Precisamos Falar Sobre Machinima! Uma Introdução Ao Fenômeno De Processo De Produção Audiovisual De Videogames1

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Precisamos Falar Sobre Machinima! Uma Introdução Ao Fenômeno De Processo De Produção Audiovisual De Videogames1 Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação 41º Congresso Brasileiro de Ciências da Comunicação – Joinville - SC – 2 a 8/09/2018 Precisamos Falar Sobre Machinima! Uma Introdução ao Fenômeno de Processo de Produção Audiovisual de Videogames1 Alessandra MAIA2 Fátima REGIS3 Kerolayne MARINHO4 Carolina FERNANDES5 Universidade do Estado do Rio de Janeiro, Rio de Janeiro, RJ RESUMO Este artigo parte da observação de que há poucos estudos sobre machinima (vídeos produzidos a partir das tecnologias dos videogames) no país. Por meio de uma pesquisa exploratória, verificamos que no Brasil as discussões estão centradas na relação das produções com as técnicas cinematográficas. Ao realizarmos uma análise inicial sobre o fenômeno, consideramos que ele tem o potencial de ser um espaço de apropriação, exercício crítico, experimentação, criatividade e aprendizagem tangencial, aproximando-se dos objetivos da UNESCO (2013) para a literacia midiática e informacional. O objetivo deste texto é realizar uma introdução ao tema, a partir de um mapeamento das produções audiovisuais e dos estudos já realizados, apontando questões e possíveis vias de pesquisa no campo da literacia midiática e informacional. PALAVRAS-CHAVE: machinima; videogame; lúdico; criatividade; modding. *** INTRODUÇÃO Videogames são próprios da cultura digital. Em outras palavras, são uma expressão cultural hodierna. Sendo assim, não seria exagero tomar uma ideia do filósofo Walter Benjamin sobre o cinema para evidenciar essa noção. Para Benjamin, “o filme serve para exercitar o homem nas novas percepções e reações exigidas por um aparelho técnico cujo papel cresce cada vez mais em sua vida cotidiana” (BENJAMIN, 1994: 174). Assim como os jogos são capazes, a seu modo, de promover esse exercício ao explorar as sensações e percepções de seus jogadores. Contudo, este estudo não visa 1 Trabalho apresentado no GP Games, XVIII Encontro dos Grupos de Pesquisas em Comunicação, evento componente do 41º Congresso Brasileiro de Ciências da Comunicação. 2 Pesquisadora em Inovação e Tecnologia do LMD/Uerj com bolsa InovUerj. Doutora em Comunicação pelo PPGCom/Uerj. Pesquisadora do LabCult/UFF, e-mail: [email protected]. 3 Professora Associada do PPGCom/Uerj. Pesquisadora do CNPq e do Prociência (Uerj/Faperj). Coordenadora do Grupo de Pesquisa em Comunicação, Lúdico e Cognição (CiberCog/Uerj) e do Laboratório de Mídias Digitais (LMD/Uerj). E-mail: [email protected]. 4 Estudante de Graduação 4º. semestre do Curso de Relações Públicas da FCS-Uerj, Bolsista PIBIC-CNPq do LMD, e-mail: [email protected]. 5 Estudante de Graduação 4º. semestre do Curso de Relações Públicas da FCS-Uerj, voluntária de Iniciação científica do LMD e-mail: [email protected]. 1 Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação 41º Congresso Brasileiro de Ciências da Comunicação – Joinville - SC – 2 a 8/09/2018 discutir os jogos eletrônicos per si, ao contrário, objetiva-se pesquisar um fenômeno associado aos jogos, denominado machinima. Entretanto, como explicar machinima para quem não está familiarizado com o termo? Questão relevante porque, no curto período em que realizamos essa investigação exploratória, pudemos notar um grande número de espectadores que consomem esse tipo de produto em canais do YouTube sem saber que se trata de um machinima. Isto é, percebem que são filmes ou seriados produzidos a partir da captura de cenários e personagens de jogos eletrônicos, muitas vezes porque também consomem esses videogames. Soma-se a isso a questão, se os consumidores dos vídeos também não fossem jogadores talvez nem isso notariam, visto que essas produções normalmente não vêm com essa informação. Isto é, quem produz essas produções não se preocupa em trazer o termo para quem assiste. Não se trata apenas de um produto, o machinima pode ser denominado como um processo de produção. Destaca-se que essa prática contemporânea não é nova, de acordo com os registros tem mais de 20 anos, mas ainda pode-se dizer que é pouco investigada, principalmente aqui no Brasil. Além disso, com a atual tecnologia dos videogames, algumas produções que são machinimas se tornam muito similares às animações produzidas do zero em programas de modelagem tridimensional e de renderização de imagem e animação, como o 3ds Max, da empresa Autodesk. A primeira aparição de uma produção com essas características data de outubro de 1996. Intitulada como o Diary of a Camper6, produzida pela United Rangers Films a partir do jogo Quake (Id Software, 1996-). Enquanto no Brasil as aparições começaram com o jogo de realidade virtual Second Life (Linden Lab, 2003-), um exemplo é a produção com a técnica de documentário As Aventuras de Paulo Bruscky (2010)7, do artista Gabriel Mascaro, que foi premiado num festival de curta-metragens8. Outra produção é a série Girls in the house (Gith), criada há quatro anos a partir do jogo de simulação The Sims (Electronic Arts, 2000-) e compartilhada no canal RAO TV do YouTube desde 2014. 