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Nícolas Souza De Frias E Vasconcellos.Pdf Pontifícia Universidade Católica de São Paulo NÍCOLAS SOUZA DE FRIAS E VASCONCELLOS O POINT-AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE UM GÊNERO ADORMECIDO São Paulo 2020 Pontifícia Universidade Católica de São Paulo Nícolas Souza de Frias e Vasconcellos O POINT-AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE UM GÊNERO ADORMECIDO Dissertação apresentada à Banca Examina- dora da Pontifícia Universidade Católica de São Paulo, como exigência para obtenção do título de MESTRE em Desenvolvimento de Jogos Digitais, área de concentração Engenharia de Software, redigida sob a orientação do Professor Doutor Hermes Renato Hildebrand. São Paulo 2020 Autorizo exclusivamente para fins acadêmicos e científicos, a reprodução parcial desta Tese de Mestrado por processos de fotocopiadoras ou eletrônicos. Assinatura _____________________________________ Data__________________________________________ E-mail_________________________________________ FICHA CATALOGRÁFICA Vasconcellos, Nícolas Souza de Frias e O POINT-AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE UM GÊNERO ADORMECIDO. Registro: 2020 Orientador: Hermes Renato Hildebrand. Dissertação de Conclusão de Mestrado – Pontifícia Universidade Católica de São Paulo VASCONCELLOS, Nícolas Souza de Frias e. O POINT- AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE O RETORNO DE UM GÊNERO ADORMECIDO. Dissertação. Pontifícia Universidade Católica de São Paulo. Mestrado em Desenvolvimento de Jogos Digitais, área de concentração Engenharia de Software, redigida sob a orientação do Professor Doutor Hermes Renato Hildebrand. Aprovado em: __/__/____ BANCA EXAMINADORA __________________________________________ Professor Doutor Hermes Renato Hildebrand PUC-SP Orientador __________________________________________ Professor Doutor David de Oliveira Lemes. PUC-SP __________________________________________ Professor Doutor Daniel Paz de Araújo. PUC-Campinas Agradecimentos Em primeiro lugar, agradeço a minha família por todo o apoio e noites em claro me auxiliando e por todo o suporte que a mim foi dado nos melhores e nos piores dias. E em especial a minha mãe por ser a força motora por trás das minhas maiores vitorias na vida! Ao meu orientador, Professor Doutor Hermes Renato Hildebrand por toda orientação e auxilio. Ao Coordenador, Professor Doutor Claudio Fernando André por ter me possibilitado passar por esta incrível experiência que foi o Mestrado. Ao Professor Doutor Alexandre Braga, por todo o conhecimento em design de jogos, aulas incríveis e contribuição com bibliografia. Aos professores Doutores, David de Oliveira Lemes pelas aulas, conhecimento valioso e auxilio e Daniel Paz de Araújo por ter aceitado participar de minha banca e me ajudado a melhorar ainda mais meu trabalho. Ao Assistente de Coordenação Adriano Urraro pela paciência inesgotável em responder minhas perguntas e por todo auxilio durante todo o curso. A Assistente de Coordenação Edna Conti, por todas as dicas, paciência, conversas agradáveis, sabedoria e puxões de orelha merecidos. Ao meu amigo Celso por ter contribuído enormemente com material de pesquisa. E em especial para todos os meus colegas do mestrado que transformaram esta experiência que já era incrível em algo ainda mais divertido! Resumo Em meados de 1980 um gênero viria revolucionar o mercado de jogos para computadores pessoais e a indústria de jogos. O tipo de jogo point-and-click adventure que surgiu com a evolução de um gênero de jogo nascido na década de 1960: text based adventure game, transformar-se-ia em graphic based adventure game e depois evoluiria para o gênero denominado que é estudado nesta pesquisa: point-and-click adventure. Assim, este trabalho visa realizar a análise deste gênero de jogo digital a partir de sua evolução no tempo, que vai desde sua criação, passando por todo o seu desenvolvimento e culminando em sua consolidação na década de 1980 e começo da década de 1990. Nos anos seguintes, observa- se um enfraquecimento deste tipo de jogo digital que quase desapareceu, chegando, por fim, a renascer no mercado norte americano através da companhia Double Fine, com o lançamento do jogo Broken Age (2015) numa estrondosa campanha realizada na Kickstarter (maior site de financiamento de produtos inovadores do mundo). O renascimento deste gênero produziu um documentário intitulado Double Fine Adventure (2016) que é usado como material de apoio nesta pesquisa, produzido pela 2 Player Productions e Double Fine Productions. Portanto, inicialmente, este trabalho visa servir como base de estudo histórico sobre o desenvolvimento e disseminação de um gênero de jogos que era tido como abandonado ou pelo menos em estado de dormência. De fato, esta pesquisa, foca na descrição e classificação das características