Sistematización De Un Nuevo Paradigma Ontológico Del Videojuego: El Formativismo

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Sistematización De Un Nuevo Paradigma Ontológico Del Videojuego: El Formativismo UNIVERSIDAD DE SEVILLA DPTO. COMUNICACIÓN AUDIOVISUAL Y PUBLICIDAD TESIS DOCTORAL SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO Juan José Vargas Iglesias Sevilla, 2015 SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO 2 TESIS DOCTORAL Presentada por Juan José Vargas Iglesias bajo la dirección del Prof. Dr. D. Luis Navarrete Cardero SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO Vº Bº del Director de la Tesis, Prof. Dr. D. Luis Navarrete Cardero Sevilla, a 13 de octubre de 2015 3 A mis padres. 4 Uno podría aventurar la afirmación de que una histeria es una caricatura de una creación artística; una neurosis obsesiva, de una religión; y un delirio paranoico, de un sistema filosófico. Sigmund Freud, Totem y tabú Mientras Dios juega viene a ser mundo. Martin Heidegger, La proposición del fundamento 5 Agradecimientos Agradezco, en primer lugar, a Luis por aceptar la dirección de esta tesis, por su genero- sidad, por su compromiso irreductible y por concederme el privilegio de su amistad. A mis alumnos y alumnas, porque no pasa un día sin que me enseñen algo nuevo. A mis compañeros y compañeras del Departamento, y a quienes componen y han com- puesto el Aula de Videojuegos. A Mario, por las conversaciones inagotables en la cumbre intemporal de las Abstrac- ciones, por su galvanizante entusiasmo y su brillantez inspiradora. A Alejandra, por ser capaz de redimirme con una sonrisa. Por cambiar el mundo en que vivía. Por su paciencia sin límites. Por ser Ella. A Sofi, por las horas y horas dedicadas a completar aventuras gráficas de todo pelaje cuando éramos niños. A Alejandro, porque cuando me pide jugar con él a los videojuegos a que yo jugaba con su madre de pequeño, resucita aquella belleza perfecta. A Alberto, por ser el gamer con menos tiempo para ser gamer de la historia. A mis padres Sofía y Juan José, porque sin ellos lo anterior no habría ocurrido jamás. 6 Índice § 1. Consideraciones sobre el objeto de estudio 10 1.1. Introducción 10 1.2. Marco teórico 11 1.2.1. La actualidad de los game studies 11 1.2.2. La teoría de géneros en el videojuego 20 1.2.3. Hacia una distinción fundamental: usuario y programa 29 1.3. Hipótesis y metodología 32 § 2. Lenguaje y géneros del videojuego 36 2.1. Introducción 36 2.2. Fundamentos teóricos 36 2.2.1. Hacia una estructura del sentido 36 2.2.1.1. Sobre el giro lingüístico y la ontología del lenguaje 36 2.2.1.2. Alteraciones estructurales en la última modernidad 39 2.2.1.3. Especificidad estructural del videojuego 43 2.2.2. Lógica generativa y autopoiesis 47 2.2.2.1. La discusión sobre la autopoiesis 47 2.2.2.2. Elementos de constitución autopoiética 50 a. Temporalidad y sistema 50 b. Aporía y accidente 51 c. Lenguaje, automatismo y autonomía 52 2.2.2.3. Recursividad de la naturaleza videolúdica 54 2.3. La matriz de géneros 59 2.3.1. Autopoiesis de segundo orden: los géneros elementales 59 2.3.1.1. Primer momento: el género como mecánica 63 2.3.1.2. Segundo momento: el cuadrado semiótico como regla 74 2.3.1.3. Tercer momento: la forma del videojuego 97 2.3.2. Lógica generativa de los géneros secundarios 105 2.3.2.1. Habilidad 110 a. Cuadrante noroeste: Simulador 111 b. Cuadrante suroeste: Aventura 112 c. Cuadrante noreste: Arcade 114 d. Cuadrante sureste: Avance 115 7 2.3.2.2. Puzle 118 a. Cuadrante noroeste: Simulador 119 b. Cuadrante suroeste: Aventura 120 c. Cuadrante noreste: Arcade 122 d. Cuadrante sureste: Avance 123 2.3.2.3. Estrategia 124 a. Cuadrante noroeste: Turn-Based Strategy (TBS) 125 b. Cuadrante suroeste: Turn-Based Tactics (TBT) 127 c. Cuadrante noreste: Real-Time Strategy (RTS) 128 d. Cuadrante sureste: Real-Time Tactics (RTT) 129 2.3.2.4. Rol 130 a. Cuadrante suroeste: TBT-RPG 132 b. Cuadrante noreste: RTS-RPG 133 c. Cuadrante sureste: RTT-RPG 134 2.3.3. La matriz final 136 § 3. Consistencia psíquica de los géneros 139 3.1. Introducción 139 3.2. Fundamentos teóricos 140 3.2.1. Estructura lúdica de la psique 140 3.2.1.1. El inconsciente como máquina de estados 140 3.2.2.2. La vida psíquica del significante 148 a. La función como determinación de forma 148 b. La lógica del lenguaje según Lacan 154 c. Insistencia del significante en el campo de la decisión 159 3.2.2 Hacia un límite psico-ontológico del videojuego 166 3.2.2.1. Heurística y satisfacción como correlatos en el videojuego 166 3.2.2.2. La función transicional del videojuego 170 a. La pulsión y el fantasma 170 b. Pulsión escópica y pulsión de juego 172 3.3. El grafo del deseo como topología constitutiva de las formas de género 176 3.3.1. La