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Chabot Philippe 2016 Memoire.Pdf (4.538Mb) Université de Montréal L’ocularisation vidéoludique Une typologie des points de vue à l’intérieur des phases interactives dans les jeux vidéo tridimensionnels par Philippe Chabot Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2016 © Philippe Chabot, 2016 Université de Montréal Faculté des études supérieures Ce mémoire intitulé : L’ocularisation vidéoludique Une typologie des points de vue à l’intérieur des phases interactives dans les jeux vidéo tridimensionnels Présenté par : Philippe Chabot a été évalué par un jury composé des personnes suivantes : Bernard Perron Président-rapporteur Carl Therrien Directeur de recherche Dominic Arsenault Membre du jury Résumé Un survol des théories sur le point de vue et sur l’ocularisation au cinéma permet de constater que les recherches ont été bien menées dans ce champ d’étude. Or, le même bilan ne peut pas être fait en jeu vidéo. Le point de vue vidéoludique n’a pas été analysé et théorisé avec la même exhaustivité et le même approfondissement. Beaucoup de lacunes sont encore visibles et le but de ce mémoire est justement d’en cibler quelques-unes et de les combler. Cette recherche se penche ainsi sur les points de vue en jeu vidéo et plus précisément, sur ceux que l’on retrouve à l’intérieur des phases interactives (les cinématiques sont par exemple exclues) dans les œuvres tridimensionnelles. Une typologie de l’ocularisation vidéoludique, c’est-à-dire une nouvelle catégorisation des différents types de visualisation, est présentée, décortiquée et exemplifiée tout au long de ce mémoire. Celle-ci est plus approfondie que celles déjà développées par le passé, car elle prend en compte une plus grande variété de caractéristiques : l’ancrage, le positionnement, la mobilité et le contrôle offert au joueur. Aussi, elle détaille l’impact des différents points de vue sur l’expérience de l’utilisateur en privilégiant deux axes : l’esthétique et la fonctionnalité. À terme, ce mémoire permet d’instaurer une théorie de l’ocularisation plus aboutie dans les études vidéoludiques. Mots-clés : Point de vue, caméra virtuelle, ocularisation, jeu vidéo, cinéma, intermédialité, interartialité, jeu vidéo tridimensionnel, 3D, typologie, esthétique, fonctionnalité, interactivité. i Abstract An overview of the theories on the point of view and on the ocularization in cinema shows that the researches were well conducted in this field of study. However, the same report cannot be done in video game. The notion of point of view has not been analyzed and theorized with the same exhaustiveness and deepening. Many gaps are still visible and the purpose of this thesis is to target some of them and to fill them. This research thus examines the points of view in video games and more specifically, those that are found within the interactive phases (cutscenes are for example excluded) in three-dimensional games. A typology of ocularization, that is to say a new categorization of the different types of visualization, is presented, analyzed and exemplified throughout this thesis. This one goes into deeper details than those already developed in the past, because it takes into account a greater variety of characteristics: anchor, positioning, mobility and control available to the player. Also, it details the impact of the various points of view on the user’s experience by focusing on two axes: aesthetic and functionality. Ultimately, this thesis allows establishing a more elaborate theory on ocularization in video game studies. Keywords: Point of view, virtual camera, perspective, ocularization, video game, cinema, intermediality, interartiality, three-dimensional video game, 3D, typology, aesthetic, functionality, interactivity. ii Table des matières Liste des figures ........................................................................................................................... v Remerciements ......................................................................................................................... vii Introduction ................................................................................................................................. 1 Chapitre 1 : Vers une typologie de l’ocularisation vidéoludique .............................................. 11 1.1. L’image ........................................................................................................................... 11 1.1.1. L’image en art (esthétique et peinture) .................................................................... 12 1.1.2. L’image au cinéma .................................................................................................. 13 1.2. Le point de vue cinématographique................................................................................ 14 1.3. Le point de vue vidéoludique ......................................................................................... 17 1.4. Formulation de la problématique .................................................................................... 27 Chapitre 2 : Introduction de la typologie de l’ocularisation vidéoludique ................................ 30 2.1. Point de vue et caméra virtuelle ..................................................................................... 30 2.2. Une limitation fonctionnelle de la caméra qui permet d’établir une typologie .............. 33 2.3. Une évolution technologique qui permet de refaçonner une typologie .......................... 35 2.4. Les enjeux esthétiques du contrôle du point de vue ....................................................... 36 2.5. Présentation de la typologie ............................................................................................ 39 Chapitre 3 : Le point de vue à la première personne ................................................................. 42 3.1. Présentation .................................................................................................................... 42 3.2. Les marques de subjectivité ............................................................................................ 45 3.3. Mobilité et contrôle ........................................................................................................ 50 Chapitre 4 : Le point de vue à la troisième personne ................................................................ 59 4.1. Présentation .................................................................................................................... 59 4.2. Le point de vue en chasse ............................................................................................... 61 4.3. Le point de vue en surplomb .......................................................................................... 71 4.4. Le point de vue latéral .................................................................................................... 76 4.5. Le point de vue prédéfini sans positionnement précis .................................................... 79 4.6. Courte réflexion sur le point de vue à la deuxième personne ......................................... 94 iii Chapitre 5 : Le point de vue positionné (non ancré) ................................................................. 97 5.1. Présentation .................................................................................................................... 97 5.2. Mobilité et contrôle ...................................................................................................... 102 Conclusion ............................................................................................................................... 110 Bibliographie ........................................................................................................................... 116 Ludographie ............................................................................................................................. 123 Annexe 1 : Le « Game FAVR » ................................................................................................... i Annexe 2 : Les différentes typologies de points de vue ............................................................ iii Annexe 3 : La typologie de l’ocularisation vidéoludique........................................................... iv iv Liste des figures Figure 1. Le point de vue à la première personne dans le film Doom. ................................. 44 Figure 2. La vision rapprochée dans The Legend of Zelda: The Wind Waker et Metal Gear Solid V: The Phantom Pain ....................................................................................................... 47 Figure 3. La vision floue et mouvante dans Amnesia: The Dark Descent ............................ 49 Figure 4. Le point de vue à la première personne. ................................................................ 51 Figure 5. Le point de vue à la troisième personne. ............................................................... 61 Figure 6. Le point de vue en chasse sur rail dans Crash Bandicoot ..................................... 64 Figure 7. Le point de vue fixé au-dessus de l’épaule dans Resident Evil 4 .......................... 67 Figure 8. Le point de vue en chasse rotatif dans Metal Gear Solid 4: Guns of the Patriots. 70 Figure 9. Le point de vue en surplomb dans Metal Gear Solid. ........................................... 73 Figure 10. Les deux types de points de vue en
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