UNIVERSIDADE ESTADUAL DE CAMPINAS Instituto De Artes JULIA

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UNIVERSIDADE ESTADUAL DE CAMPINAS Instituto De Artes JULIA UNIVERSIDADE ESTADUAL DE CAMPINAS Instituto de Artes JULIA STATERI O VIDEOGAME E AS COMPLEXIDADES POSSÍVEIS: PROCESSOS DE CRIAÇÃO, EMERGÊNCIA E FRUIÇÃO CAMPINAS 2016 JULIA STATERI O VIDEOGAME E AS COMPLEXIDADES POSSÍVEIS: PROCESSOS DE CRIAÇÃO, EMERGÊNCIA E FRUIÇÃO Tese apresentada ao Instituto de Artes da Universidade Estadual de Campinas como parte dos requisitos exigidos para a obtenção do título de Doutora, na Àrea de Artes Visuais. Orientador: PROF. DR. EDSON DO PRADO PFUTZENREUTER ESTE EXEMPLAR CORRESPONDE À VERSÃO FINAL DA TESE DEFENDIDA PELA ALUNA, E ORIENTADA PELO PROF. DR. EDSON DO PRADO PFUTZENREUTER CAMPINAS 2016 DEDICATÓRIA Dedico este trabalho aos mestres e amigos que se foram tão cedo, deixando um vazio material, ainda que nos iluminando com as recordações de nossas conversas regadas a café. À minha querida amiga e mentora Célia Maria Escanfella, quem me motivou através do exemplo. Ao grande artista e ser humano Wilton Luiz de Azevedo, por ver em seus alunos algo que eles costumavam falhar em reconhecer. AGRADECIMENTOS Deixo a minha mais profunda gratidão ao meu orientador, professor doutor Edson do Prado Pfutzenreuter, pelo voto de confiança depositado na minha figura acadêmica. Este tornou-se o primeiro passo desta árdua jornada de quase quatro anos, entre a introspecção da leitura e a busca de informações pertinentes, dispersas no cenário mercadológico. Agradeço a atenção desinteressada e os conselhos edificantes do professor, filósofo e escritor, professor doutor Paulo Roberto Monteiro de Araújo. Seus pareceres pontuais ofereceram um norte no momento do desespero. Em especial, expresso meu reconhecimento pela dedicação incansável dos meus pais, também professores, – os meus primeiros – enquanto procurei dar sentido à minha pesquisa e carreira docente. RESUMO O objetivo deste trabalho é relacionar as decisões criativas tomadas pelos desenvolvedores de games à reação expressa pelo seu público consumidor. Com isto, pretende- se provar a tese de que os videogames são meios capazes de tornar mais estreita a relação entre o público geral e a arte. Para tal, serão contextualizados alguns dos conceitos relativos à própria arte, aos games e à complexidade. Finalmente, serão analisados processos de desenvolvimento de games, segundo a narrativa de profissionais da área, o que se dará a partir de uma generalização proposta pela descrição de uma metodologia especifica e do estudo de três produtos distintos presentes no mercado. Palavras-chave: Videogames – criação – método – complexidade – emergência ABSTRACT The purpose of this work is to relate the projectual decisions made by game developers to the reaction expressed by its consumers. With this, it’s intended to prove the thesis that videogames are mediuns able to bring the relationship between general public and art closer. This will be done by contextualizing some of the concepts of art itself, games and complexity. Finally, game development processes will be analyzed, according to the narrative of professionals, which will take place from a generalization proposed by the description of a specific methodology and a study of three different products that can be found on the market. Keywords: Videogames – creation – method – complexity – emergency SUMÁRIO I. INTRODUÇÃO ..................................................................................................... 11 II. ARTE .................................................................................................................. 13 1. Três paradigmas da arte ................................................................................................. 14 a) O paradigma da funcionalidade................................................................... 16 b) O paradigma da arte para poucos ................................................................ 24 c) O paradigma da exibição ............................................................................. 29 III. GAME ................................................................................................................ 47 1. Três paradigmas dos videogames .................................................................................. 60 a) O paradigma da diversão ............................................................................. 60 b) O paradigma do sucesso .............................................................................. 63 c) O paradigma da originalidade ..................................................................... 66 II. PROBLEMA - O videogame enquanto meio artístico ....................................... 75 III. HIPÓTESE - O videogame como arte pautada pela complexidade ................... 