Historie Herního Vývojářského Studia Bohemia Interactive

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Historie Herního Vývojářského Studia Bohemia Interactive Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie Interaktivních Médií Philip Hilal Bakalářská diplomová práce: Historie herního vývojářského studia Bohemia Interactive Vedoucí práce: Mgr. et Mgr. Zdeněk Záhora Brno 2021 2. Prohlášení o samostatnosti: Prohlašuji, že jsem bakalářskou práci na téma Historie herního vývojářského studia Bohemia Interactive vypracoval samostatně s využitím uvedených pramenů literatury a rozhovorů. Souhlasím, aby práce byla uložena na Masarykově univerzitě v Brně v knihovně Filozofické fakulty a zpřístupněna ke studijním účelům. ………...……………………… V Brně dne 13. 01. 2021 Philip Hilal 2 3. Poděkování: Považuji za svoji milou povinnost poděkovat vedoucímu práce Mgr. et Mgr. Zdeňku Záhorovi za odborné a organizační vedení při zpracování této práce. Také bych rád poděkoval vedení a zaměstnancům společnosti Bohemia Interactive, jmenovitě Marku Španělovi a Ivanu Buchtovi, za poskytnuté informace a pomoc při tvorbě této práce. 3 4. Osnova: 1. Titulní Strana ................................................................................................. 1 2. Prohlášení o samostatnosti ........................................................................... 2 3. Poděkování .................................................................................................... 3 4. Osnova ........................................................................................................... 4 5. Abstrakt a klíčová slova ................................................................................. 5 6. Úvod .............................................................................................................. 6 7. Zdroje ............................................................................................................ 7 8. Terminologické vymezení ............................................................................. 8 9. Bratři Španělovi a JRC ................................................................................. 11 10. Poseidon ...................................................................................................... 16 11. Období růstu a kreativity ............................................................................ 24 11.1. Western a Vietnam, co mělo být po Operaci Flashpoint ................ 25 11.2. VBS1 a Bohemia Interactive Simulation .......................................... 26 12. Game2: Duchovní nástupce OFP ................................................................ 27 12.1. Arma: Armed Assault ...................................................................... 29 13. Arma 2 a významná rozšíření ..................................................................... 32 13.1. Arma 2 .............................................................................................. 33 13.2. Rozšíření ........................................................................................... 35 13.3. DayZ mod: Vznik survival žánru ..................................................... 37 14. Nové posily a nové projekty ........................................................................ 39 14.1. Operace Flashpoint vs. Arma .......................................................... 39 14.2. IDEA Games sjednocení ...................................................................41 14.3. Take on Helicopters a Gaea Mission ............................................... 42 14.4. Mobilní Arma ................................................................................... 43 15. Arma 3 ......................................................................................................... 44 15.1. Laws of War a Červený kříž............................................................. 47 15.2. Nejnovější Arma 3 DLC ................................................................... 50 16. Mars a nové mobilní hry .............................................................................. 51 16.1. Take on Mars ................................................................................... 53 17. DayZ Standalone ......................................................................................... 55 18. Vigor, Ylands a co Bohemia Interactive chystá .......................................... 58 18.1. Budoucnost Bohemia Interactive .................................................... 60 18.2. Enfusion ........................................................................................... 60 19. Ostrov Lemnos: Příběh Ivana Buchty a Martina Pezlara ........................... 62 20. Make Arma Not War ................................................................................... 64 21. Závěr ............................................................................................................ 