tedy v teoretické části nutn ě nejprve musí v ěnovat definici avataru (hrá čova zastoupení v herním sv ětě) a jaký vztah si k němu hrá č m ůže vytvá řet. Též jsou pojmenovány hlavní vlastnosti avataru. Teoretickým jádrem práce je pokus o uchopení virtuální smrti, jež se ve hrách objevuje v nejr ůzn ějších podobách, a proto zde lze jen obtížn ě kategorizovat. Virtuální smrt je srovnávána se smrtí skute čnou, je odhalována jako zástupné vyjád ření hrá čova selhání. Nedílnou sou částí pojetí virtuální smrti je pak i znovuoživení avataru nebo zp ůsoby, jak se virtuální smrti vyhnout. Ve výzkumné části práce následuje interpretace po číta čové hry Planescape: Torment , která se zabývá životem, smrtí a nesmrtelností. Na p říb ěhu nesmrtelného hlavního hrdiny, do jehož osudu se hrá č vžívá, je podrobn ěji popsán vztah hrá če a avataru v praxi. Hra p řevrací zažitý koncept velkých vypráv ění, místo zachování života hrdiny hrá č usiluje o dosažení jeho kone čné smrti, p řičemž podstupuje se svým avatarem putování za hledáním vzpomínek na jeho minulé životy. Zna čná intertextualita hry dovoluje interpretovat mnoho lokací a postav herního sv ěta ve sv ětle zvyklostí sv ěta reálného, a to s důrazem na koncepty života a smrti ve h ře p ředstavené. Jelikož hra Planescape: Torment spadá do žánru fantasy, krom ě náhledu filosofického se interpretace pohybuje i v diskursu náboženském či esoterickém. Abstract The topic of this thesis is virtual death in video games. In theoretical part, the concept of avatar (player’s agent in the game world) is defined, concerning the relationship between player and avatar as well as the main characteristics of the avatar. The aim of the theoretical core of this thesis is to introduce virtual death; because of various expressions of death in many games, it is difficult to describe virtual death generally. Virtual death, which is compared also to the real death, is revealed as a communication of player’s failure. What can not be separated from virtual death is the instant resurrection of the avatar, and also the means how to avoid virtual death. The practical part of the thesis offers a close reading of the computer role-playing game Planescape: Torment , focusing on the theme of death. Unlike most mainstream games, Torment presents the player with sophisticated perspectives on the matters of life, death, immortality and responsibility. Even the high-order goal of the main character (which becomes the goal of the player as well) is to gain knowledge about himself and then willingly die. This stands in a sharp contrast to usual narratives, forcing the player to suppress the life-saving reflex and let his avatar die in the end. The comparative method is used to identify death-related motives (regarding locations and characters presented in Torment), many of which are similar to ones used in real-world teachings, and interpret them in the context of the game. As the game belongs to the fantasy genre, this close reading uses also the discourse of philosophy, hermetism or religion. Klí čová slova virtuální smrt, po číta čové hry, avatar, vztah avatar-hrá č, Planescape: Torment, interpretace Keywords virtual death, video games, avatar, relationship avatar-player, Planescape: Torment, close reading Rozsah práce: 151 404 znak ů Prohlášení 1. Prohlašuji, že jsem p ředkládanou práci zpracovala samostatn ě a použila jen uvedené prameny a literaturu. 2. Prohlašuji, že práce nebyla využita k získání jiného titulu. 3. Souhlasím s tím, aby práce byla zp řístupn ěna pro studijní a výzkumné ú čely. V Praze dne Bc. Petra Št ěpánová Pod ěkování Na tomto míst ě bych ráda pod ěkovala vedoucímu své práce, Mgr. Jaroslavu Švelchovi, který mi pomohl formulovat téma a na celou tvorbu kone čného textu pe čliv ě dohlížel. 1 Obsah ÚVOD............................................................................................................................... 2 1. Co je to avatar ............................................................................................................. 5 1.1 Typologie avatar ů ............................................................................................ 6 1.2 Vlastnosti avatar ů ............................................................................................ 