First Person Perspectives. Point of View Und Figurenzentrierte

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First Person Perspectives. Point of View Und Figurenzentrierte coverBeil_1_7.FH11 Fri Jul 16 21:00:12 2010 Seite 1 C M Y CM MY CY CMY K An welchem Hebelpunkt kann eine Analyse der Wechselwirkungen zwischen zeitgenössischen Filmen und Computerspielen ansetzen? Existiert so etwas wie Gamic Cinema oder Cinematic Gaming? Person Perspectives First First Person Perspectives ist ein formästhetischer Vergleich entlang der Kategorie Point of View zu einer Reihe zentraler Fragen zum intermedialen Verhältnis von Film und Computerspiel: Inwieweit sind die subjektive Benjamin Beil Kamera im Film und der First-Person-Avatar im Computerspiel vergleichbar? First Person Perspectives Wie beeinflussen sich filmische Dramaturgien und spielerische Funk- tionslogiken? Wieso funktioniert eine subjektive Perspektive einerseits als Point of View und figurenzentrierte Erzählformen Spektakel, andererseits als reflexives Element? im Film und im Computerspiel ISBN 978-3-643-10788-6 Benjamin Beil Benjamin Medien' Welten LIT Probedruck Benjamin Beil First Person Perspectives 1 Medien ’ Welten Braunschweiger Schriften zur Medienkultur, herausgegeben von Rolf F. Nohr Band 14 Lit Verlag Münster/Hamburg/Berlin/London 2 Benjamin Beil First Person Perspectives Point of View und figurenzentrierte Erzählformen im Film und im Computerspiel 3 Dissertation, Universität Siegen Bucheinbandgestaltung: Tonia Watrowski/Rolf F. Nohr unter Verwendung eines Screenshots des Spiels Assassin’s Creed © Ubisoft Montreal/Ubisoft Buchgestaltung: © Roberta Bergmann, Anne-Luise Janßen, Tonia Wiatrowski http://www.tatendrang-design.de Satz: Benjamin Beil Lektorat: Anja Griesbach © Lit Verlag Münster 2010 Grevener Straße/Fresnostraße 2 D-48159 Münster Tel. 0251-23 50 91 Fax 0251-23 19 72 e-Mail: [email protected] http://www.lit-verlag.de Chausseestr. 128 / 129 D-10115 Berlin Tel. 030-280 40 880 Fax o30-280 40 882 e-Mail: [email protected] http://www.lit-verlag.de/berlin/ Die Onlineausgabe ist lizenziert unter einer Creative Commons: Namensnennung - Nicht-kommerziell - Weitergabe unter gleichen Bedingungen 3.0 Unported Lizenz.(http://creativecommons.org/licenses/by-nc-sa/3.0/deed.de) Bibliografische Information der Deutschen Bibliothek Die Deutsche Bibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.ddb.de abrufbar. ISBN 978-3-6431-0788-6 4 Vorwort von Jens Schröter Das Computerspiel ist eine der meistdiskutierten medialen Phänomene der letzten Jahre. Damit ist nicht die überhitzte Debatte über seine vermeintlich schädlichen Auswirkungen auf Jugendliche gemeint, sondern die medienwis- senschaftliche Diskussion. Computerspiele als eine der populärsten Formen, in denen Computer genutzt werden, fordern schon ihrer schieren Komplexi- tät wegen die Analyse heraus. Doch zu Beginn der Game Studies standen erst einmal Grundsatzfragen im Raum, also z.B. diejenige ob eher spieltheoretische oder narratologische Beschreibungsmodelle angemessen seien. Es ging letzt- lich um das Problem, was ein Computerspiel ist. Solche Was-Fragen neigen aber zur Generalisierung: Diese ist sicher notwen- dig, um den Gegenstandsbereich einzugrenzen, um zu entscheiden, ob ein ge- gebenes Vorkommnis ein Computerspiel ist oder nicht. Aber sie droht auch die Frage nach der Komplexität der Spiele, in denen Bilder, Schrift, Geräusche, Stimmen, Musik und vor allem die Spiel/Spieler-Bindung in Form von Avataren zusammenwirken, zu überlagern. Diese Komplexität in den Blick zu nehmen ist eine der wichtigsten Aufgaben der Games Studies. Studien wie die vorliegende widmen sich detailliert ihrem Material, beobach- ten jenseits großer Verallgemeinerung, wie denn konkrete Spiele ihre zahl- reichen verschiedenen Elemente konfigurieren und funktionalisieren. Daraus folgt erstens die unmittelbar einleuchtende Bestimmung des Computerspiels als hybrider Formzusammenhang, als auch zweitens die bislang noch kaum ausführlich verfolgte Idee, die in den Filmwissenschaften erprobten Verfahren neoformalistischer Analyse – modifiziert – für die Spielanalyse heranzuziehen. An diesen Ansatz und seine detailreiche Durchführung werden viele weitere Arbeiten zum Computerspiel anschließen können. Der Rückgriff auf den Neo- formalismus erlaubt auch, die formalen Strategien der Spiele intermedial auf das postklassische Kino zu beziehen. Platitüden wie diejenige, irgendwie sei das postklassische Kino ja durch Computerspiele beeinflusst, können so detail- liert und präzise überprüft und kritisiert werden. Vorwort 5 Mit diesen drei Pointierungen – Computerspiel als hybride Form, Einsatz des Neoformalismus für die Spielanalyse und schließlich die präzise Beschreibung der Intermedialität von Computerspiel und Film – bildet die vorliegende Studie einen wichtigen Beitrag zu den Game Studies. Siegen 