66 22. Přílohy ......................................................................................................... 68 23. Soupis použitých zdrojů ............................................................................... 71 24. Rozhovory .................................................................................................... 91 4 5. Abstrakt a klíčová slova Práce se zaměřuje na historický vývoj nezávislé herní společnosti Bohemia Interactive, která vznikla v České republice a drží si dvacetiletou tradici vyvíjení her, oblíbených jak v tuzemsku, tak v zahraničí. Hlavní součástí práce bude sumarizace historického vývoje této firmy a jejích projektů. Práce bude zkoumat projekty, jež tuto firmu uvedly do vědomí herní komunity, a jak tyto projekty ovlivnily celkový herní průmysl jak v tuzemsku, tak v zahraničí. Pohlédne ale i na méně známé či nevydané hry a projekty, které firma Bohemia Interactive vyvíjela, a jak i tyto hry ovlivnily další postup ve vývoji jejích technologií. Práce hodnotí také specifická technologická řešení, která vytvořily herní projekty této společnosti, a jak tyto technologie přispěly k tvorbě dalších her. Součástí práce je i pohled na to, jak si Bohemia Interactive vede jako herní vývojář v tuzemsku a v zahraničí a jak se herní komunita a herní kritici dívají na společnost a její produkty. Závěrem se tato práce bude snažit přiblížit, jak tato společnost využila nových médií pro komunikaci svých vizí a kreativity a čím je Bohemia Interactive stále relevantní v době, kdy je tvorba her mnohem přístupnější a herní trh rozšířenější než v raných dobách této firmy. Abstract This essay will explore the history of the independent game studio Bohemia Interactive and their 20 years of game production. The focus of the essay will be the historical development of Bohemia Interactive and its projects that have been favoured by players both domestically and internationally, making it famous within the gaming community. The paper will also underline the reasons as to how the projects have helped shape the game industry before continuing to explore the less famous, and unreleased projects. The more discrete projects have aided the formation of Bohemia Interactive, including their games and technology. Additionally, this essay will forgo an in-depth review of Bohemia Interactive’s success as a game development studio, regarding the reception of their projects by the wider gaming communities and competitors. The paper will demonstrate the usage of modern media by Bohemia Interactive and how it has been utilised to convey their visions and creativity. Finally, this essay will discuss the importance of the studio today, comparing the impacts of today with the in which the company was launched. Klíčová slova: Video hry, Bohemia Interactive, hry. Keywords Videogames, Bohemia Interactive, games. 5 6. Úvod Počítačové hry jsou podle Jaroslava Švelcha1 největším českým kulturním exportem do celého světa. Když se ale mluví o českých hrách, průměrný nadšenec počítačových her si nejčastěji vybaví hry jako Mafia2 nebo Kingdom Come: Deliverance3, které získaly velká uznání jak v Česku, tak v zahraničí. Česko je ale i domovem herního studia vlastněného Čechy, které má mnohem větší recepci v zahraničí než v tuzemsku. Tato práce se bude zabývat tímto herním studiem jménem Bohemia Interactive a všemi jeho projekty, které udělaly ze skupinky českých „Ataristů“, mezinárodní společnost se sídly po celém Česku a zahraničí. Studio Bohemia Interactive je jedno z největších herních studí v České republice a drží si dvacetiletou tradici vyvíjení vojenských simulátorů, které jsou hrány hráči po celém světě a využívány na výcvik vojenských jednotek, například v Austrálii, Americe nebo v Izraeli. Herní studio je také už dvacet let nezávislá česká společnost, která nemá mateřskou společnost v zahraničí. I přes to, že toto studio a jeho projekty jsou často oceňovány, neexistuje žádné formální shrnutí historie na akademické půdě. Tato práce se bude zabývat tímto historickým pohledem na studio a všechny projekty, které byli pod studiem vydány. Nadále se také podívá na projekty, které Studio nevydalo, a životní příběhy, jež studio ovlivnilo. Snahou práce je ukázat, jak významná je tato společnost pro historii českého herního průmyslu a jak jsou její projekty přijímány v tuzemsku a v zahraničí. Práce se také bude snažit odpovědět na otázku, zda je Studio Bohemia Interactive i nadále relevantní v době, kdy vývoj her je daleko jednodušší než v dobách vzniku firmy a herní trh je zasycen velkým množstvím studií a jejich hrami. 1. ŠVELCH, Jaroslav; Počítačové hry jako Nová Media; Univerzita Karlova; 2008 2. Mafia [Videohra], 2K Czech, Gathering of Developers, 2002 3. Kingdome Come [Videohra], Warhorse Studio, Deep Silver,
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