6 Essa produção pode ser vista no arquivo, disponível em: https://archive.org/details/DiaryOfACamper. Último acesso em 21 de mai de 2018. 7 Disponível em: https://vimeo.com/82191505. Último acesso em 25 jun 2018. 8 Informação disponível em: http://site.videobrasil.org.br/acervo/obras/obra/1348067. Último acesso em 02 jul 2018. 2 Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação 41º Congresso Brasileiro de Ciências da Comunicação – Joinville - SC – 2 a 8/09/2018 Em síntese, a prática de produzir machinima consistiria na captura de ações em um jogo para modificar e customizar a experiência de modo a explorar criativamente criando um novo conteúdo sobre um determinado assunto distinto do encontrado no videogame base. Começamos a nossa investigação na busca de estudos científicos sobre machinima para descobrir em que ponto estavam as discussões sobre o assunto, na busca a partir do inglês, encontramos um cenário relativamente avançado, no qual já exploravam o potencial do fenômeno na área de letramento midiático (NG, 2013). Quanto às produções científicas realizadas no Brasil, num primeiro momento não foi encontrada nenhuma. Mas numa busca mais ampla encontramos duas dissertações de mestrado, nas quais ambas pesquisadoras focaram nos estudos de cinema, com foco na produção de conteúdo, hibridização de gêneros e técnicas que fazem do machinima um produto das tecnologias digitais, porém estavam mais voltados para as artes cinematográficas. As obras foram: 1) Mídia e cultura: Machinima, produto da contemporaneidade, de Maíra Valencise Gregolin, defendida em 2009 no curso de Pós-Graduação em Artes da Universidade Estadual de Campinas (UNICAMP); e 2) Machinima, entre a narrativa e a experimentação, de Fernanda Albuquerque de Almeida, defendida em 2014 na Universidade de São Paulo (USP) no curso de Pós- Graduação de Interunidades em Estética e História da Arte. Fernanda Almeida (2014, p. 6) busca, a partir do estudo de obras experimentais de machinima, “evidenciar que há uma diversidade de caminhos, entre a narrativa e a experimentação, a serem percorridos pelos artistas com machinima e que a sua noção deve abranger a pluralidade dessas produções audiovisuais”. Enquanto Maíra Gregolin (2009, p. ix) explicita que sua pesquisa parte de três questões: a) em termos de sua produção, como se dá a relação entre o Machinima e os gêneros que estão na sua base: jogo eletrônico/filme?; b) quais os efeitos da hibridização de gêneros e de técnicas na arquitetura do Machinima?[;] c) quais deslocamentos a tecnologia digital do Machinima provoca na produção fílmica? Para responder a essas questões, analisamos as técnicas de produção e o funcionamento do Machinima. Outro material encontrado foi o livro Machinima (2011), organizado pelas pesquisadoras Patrícia Moran e Janaina Patrocínio. A obra em seu segundo volume, não tivemos acesso ao primeiro, reúne ensaios com o intuito de manter a “política editorial de oferecer ao público material bibliográfico inédito de autores brasilei-ros e traduzir artigos estrangeiros ainda não publicados no Brasil” (MORAN; PATROCÍNIO, 3 Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação 41º Congresso Brasileiro de Ciências da Comunicação – Joinville - SC – 2 a 8/09/2018 2011, p. 6). Na apresentação, as organizadoras constatam o que ainda podemos observar sete anos depois, o assunto ainda é pouco discutido no país. Por essa razão optaram “por perspectivas de abordagens horizontais sobre o atual estado da arte e verticais para tratar de problemas singulares”. A busca também retornou ainda outros dois artigos científicos. O primeiro, O jogo eletrônico vai ao cinema: o Machinima (2008), de Maíra Valencise Gregolin, apresentado no evento IV ENECULT, explora o surgimento do machinima como um novo produto das tecnologias digitais e analisa o tema e como as mídias convergem para dar origem ao gênero, parte do estudo realizado em sua dissertação que citamos acima. O segundo, Novos territórios do documentário (2011) de Arlindo Machado publicado na Revista Digital de Cinema Documentário, foca na discussão sobre documentário e apresenta rapidamente o machinima como uma nova área de atuação cinematográfica. De acordo com o pesquisador, “levantamos alguns dos mais proeminentes “desvios” que esse formato audiovisual experimentou nos últimos anos: o documentário híbrido, o falso documentário, o metadocumentário, o documentário sonoro,a animação documental e o documentário machinima” (MACHADO, 2011, p. 5). Esta pesquisa
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