9 1.2.1 Hrá čovo vysn ěné já 11 1.2.2 Avatar vs. reálný sv ět 14 2. Smrt v po číta čových hrách 17 2.1 Pojetí smrti ve hrách 18 2.2 Co se d ěje po smrti avataru 22 2.3 Jak se virtuální smrti vyhnout 26 Záv ěr teoretické části 28 3. O h ře PLANESCAPE : TORMENT 30 4. Bezejmenný a jeho p říb ěh 36 4.1 Probuzení do „nového“ života 36 4.2 Jména a p řezdívky Bezejmenného 39 4.2.1 Ztráta či nevyslovitelnost jména 44 4.3 P řesv ědčení a víra v TORMENTU 46 4.4 Rituál nesmrtelnosti 49 4.5 Smrtelnost versus nesmrtelnost 53 4.6 Konec p říb ěhu Bezejmenného 56 Záv ěr kapitoly 58 5. Další reprezentace smrti ve h ře PLANESCAPE : TORMENT 60 5.1 Lokace 60 5.1.1 Márnice (The Mortuary) 60 5.1.2 Katakomby Mrtvých národ ů (Dead Nations) 64 5.1.3 Monument 68 5.1.4 M ěsto Curst 70 5.1.5 Pevnost lítostí (Fortress of Regrets) 72 5.2 Postavy 75 5.2.1 Deionarra 75 5.2.2 Lothar, pán kostí (Lothar, Master of the Bones) a Sloup lebek (Pillar of Skulls) 77 5.2.3 Rakvá ř Hamrys (Hamrys The Coffin Maker) 80 5.2.4 Trias, déva – Zrádce Trias (Deva Trias – Trias The Betrayer) 81 5.2.5 Smutek-pro-stromy (Mourns-for-Trees) 82 Záv ěr kapitoly 83 ZÁV ĚR........................................................................................................................... 85 SUMMARY ................................................................................................................... 88 POUŽITÁ LITERATURA........................................................................................... 91 2 Úvod Nápad na tuto diplomovou práci vzešel z mnohem kratší seminární práce, kterou jsem odevzdávala do p ředm ětu Po číta čové hry jako nové médium v ZS 2011/2012. Zabývala jsem se v ní p říb ěhem nesmrtelného hlavního hrdiny po číta čové hry PLANESCAPE : TORMENT a její název zn ěl O život ě, smrti a neživot ě. Po konzultaci s vedoucím práce bylo jasné, že podrobné zkoumání této hry, jak jsem je p ůvodn ě zamýšlela, by spadalo spíše do oboru sémiotiky; pokud jsem cht ěla z ůstat u zkoumání po číta čové hry, jejích výrazových prost ředk ů a p ůsobení na hrá če, musela jsem téma uchopit ší řeji, a tak vznikl projekt Virtuální smrt v po číta čových hrách . Pon ěkud mne p řekvapilo, že toto téma jako celek nebylo ješt ě knižn ě zpracováno. Smrtí ve hrách se zabývají jen články, p řestože virtuální smrt je též nedílnou sou částí zkoumání charakteristik avataru , hrá čova zastoupení v herním sv ětě. Jde o problematiku h ůř e uchopitelnou, protože generalizovat se v takovém množství vydávaných herních titul ů dost dob ře nedá. Vždy se najdou výjimky z pravidla, navíc o zám ěrech tv ůrc ů se lze často pouze dohadovat. Nemohu si tedy d ělat ambice, že by se mi povedlo shrnout obšírné téma, jež zatím i akademik ům z oblasti po číta čových her proklouzává mezi prsty. Na základ ě dostupných materiál ů a vlastních hrá čských zkušeností se však pokusím podat alespo ň stru čný nástin toho, jak se prolíná role avataru a dopad virtuální smrti s hrá čovým p ůsobením ve h ře a s jeho pocity. První část práce se tedy v ěnuje p římo vztahu avataru a hrá če, p řičemž se snažím klást důraz na zásadní vlastnosti avataru. Dále je možno plynule p řejít k tomu, co to znamená virtuální smrt, jak je ve hrách zobrazována a jak je hrá či prožívána. To se neobejde bez srovnávání se životu nebezpe čnými situacemi v realit ě, zkrátka s reálnou smrtí. A pro č m ě zajímá zrovna smrt (by ť ve virtuální podob ě)? Jde o téma, které provází nevyhnuteln ě každého z nás, a lidstvo s ní bylo konfrontováno stejn ě jako každý živý organismus. Od po čátku lidské historie je smrt op ředena mýty; strach ze smrti a otázky, co bude následovat po ní, daly vzniknout mnoha náboženstvím. Dokud pokrok neumožnil západní spole čnosti život v pohodlí a bezpe čí, lidé se setkávali s umíráním mnohem čast ěji a brali je jako přirozenou sou část života. Nyní však, v dob ě kultu mládí a hédonismu, byla smrt vytla čena na okraj, odsunuta do nemocnic, hospic ů, do izolace. O smrti se mluví nevážn ě a v přirovnáních, která s opravdovým koncem života nemají pranic spole čného; pokud je smrt skute čně myšlena, používáme eufemism ů, bojíme se 3 pravdu vyslovit. 1 Stále jsme se však nezbavili on ěch otázek – co je po smrti? Jak bude naše smrt prožita? Po číta čová hra je jedním z prost ředk ů, jak si smrt „nevinn ě“ vyzkoušet; v řad ě her se hrá čů v zástupce, avatar, vydává všanc smrtelnému nebezpečí a nez řídka m ůže zem řít. Tato smrt je sice jen virtuální, ovšem v hrá čích smrt jejich avataru obvykle vyvolává nep říjemné pocity: vztek, frustraci, beznad ěj… Ostatn ě, role-playing games (hry, v nichž jde skute čně o hraní role – hrá č se ve h ře stává n ěkým jiným, fiktivním hrdinou) jsou na takovém vžívání se založeny: hrá č se „vmyslí“ do p říb ěhu virtuálního protagonisty v neskute čném sv ětě, nechá se do hry vtáhnout.
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