e mecânicas fundamentais para a compreensão dos conceitos que envolvem os jogos do tipo point-and-click adventure. Aqui, também, realizou-se estudo de caso do jogo Broken Age (2015) observando-se e salientando-se as mecânicas e características propostas por este gênero de jogo, que foi adaptado ao mercado contemporâneo de jogos digitais. Portanto, este trabalho propõe uma discussão sobre os possíveis motivos que levaram os jogos do gênero point-and-click adventure a ressurgir no mercado americano, considerando que ele nunca desapareceu totalmente do mercado no resto do mundo, principalmente no mercado europeu. Por fim, propõe-se uma análise dos jogos point-and-click adventure, baseada em estudos bibliográficos e em autores conceituados como: Katie Zalem, Jesse Schell, entre outros. Palavras-chave: games, point-and-click adventure, jogos eletrônicos, “Broken Age”, jogos de computadores pessoais. Abstract In the mid-1980s, a genre would revolutionize the gaming market for personal computers and the gaming industry. The type of point-and-click adventure game that emerged with the evolution of a game genre born in the 1960s: text based adventure game, would become a graphic based adventure game and later evolve into the so-called genre that is studied in this research: point-and-click adventure. Thus, this work aims to carry out the analysis of this genre of digital game from its evolution in time, which goes from its creation, passing through all its development and ending in its consolidation in the 1980s and early 1990s. In the following years, there was a weakening of this type of digital game that almost disappeared from the market, reaching, finally, a rebirth in the North American market through the company Double Fine, with the release of the game Broken Age (2015) in a resounding campaign carried out on Kickstarter (the largest financing site for innovative products in the world). The revival of this genre produced a documentary entitled Double Fine Adventure (2016) that is used as supporting material in this research, produced by 2 Player Productions and Double Fine Productions. Therefore, initially, this work aims to serve as a basis for historical study on the development and dissemination of a genre of games that was considered abandoned or at least in a state of dormancy. In fact, this research focuses on the description and classification of the fundamental characteristics and mechanics for understanding the concepts that involve point-and-click adventure games. Here, a case study of the game Broken Age (2015) was carried out as well, observing and highlighting the mechanics and characteristics proposed by this game genre, which was adapted to the contemporary digital games market. Therefore, this work proposes a discussion about the possible reasons that led the games of the point- and-click adventure genre to reappear in the American market, considering that it never completely disappeared from the market across the world, mainly in the European market. Finally, an analysis of point-and-click adventure games is proposed, based on bibliographic studies and on renowned authors such as: Katie Zalem, Jesse Schell, among others as well. Keywords: games, point-and-click adventure, electronic games, “Broken Age”, computer games. Lista de Figuras Figura 1 – Spacewar! Rodando em um computador PDP-1 ..................................... 18 Figura 2 – Gabinete original do jogo PONG assinada por Al Alcorn ......................... 20 Figura 3 – Brown Box de Baer .................................................................................. 21 Figura 4 – Magnavox Odyssey, o próximo passo em consoles depois do Brownbox .................................................................................................................................. 21 Figura 5 – ATARI VCS .............................................................................................. 22 Figura 6 – Software ELIZA ........................................................................................ 23 Figura 7 – Colossal Cave Adventure (1976) ............................................................. 24 Figura 8 – ZORK! ...................................................................................................... 26 Figura 9 – Mystery House ......................................................................................... 29 Figura 10 – Kings Quest: Quest for the Crown ......................................................... 30 Figura 11 – Sistema de pontuação e interface de kings Quest: Quest for the Crown. .................................................................................................................................. 31 Figura 12 – Deja Vu: A Nightmare Comes True ......................................................
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