78 1. Complexidade ................................................................................................................ 79 2. Emergência .................................................................................................................... 86 3. Videogames e as complexidades possíveis – MDA Framework ................................... 92 a) A complexidade pela Estética ..................................................................... 96 b) A complexidade pela Dinâmica................................................................... 99 c) A complexidade pela Mecânica................................................................. 101 IV. PROCESSO DE CRIAÇÃO ............................................................................. 104 1. Conceituação ............................................................................................................... 115 2. Pré-produção ................................................................................................................ 121 3. Produção ...................................................................................................................... 132 4. Pós-produção ............................................................................................................... 143 V. ANÁLISE – O processo de projetar experiências ............................................ 152 1. Castlevania Lords of Shadow ...................................................................................... 153 2. Sunset .......................................................................................................................... 170 3. Shiny ............................................................................................................................ 186 VI. CONCLUSÃO .................................................................................................. 193 VII. REFERÊNCIAS ............................................................................................ 198 11 I. INTRODUÇÃO O estudo da arte, no campo científico-acadêmico, quase sempre se apresenta como um desafio que não pode ser aceito sem alguma gravidade. Enquanto sabemos que a elaboração de uma tese de doutorado implica na adoção das especificidades metodológicas que orientam o raciocínio científico, – o que é necessário, diga-se de passagem, para conferir densidade e estrutura aos estudos realizados – por outro lado, paira sobre o pesquisador da área de humanas a sombra da redução do significado em função da compreensão técnica. Algo inaceitável para os que têm por seu objeto de pesquisa o imaterial, do qual se faz a arte. Neste trabalho, pretende-se provar a tese de que os videogames são meios capazes de tornar mais estreita a relação entre o público geral e as diversas formas de arte encontradas no contexto contemporâneo. Esta tese, se comprovada, tem por objetivo principal fomentar o discurso da aceitação artística dos videogames enquanto meio (em lugar de defende-lo enquanto suporte determinante para existência ou não de uma artisticidade), haja visto que estes solapam a própria concepção do que é defendido qualitativamente como arte por determinados grupos formados, principalmente, por acadêmicos e críticos especializados. Ainda, pretende-se relacionar as decisões criativas tomadas pelos desenvolvedores de games à reação expressa pelo seu público consumidor. Para tal, a partir de uma metodologia que converge os pensamentos Karl R. Popper e Thomas Kuhn, inicialmente será trabalhada uma abordagem hipotético-dedutiva respaldada por um processo de desconstrução paradigmática. Partindo de um levantamento bibliográfico, serão contextualizados paradigmas relativos aos campos das artes e dos videogames. Estes modelos podem representar o pensamento de uma época ou a expressão do conhecimento popular, o que nos é relevante se pensarmos no papel do consumidor como fruidor pertencente a ambas as situações. Tais paradigmas serão levantados e rebatidos segundo o propósito desta tese, a qual será devidamente separada em segmentos pontuais que facilitarão o acompanhamento do raciocínio que será conduzido. Em decorrência de trabalhos anteriores que vêm responder a esta questão dos jogos como arte, - embora não de maneira frequente e contundente no território nacional – se evitará discorrer sobre um assunto já debatido. Para que se mantenha o foco nas relações estabelecidas entre público, produtor e objeto produzido, parte-se da premissa que os videogames sejam 12 considerados como expressões artísticas. Embora possa parecer óbvio, é válido o reforço no sentido de que, ainda que os videogames possam ser considerados como expressões artísticas, nem todos o serão apenas em decorrência de se constituírem enquanto este meio. Como, da mesma forma, pode-se afirmar que a escultura é uma forma de arte, embora nem todo mármore
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