Adventure En 1977

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Adventure En 1977 Université de Montréal HISTOIRE FORMELLE DU JEU D’AVENTURE SUR ORDINATEUR (LE CAS DE L’AMÉRIQUE DU NORD DE 1976-1999) par Jonathan Lessard Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Thèse présentée à la Faculté des arts et des sciences en vue de l’obtention du grade de Philosophiae Doctor (Ph. D.) en études cinématographiques Juin 2013 © Jonathan Lessard, 2013 Université de Montréal Faculté des études doctorales et postdoctorales Cette thèse intitulée : HISTOIRE FORMELLE DU JEU D’AVENTURE SUR ORDINATEUR (LE CAS DE L’AMÉRIQUE DU NORD DE 1976-1999) présentée par : Jonathan Lessard a été évaluée par un jury composé des personnes suivantes : Carl Therrien président-rapporteur Bernard Perron directeur de recherche Sébastien Roy membre du jury Sébastien Genvo examinateur externe Jean-Claude Guédon représentant du doyen i RÉSUMÉ Cette étude s’intéresse à l’évolution formelle du jeu d’aventure de 1976 à 1999. Elle se propose de mieux comprendre les facteurs historiques contribuant à l’apparition du genre, son institution et ses transformations. La recherche est fondée sur l’analyse du discours de la presse spécialisée en jeux d’ordinateur et d’un corpus étendu d’œuvres. L’une des thèses proposées est que l’identité générique du jeu d’aventure est fondée sur une expérience vidéoludique demeurant relativement constante malgré des variations importantes de formes. Cette expérience est assurée par la reproduction des principaux éléments d’une architecture générale de design de jeu inaugurée par Adventure en 1977. Les variations formelles ponctuelles résultent d’une négociation entre la volonté de s’adapter aux changements de contexte de l’écologie du jeu d’ordinateur et la résistance d’une architecture ludique établie. La pertinence d’une histoire d’un genre vidéoludique est justifiée au premier chapitre en fonction de l’état actuel des connaissances sur l’histoire du jeu vidéo et du jeu d’aventure. On y précise également le cadre théorique, la méthodologie et les sources étudiées. Le deuxième chapitre s’intéresse à la genèse d’Adventure de Crowther et Woods (1976; 1977) en fonction des diverses pratiques culturelles dans lesquelles l’œuvre s’inscrit. Cette analyse permet d’en dégager l’architecture ludique. Le troisième chapitre porte sur le « tournant narratif » du jeu d’aventure ayant lieu au début des années 1980. On y décrit différents facteurs historiques poussant le genre vers l’enchâssement d’histoires pré-écrites afin d’en faire un véhicule narratif. Le quatrième chapitre décrit le contexte du « tournant graphique », passage du jeu ii d’aventure d’une représentation textuelle à un régime visuel, ainsi que ses conséquences expérientielles. Le « tournant ergonomique » décrit au cinquième chapitre traite de l’apparition du modèle « pointer et cliquer » en fonction des avancées des connaissances concernant les interactions humain-machine ainsi que de la maturation du design de jeu comme pratique autonome. Le dernier chapitre relate l’apogée du jeu d’aventure au début de la révolution multimédia sous ses formes de film interactif et « Myst-like » puis du ralentissement – voire de l’arrêt – de son évolution formelle. MOTS-CLÉS Jeu d’aventure, jeu vidéo, histoire, genre, design, informatique, architecture ludique, expérience, esthétique. iii ABSTRACT This dissertation examines the formal evolution of adventure games from 1976 to 1999. It aims at understanding the genre’s emergence, its institution and transformations. The research is based on the parallel analysis of computer game magazine discourse and a large corpus of games. One of its main theses is that adventure games’ generic identity is founded on a relatively stable gameplay experience despite important formal variations. This experience is maintained by the reproduction of a general game design architecture initiated by Adventure in 1977. Specific historical models of the adventure game are the product of a negociation between developers’ efforts to adapt to changes in computer game ecology and the resistance of an established ludic architecture. In the first chapter, the research project is justified considering the current state of knowledge pertaining to digital game history in general and adventure games in particular. The theoretical framework, methodology and source materials are also detailed. The second chapter offers a fresh look at Crowther and Woods’Adventure (1976; 1977) in terms of the network of cultural practices in which it was developed. This analysis helps mapping the outlines of the game’s videoludic architecture. The third chapter describes the genre’s « narrative turn » taking place in the early 1980s. It describes the various historical factors pushing the genre as a narrative vehicle by embedding structured pre-written stories. The context of adventure games’ transition from a textual to a visual representation – and its experiential consequences – is the subject of the fourth chapter on the genre’s « graphical turn ». The « ergonomical turn » described in the fifth chapter relates the institution of the « point & click » model to contemporary advances in human-computer interaction as iv well as to the maturation of video game design as an autonomous practice. The last chapter gives an account of adventure games’ heyday on the onset of the multimedia revolution through the interactive film and “Myst-like” forms, followed by the slowdown – or even standstill – of its formal evolution. KEYWORDS Adventure game, video game, history, genre, design, computing, ludic architecture, experience, aesthetic. v TABLE DES MATIÈRES Résumé................................................................................................................. i Abstract .............................................................................................................. iii Table des matières .............................................................................................. v Liste des Figures .............................................................................................. viii Liste des Tableaux ............................................................................................... x Remerciements .................................................................................................. xi Introduction ............................................................................................ i 1. Écrire l’histoire du jeu d’aventure ................................................... 7 1.1. Pourquoi l’histoire du jeu d’aventure ? .......................................................... 7 1.1.1. Pourquoi l’histoire ? ............................................................................... 7 1.1.2. Pourquoi le genre ? ................................................................................. 8 1.1.3. Pourquoi le jeu d’aventure ? .................................................................. 11 1.1.4. Qu’est-ce que le jeu d’aventure ? ........................................................... 13 1.2. L’état de la recherche ................................................................................... 20 1.2.1. Histoire du jeu vidéo ............................................................................ 20 1.2.2. Le jeu d’aventure comme objet de recherche ....................................... 24 1.3. Comment faire l’histoire du jeu d’aventure ? ............................................... 32 1.3.1. Une histoire formelle ............................................................................ 32 1.3.2. Une histoire sérielle .............................................................................. 37 1.3.3. Une histoire constructiviste du design ................................................. 44 1.3.4. Présentation des résultats .................................................................... 48 2. Adventure avant le jeu d’aventure ................................................. 51 2.1. Le « jeu vidéo des premiers temps » ............................................................. 51 2.1.1. L’histoire du cinéma des premiers temps ............................................. 51 2.1.2. Séries culturelles .................................................................................. 53 2.2. Adventure et ses séries culturelles .............................................................. 55 2.2.1. Un programme informatique ................................................................ 57 2.2.2. Un hack ............................................................................................. 60 2.2.3. Une partie de Donjons et Dragons ................................................... 64 vi 2.2.4. Un relevé spéléologique .................................................................... 67 2.2.5. Un jeu ................................................................................................ 70 2.3. L’architecture ludique d’Adventure ............................................................ 74 2.3.1. Qu’est-ce qu’Adventure ? ..................................................................... 74 2.3.2. Une nouvelle architecture ludique .................................................... 75 3. Tournant Narratif .......................................................................... 79 3.1. Quelques notions de ludo-narratologie ....................................................... 79 3.2. La marchandisation d’Adventure ................................................................ 85 3.2.1.
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