Kristián Néky (FAV, Bakalárské Prezenčné Štúdium)

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Kristián Néky (FAV, Bakalárské Prezenčné Štúdium) Masarykova univerzita Filosofická fakulta Ústav filmu a audiovizuální kultury Kristián Néky (FAV, bakalárské prezenčné štúdium) Stratégie spoločnosti Rooster Teeth v oblasti online video tvorby v rokoch 2003–2019 Bakalárska diplomová práca Vedúci práce: Mgr. Michal Večeřa, Ph.D. Brno 2019 Prehlasujem, že som pracoval samostatne a použil iba tu uvedené zdroje. V Brne dňa 20. 6. 2019 ......................................................... Kristián Néky Ďakujem Mgr. Michalovi Večeřovi, Ph.D. za všetky pripomienky, rady a trpezlivosť, ktoré mi venoval pri vedení tejto bakalárskej práce. Rád by som zároveň poďakoval svojej rodine a najbližším priateľom, ktorí mi boli vždy silnou oporou. OBSAH 1 ÚVOD ............................................................................................................................................... 5 1.1 PROBLEMATIKA ZDROJOV ...................................................................................................... 6 2 MACHINIMA AKO FOLKLÓRNA ANIMÁCIA NA PRELOME STOROČÍ .............................................. 8 2.1 POČIATKY FENOMÉNU MACHINIMA ...................................................................................... 8 2.2 QUAKE A CESTA KINEMATOGRAFIE VIRTUÁLNYCH PRIESTOROV KU ŠIROKÉMU INTERNETOVÉMU PUBLIKU............................................................................................................... 11 2.3 PÔVODNÁ DEMOSCÉNA ....................................................................................................... 16 2.4 POPULARIZÁCIA KINEMATOGRAFIE VIRTUÁLNYCH PRIESTOROV ....................................... 18 3 RED VS. BLUE, V SPRÁVNY ČAS NA SPRÁVNOM MIESTE ............................................................. 21 3.1 UTVÁRANIE ZAKLADAJÚCEHO ZOSKUPENIA ROOSTER TEETH ............................................ 22 3.2 NÁSTUP ÚSPECHU SÉRIE RED VS. BLUE A PROBLÉMY S NÍM SPOJENÉ ............................... 25 3.3 ZUŽITKOVANIE ÚSPECHU SERIÁLU RED VS. BLUE ................................................................ 31 4 YOUTUBE, KULTÚRNA ONLINE ARÉNA 21. STOROČIA A ROOSTER TEETH AKO PROTOTYP ONLINE VIDEO PRODUKCIE ................................................................................................................... 39 4.1 POČIATKY PLATFORMY YOUTUBE A NÁSTUP POPULÁRNEHO VIDEO OBSAHU HERNEJ KOMUNITY NA NEJ ............................................................................................................................ 42 4.2 LET’S PLAY .............................................................................................................................. 50 5 ZÁVER ............................................................................................................................................. 58 6 ENGLISH SUMMARY ...................................................................................................................... 60 7 ZDROJE ........................................................................................................................................... 61 7.1 LITERATÚRA ........................................................................................................................... 61 7.2 ČLÁNKY .................................................................................................................................. 62 7.3 ROZHOVORY .......................................................................................................................... 65 7.4 FILMOGRAFIA ........................................................................................................................ 65 7.5 WEBOVÉ STRÁNKY ................................................................................................................ 67 1 ÚVOD Rozvoj informačných technológií v posledných desaťročiach zmenil okrem iného aj náš prístup k zábave a odpočinku. Internetové služby, medzi ktoré patrí napríklad obľúbený Netflix alebo Amazon Prime, lákajú v dnešnej dobe čoraz viac bežných ľudí, ktorí sa takýmto spôsobom dostávajú často ku kvalitnejšiemu audiovizuálnemu obsahu za menší finančný obnos, než aký dokážu v porovnateľnej cene dostať u satelitnej či káblovej televízie.1 Problematiku takéhoto vývoja by som rád zachytil skrz výskum americkej online video produkčnej spoločnosti Rooster Teeth, 2 ktorá sa ustanovila a preslávila predovšetkým ako tvorca internetového seriálu Red vs. Blue3 a prevádzkovateľ niekoľkých populárnych kanálov na severy YouTube.4 Časť môjho výskumu by sa preto mala zaoberať najmä výrobou online seriálov produkciou Rooster Teeth, ktorá započala 1. 4. 