2010 6 Vorwort Inhaltsverzeichnis I Einleitung 9 Point of View-Formen & Intermedialitätskonzepte 13 Point of View-Formen & Perspektive 23 Strukturierung 25 II Filmtheorie – vom Point of View zur Figurenperspektive 29 Subjective Structures 29 Point of View & abgeleitete Formen 32 Fokalisierung & Filter 37 Fokalisierung & Subjektivierung 38 Center, Filter, Slant, Interest-Focus 39 Systematisierung 43 Figuren-/Erzähler-/Autorperspektive(n) 44 III Game Studies – Avatar und/als Point of View 51 Avatar-Subjektivität 51 Zum Status von narrativen Elementen 53 oder: Was Computerspiele nicht sind Spielwelt – Avatar – Spieler 58 Avatar-Subjektivierungen 63 Point of View & Point of Action 64 Objektiv/Subjektiv, 2D/3D 65 IV Subjektivierungsstrategien 67 Figurenzentrierte Filter 68 Subjektive Kamera 68 First-Person-Avatar 78 Form-Vergleich I: Shooter-Perspektive 84 Semi-subjektive Kamera 87 Third-Person-Avatar 91 Inhaltsverzeichnis 7 105 Form-Vergleich II: Verfolgermodus 107 Gestörte Filter 107 Perception (Film) 115 Form-Vergleich III: Schlechte Sicht 118 Projection (Film) 133 Perception statt Projection (Computerspiel) 147 Form-Vergleich IV: (Un-)Schärfeverschiebungen 152 Subjektives 152 Subjektives (Film) 168 Subjektives (Computerspiel) 177 Form-Vergleich V: Fremdkörper/Überlagerungen 179 Sonderformen 179 Splitscreen 184 Technisch erweiterte Sicht & Machinic Vision 194 Perception/Projection Time 199 Voice-over 210 V Genre & Subjektivierungsstrategien 210 Fallbeispiel: Das Horror-Genre 211 The Eye 220 Horror und/als Kontrollverlust im Computerspiel 222 Condemned 2 233 The Darkness 241 Eternal Darkness 244 Nachbemerkung: Vom Kontrollverlust im Horror-Genre zum postmodernen Film/Computerspiel 257 VI Fazit 263 Anmerkungen 302 Bibliografie 321 Filmografie 325 Gamografie 328 Abbildungsverzeichnis 8 Inhaltsverzeichnis I Einleitung »Yet it is a cliché today to claim that movies are becoming more and more like video games. What exactly does such a claim mean?« (Galloway 2006b, 39) Alexander Galloway kritisiert zurecht die häufig unfokussierten und/oder zu sehr auf rein inhaltlich-thematischer Ebene operierenden Gegenüberstel- lungen von Filmen und Computerspielen. Doch wie kann ein sinnvoll struktu- rierter Vergleich dieser beiden Medienangebote aussehen, die zwar bspw. im Hinblick auf (Erzähl-)Motive große Überschneidungsflächen aufweisen, sich bei Rezeptionsstrategien aber durch scheinbar ebenso große Abweichungen auszeichnen? Existiert so etwas wie Gamic Cinema oder Cinematic Gaming? An welchem Hebelpunkt kann eine Untersuchung von Wechselwirkungen an- setzen? Das Problem vieler aktueller Film-Computerspiel-Vergleiche scheint in erster Linie eine Tendenz zur Bildung von allzu starren Vergleichskriterien zu sein, die entweder in euphorischen Verweisen auf Medienkonvergenzen ein Verwischen der Grenzen zwischen Film und Spiel prophezeien oder aber dogmatisch die grundlegende Unvereinbarkeit von filmischen und spielerischen Attraktions- momenten demonstrieren wollen. Im ersten Fall verführt eine Überbewertung der multimedialen Verschmelzung von Grenzen etablierter Mediendispositve häufig zu oberflächlichen Analysen, die stets auf eine Art diffuse ›digitale Äs- thetik‹ hinauslaufen.¯1 Im zweiten Fall wird vorzugsweise der grundlegende, aber letztlich unergiebige Vergleichspunkt Interaktivität strapaziert.¯2 Beide Herangehensweisen haben dabei gemeinsam, dass sie in der (Über-)Betonung der Ähnlichkeiten bzw. Unterschiede keinen Raum für Feinabstufungen in den Medienästhetiken des Films/Spiels lassen, da das Ziel ja i.d.R. – um den Ansatz besonders plausibel erscheinen zu lassen – in der Nivellierung dieser Details liegen muss. Um die euphorischen und dogmatischen Ansätze gleichermaßen zu vermei- den und somit Raum für differenzierte Analysen von bild- und rezeptionsäs- thetischen Aspekten zu schaffen, wird in dieser Arbeit ein formästhetischer Vergleich von Film und Computerspiel angestrebt. Die Kategorie der Form be- Einleitung 9 schreibt hierbei prinzipiell bedeutungsoffene mediale Konventionen, etwa von narrativen, spielerischen oder auch bildästhetischen Stilistiken. Es geht also um Phänomene, die einerseits zunächst einmal »von einem bestimmten materiellen Substrat abgelöst« (Schröter 2008, 586) sind und sich auf diese Weise in verschiedenen Medien finden, andererseits in der konkreten Analyse – in Rückbindung an die jeweiligen technischen/handwerklichen/produktions- bedingten Besonderheiten – medienspezifisch werden. Mit Jens Schröter kann hier von formaler oder transmedialer Intermedialität (1998/2008, vgl. hierzu auch Kap. I – 1), mit Rainer Leschke vom Transfer medialer Formen (2010) ge- sprochen werden. Die Offenheit und Flexibilität eines solchen formästhetischen Vergleichs ist dabei nicht einfach nur als provozierter Schwerpunkt eines
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