generación del grafo 176 3.3.2. El género videolúdico como simulación psíquica 182 3.3.2.1. Coincidencias estructurales en las intersecciones del grafo 182 3.3.2.2. Caracterización de los géneros según isomorfismos 185 8 3.3.2.3. Correlación de estructuras de género y discursos psíquicos 189 3.3.3. Estudio de casos 194 § 4. Las formas elementales de lo videolúdico 201 4.1. Introducción 201 4.2. Fundamentos teóricos 202 4.2.1. Condensación mito-ritual del videojuego 203 4.2.1.1. El videojuego como literalización del mito 203 4.2.1.2. Conexión de ritual y videojuego en la interactividad 220 4.2.1.3. Simultaneidad de mito y rito en el hecho videolúdico 237 a. Compatibilidad estructural de mito y rito 239 b. Especificidad mito-ritual de espacio, tiempo y acción 241 c. Presencia de los específicos mito-rituales en el videojuego 244 4.2.2. Dimensión mecánica y redimensión de la tragedia 252 4.2.2.1. La muerte de la novela y el auge de lo pitagórico 252 4.2.2.2. Videojuego y estructura antitrágica 257 a. El videojuego y la cuestión de lo trágico 258 b. Máquina y musicalidad en las estructuras contemporáneas 269 c. Alteraciones dramatúrgicas de la última modernidad 274 4.3. El dromenon fundamental 281 4.3.1. Insuficiencia de la teoría del mitologema 281 4.3.2. El paradigma ludologémico 284 4.3.2.1. De la formatividad al formativismo 285 4.3.2.2. El cuadrante de Gestalt 286 4.3.2.3. Las leyes de la forma 292 4.3.3. El ludologema como principio generativo 296 4.3.3.1. Forma de condensación 298 4.3.3.2. Forma de cancelación 298 4.3.3.3. Forma de confirmación 301 4.3.3.4. Forma de compensación 302 § 5. Aplicación del modelo de análisis formativista 304 5.1. Tetris (Alekséi Pázhitnov, 1984) 304 5.2. Portal (Valve, 2007) 313 § 6. Conclusiones 324 § 7. Bibliografía 329 9 § 1. Definición del objeto de estudio 1.1. Introducción El presente proyecto surge principalmente de una noción y de una carencia. De una noción porque, como consecuencia de la creciente importancia del videojuego en la industria cultural, el panorama de posibilidades configurativas y expresivas que este medio plantea es tan amplio, que certifica la necesidad de un acercamiento ontológico válido y capaz de contextualizar todos los productos que de su objeto puedan emanar. De una carencia porque, como demuestran las polémicas que conmueven las distintas facciones teóricas destinadas a esta definición, no existe un consenso en la designación de una naturaleza específica en el medio, o al menos no uno que pueda aplicarse sin excepciones. En este trabajo de investigación se plantea la justificación y sistematización de un nuevo acercamiento ontológico que consiga soslayar las carencias de los hasta el mo- mento formulados. Esta propuesta de acercamiento tomará el nombre de formativismo, designación que en este mismo bloque encontrará justificación. Con objeto de alcanzar este fin último, esta investigación impone un punto de fuga en la cuestión del género, entendiendo este como formato que se prolonga en una forma. Esta cuestión, a su vez, también encuentra en su supuesto una noción y una carencia. Una noción porque, en tanto concerniente al orden de las estructuras, el género es central a cualquier conside- ración sobre la ontología de los medios de representación y ha de concernir al videojue- go en tanto uno de esos medios; una carencia, porque esta idea, esbozada en múltiples textos en publicaciones del ámbito científico, no cuenta aún con una articulación que trascienda la discusión metodológica y la propuesta de regímenes clasificatorios, plata- formas por otra parte imprescindibles en los planteamientos inaugurales de los estudios sobre géneros. Es por ello que este trabajo empieza por afrontar un esclarecimiento de las forma- ciones genéricas del videojuego que sea capaz de ofrecer una estandarización. Una defi- 10 nición que no por compleja debe entregarse a la arbitrariedad taxonómica. En este sen- tido, y a diferencia de otros medios audiovisuales, el medio videolúdico ofrece, por su naturaleza interactiva y computacional, un campo especialmente acotado según los modelos de input-output de la programación de sistemas informáticos, aspectos am- pliamente estudiados por la teoría cibernética. Privilegiando esta opción por su carácter nuclear, no se pretende desvincular al videojuego de sus aspectos más simbólicos o en general referidos a los afectos culturales asimilados, pero sí establecer una diferencia- ción primordial con respecto a los estudios sobre géneros en medios como el cinemato- gráfico y el literario, y asentar bases capaces de sostener por sí mismas las particularida- des derivadas del conjunto de condiciones lógicas que vertebran las estructuras video- lúdicas.
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