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Masarykova Univerzita Filozofická Fakulta Masarykova univerzita Filozofická fakulta Ústav hudební vědy Bakalářská diplomová práce 2012 Roman Kusák Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Roman Kusák Profesionální hraní počítačové hry StarCraft ve světě a u nás Bakalářská diplomová práce Vedoucí práce: Mgr. Jaroslav Švelch 2012 Prohlašuji, že jsem diplomovou práci vypracoval samostatně s využitím uvedených pramenů a literatury. …………………………………………… Podpis autora práce Poděkování: Nejdříve bych rád poděkoval svému vedoucímu práce Mgr. Jaroslavovi Švelchovi za cenné rady a připomínky při psaní práce. Dále děkuji za rozhovory, které mi poskytli členové komunity kolem StarCraftu 2 a v neposlední řadě patří dík i mé rodině za podporu a trpělivost Obsah Úvod ........................................................................................................................ 6 1. Představení počítačové hry StarCraft ............................................................... 11 1.1 StarCraft .......................................................................................................... 12 1.2 Multiplayer ..................................................................................................... 14 2. StarCraft v Jižní Koreji ...................................................................................... 16 2.1 Počátky profesionálního hraní v Koreji ........................................................... 18 2.1.1 První organizace pro profesionální hráče ............................................ 19 2.1.2 Profesionální týmy .............................................................................. 21 2.1.3 Gaming house ...................................................................................... 22 2.2 Brood War versus StarCraft 2 aneb rozkol v korejském progamingu ............ 24 2.2.1 KeSPA vs. Blizzard ............................................................................. 25 2.3 Jaká je budoucnost StarCraftu? ...................................................................... 28 3. StarCraft v zahraničním mimokorejském profesionálním hraní dnes .......... 31 3.1 Streaming a sponzoři ....................................................................................... 32 3.2 Diváci, komentátoři, komunita ........................................................................ 33 3.3 Turnaje ............................................................................................................. 35 3.4 Blizzard a StarCraft ......................................................................................... 37 4. Profesionální hraní počítačových her v České republice ................................. 40 4.1 Brood War ....................................................................................................... 41 4.2 StarCraft 2 – současná situace a budoucí vývoj .............................................. 43 Závěr ..................................................................................................................... 47 Resumé ................................................................................................................. 49 Summary .............................................................................................................. 49 Použité zdroje ...................................................................................................... 50 Přílohy .................................................................................................................. 57 5 Úvod Téma práce Profesionální hraní počítačové hry StarCraft ve světě a u nás jsem si zvolil proto, ţe mi otázka profesionálního hraní počítačových her přišla jako aktuální ve vývoji chápání počítačových her. Zaujalo mě zjištění, ţe soutěţivost je zakořeněna uţ v samém jejich počátku. První počítačové hry a arkádové hraní byly zaměřením kompetitivní, stejně jako jsou sporty nebo stolní hry a dnes i eSports. Jedny z prvních videoher Pong (Atari 1972) a Spacewar! (Steve Russell 1962) jsou hrami pro dva hráče, kteří proti sobě odráţí kuličku pomocí pohyblivých platforem, respektive ovládají vesmírná plavidla a snaţí se druhého soupeře porazit. Hry neobsahují ţádný příběh, jen jasný cíl. Arkády zase přinesly hodnocení (bodování) hráčů a soutěţilo se v tom, kdo dosáhne nejlepšího skóre. Sporty a deskové hry mají tuto podstatu s těmito počítačovými hrami a arkádami společnou. Představují pro hráče výzvu a zkouší jejich dovednosti proti ostatním. V současnosti můţeme vidět podobnou situaci například v pokeru nebo jiných počítačových hrách jako Counter-Strike (Valve 1999). Prvek soutěţivosti pak neznamená, ţe se ze hry musí stát profese, ale má to k tomu předpoklady. Hra StarCraft pro mě byla jistou volbou ze dvou důvodů. Prvním