2003 v americkom Texase. Úspech tejto tvorby sa budem potom snažiť pripísať správnej reakcií pôvodného tvorivého týmu na príchod nových technológií, akými sú trojrozmerné priestory v reálnom čase tvoriace videoherné enginei, vysokorýchlostný internet, či video zdieľajúce platformy s ním spojené. No aj tomu, ako neprestáva táto skupina sledovať nálady svojho publika a tak udržovať chod netradičného komického seriálu postaveného na vedecko fantastickej hernej sérií. Prihliadať pri tom budem však ale aj na vývoj predchádzajúci seriálu Red vs. Blue. Poukážem tak na technický vývoj, naratívne a poetické voľby tvorcov vtedy novej kinematografie virtuálnych priestorov, ktoré viedli ku vzniku spomínaného komického seriálu a následnému úspechu jeho produkčnej spoločnosti. Snažím sa tak ukázať, ako vznikla nová forma kinematografie spojená so špecifickým publikom, ktorú tak efektívne uchopuje produkcia Rooster Teeth okolo roku 2003. Záver výskumu by som potom umiestnil približne do roku 2019, kedy spoločnosť Rooster Teeth už značnú časť svojich ziskov čerpá zo siete kanálov, ktoré vlastní na video zdieľajúcej platforme YouTube. Komická internetová séria Red vs. Blue, s ktorou produkčné štúdio Rooster Teeth prerazilo v prvých rokoch svojej existencie na trh, je vytvorená pomocou, v roku 2003 ešte stále nového, veľmi špecifického druhu animácie tzv. machinimy. V skratke môžeme hovoriť o animovaní pomocou tzv. video-herných engineov, ktoré uľahčujú prácu súčasným herným dizajnérom na dnešných inak veľmi komplexných videohrách. Herný engine môžeme chápať ako rozhranie pre vývoj audiovizuálneho software. Tento viac menej z pravidla zahŕňa najmä vykresľovací tzv. “render” engine vytvárajúci samotnú 2D alebo 3D grafiku videohry. Ale môže obsahovať medzi inými aj fyzikálny engine, ktorý ustanovuje fyzikálne zákonitosti vo vnútri virtuálneho priestoru. Ďalej tu môžeme hľadať nástroje pre tvorbu skriptov, ale aj animácií, či práce so zvukom (atp.). Akademici zaoberajúci sa kinematografiou virtuálnych priestorov však 1 JIANG, Jessie (2017): Netflix’s Popularity Rises Alongside Share Price, Subscribers. <https://morningconsult.com/2017/06/30/netflixs-popularity-rising-year-alongside-share-price-subscribers/> (cit. 17.5.2018). DEL REY, Jason & MOLLA, Rani (2017): Amazon Prime is on pace to become more popular than cable TV. <https://www.recode.net/2017/7/9/15938658/amazon-prime-numbers-members-us-households-cable-tv> (cit. 17.5.2018). 2<https://roosterteeth.com/about/home> (cit. 23.5.2018). 3< https://roosterteeth.com/series/red-vs-blue> (cit. 23.5.2018). 4<https://www.youtube.com/user/RoosterTeeth> (cit. 24.5.2018). <https://www.youtube.com/user/AchievementHunter> (cit. 17.5.2018). <https://www.youtube.com/user/LetsPlay> (cit. 17.5.2018). <https://www.youtube.com/user/know> cit. 17.5.2018). <https://www.youtube.com/channel/UCII0hP2Ycmhh5j8lS4cexBQ> (cit. 17.5.2018). - 5 - zväčša chápu pod pojmom herný engine aj hru ako takú, keďže je herným engienom úplne tvorená. Preto by som pomocou tejto výskumnej práce rád zistil a objasnil: Ako dopomohla komická séria Red vs. Blue produkcií Rooster Teeth pri budovaní jej úspechu? Ako presne sa stal internetový seriál Red vs Blue populárny a ziskový? 5 Ako vyzerala jeho konkurencia? Ako pomohol špecifický prístup ku konkrétnemu publiku vytvoriť internetovú video produkčnú spoločnosť Rooster Teeth, ako ju dnes poznáme a zároveň odpovedať na otázku: Ako sa počas rokov 2003 až 2019 menili distribučné stratégie s ním spojené. Druhá polovica tejto práce sa potom presunie do obdobia po roku 2008, kedy môžeme sledovať intenzívnu činnosť spoločnosti Rooster Teeth na video zdieľajúcom serveri YouTube, ktorá v tejto dobe okrem iného distribuuje na trh aj svoj prvý avšak nie veľmi komerčne úspešný celovečerný film Lazer Team. 6Akým spôsobom upevňuje mnou skúmaná video produkcia od roku 2008 svoju pozíciu na trhu? Čo je to niekoľko kanálová sieť a ako súvisí s pôsobením produkcie Rooster Teeth na platforme YouTube? Akým spôsobom si môže skúmaná produkcia dovoliť investovať do plnohodnotného pokračovania, v kino distribúcií, neúspešného filmu Lazer Team? 1.1 PROBLEMATIKA ZDROJOV Prvá kapitola mojej práce si vyžiadala pre dosiahnutie svojich cieľov dôkladný prieskum dostupných akademických kníh a článkov zaoberajúcich sa problematikou animačnej techniky machinima. Ako veľmi praktický úvod do štúdia tohto pojmu som využil stručné, no zároveň informáciami naplnené texty Towards a Manifesto for Machinima od Tracy Harwoodovej. 7 Ale aj článok Machinima is Growing Up Kate Foskovej.8 Pri tvorbe základného historicko- teoretického rámca prvej časti mojej práce som však pracoval najmä s antológiou Henryho Loowooda a Michaela Nietscheho: The Machinima Reader. Kniha poskytuje mnoho rôznych uhlov pohľadu na túto problematiku, pričom otvorene priznáva to, že ani jeden z uvedených nemusí nutne byť ten správny. Publikácia sa snaží poskytnúť akademikom, ale aj zaujatému čitateľovi práve
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