je osobní, protoţe mám k této hře kladný vztah. Měl jsem moţnost osobně zakusit, jak u nás vypadalo poloprofesionální hraní od roku 2004 do roku 2010 a po celou dobu jsem zároveň sledoval profesionální zahraniční, převáţně korejskou scénu. Dnes uţ StarCraft hraji minimálně a uţ vůbec ne na vysoké úrovni, nicméně scénu profesionálního hraní sleduji dodnes. Druhým, a tím podstatnějším, je, ţe StarCraft je počítačová hra, která se etablovala jako progamingový titul a dokázala se stát součástí národní kultury v Koreji1. Cílem práce je představit prostředí profesionálního hraní na hře StarCraft na celosvětové úrovni a ukázat návrat k původní myšlence samotných her, který nastal zejména díky rozmachu internetu2. Počítačové hraní se dnes nalézá na rozhraní digitální hry a sportu, ale jen to profesionální se podle mě dá nazvat sportem. Sport táhne diváka, 1 TAYLOR, T. L. Raising the Stakes: The Professionalization of Computer Gaming. 1. vyd. Cambridge, MA: The MIT Press, 2012. s. 17 2 TAYLOR, T. L. Raising the Stakes: The Professionalization of Computer Gaming. 1. vyd. Cambridge, MA: The MIT Press, 2012. s. 9 6 vytváří se soutěţe a turnaje, diváci se mění ve fanoušky a toto vše dnes vidíme i u progamingu. 3 Zvláštní je pak přirovnání samotných hráčů StarCraftu spíše k deskovým hrám, nejčastěji šachu4, neţ ke klasickým sportům. Moţná tu je ale jistá spojitost mezi oblíbeností deskových her a her počítačových. V Koreji, kde dnes počítačové hry zaţívají boom, patří mezi nejpopulárnější hry baduk5, který je dokonce populárnější neţ StarCraft a kaţdý pátý obyvatel jej umí hrát6. Podobnou věc můţeme vidět i v Japonsku, zemi známou zejména hraním arkád a konzol a jejich stolní hře Šógi či Číně a hře Xuangqi7. Čína pak představuje obrovský potenciál v rozvoji eSports a profesionálního hraní a myslím si, ţe budoucí výzkumy profesionálního hraní počítačových her se budou díky jejich neustále rostoucí ekonomice přesouvat právě sem. Vřelý vztah k deskovým hrám umoţnil průnik hraní počítačových her do jejich kultury, protoţe jej chápou jako něco podobného. Nejde o příliš náročnou fyzickou aktivitu, ale spíše o mentální průpravu a přístup ke hře. Na profesionální úrovni jsou podstatné obě dvě části, ale to samé najdeme i u klasických sportů, které zase naopak vyţadují ze začátku fyzickou průpravu a aţ postupem času tu mentální. Je zároveň zajímavé sledovat, jak se v případě profesionálního hraní vytratí dnes chápaný smysl počítačové hry jako nositele média - příběhu. Pro profesionálního hráče není narativita důleţitá. Rozhodnutí, která činí v průběhu hraní, nejsou touto sloţkou ovlivněna. Důleţité jsou znalosti zejména herní mechaniky a pravidel. V rozhovoru s Vojtěchem Veselým na otázku, jak je pro něj příběh ve hře StarCraft důleţitý, se mi tento názor potvrdil: „Tady je potřeba vidět rozdíl mezi single playerem a multiplayerem. I když je StarCraft jednou z mála her, která má dobré obě dvě části hry, tak když člověk hraje po multiplayeru, tak jej události v singlu vůbec nezajímají. Single player s dobrým příběhem je dobrá přídavná hodnota. Kdysi tomu bylo naopak, že byl příběh 3 TAYLOR, T. L. Raising the Stakes: The Professionalization of Computer Gaming. 1. vyd. Cambridge, MA: The MIT Press, 2012. s. 36 4 Příloha č. 3 5 Desková hra u nás známa pod jméno Go 6 The Korean, Why is StarCraft so populár in Korea [online]. c2010. [cit. 12-05-01]. Dostupné z World Wide Web: <http://askakorean.blogspot.com/2010/02/why-is-starcraft-popular-in-korea.html> 7 U nás známo spíš jako čínské šachy 7 a multiplayer byl přídavnou hodnotou, tak já si myslím, že u StarCraftu 2 je tomu dnes naopak. Single uvede hráče k hraní multiplayeru a to je na té hře to hlavní.“8 Jiţ jsem pouţil výrazy progaming a eSports, které je třeba definovat. Progaming je kombinací anglických slov professional a gaming a znamená to samé, co v češtině výraz profesionální hraní. Profesionálním hraním chápu činnost, která hráče ţiví, jedná se o ţivnost. eSports pak zahrnuje veškeré kompetitivní hraní počítačových her, coţ z progamingu dělá podmnoţinu eSports. V progamingu jde jen o úzkou skupinu hráčů, která je dostatečně dobrá, aby za hraní her byla placena. Součástí progamingu není jen hráč samotný, ale všichni, které toto prostředí ţiví. To znamená například manaţery týmu, komentátory zápasů, pořadatelé turnajů a spousta dalších, nově vzniklých profesí, které dnes k progamingu patří. Do eSports zařazuji veškeré aktivity kolem kompetitivního hraní, včetně progamingu, takţe tam patří například komunita kolem herního titulu a její fanoušci. V první kapitole práce představím počítačovou hru StarCraft a jejího developera Blizzard Entertainment. Zároveň poukáţu na vztah této společnosti k tomuto titulu a k profesionálnímu hraní. Tato část práce má za úkol čtenáře uvést do světa
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