Filmski Diskurs U Videoigrama – Modaliteti Vizualnog Izlaganja Novih Medija

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Filmski Diskurs U Videoigrama – Modaliteti Vizualnog Izlaganja Novih Medija Filozofski fakultet Ilija Barišić FILMSKI DISKURS U VIDEOIGRAMA – MODALITETI VIZUALNOG IZLAGANJA NOVIH MEDIJA DOKTORSKI RAD Mentori: dr. sc. Katarina Peović Vuković dr. sc. Nikica Gilić Zagreb, 2017. Faculty of Humanities and Social Sciences Ilija Barišić FILM DISCOURSE IN VIDEOGAMES – NEW MEDIA MODALITIES OF VISUAL PRESENTATION DOCTORAL THESIS Supervisors: Katarina Peović Vuković, Ph.D. Nikica Gilić, Ph.D. Zagreb, 2017. Informacije o mentorima Katarina Peović Vuković docentica je na Odsjeku za kulturalne studije Filozofskog fakulteta u Rijeci. Magistrirala je i doktorirala na Odsjeku za komparativnu književnost Filozofskog fakulteta u Zagrebu. Priredila je zbornik tekstova američkog teoretičara Hakima Beya Privremene autonomne zone i drugi tekstovi (Naklada Jesenski i Turk, Zagreb, 2003). Godine 2012. objavljuje studiju Mediji i kultura. Ideologija medija nakon decentralizacije (Jesenski i Turk, Zagreb). Godine 2016. objavljuje studiju Marx u digitalnom dobu. Dijalektički materijalizam na vratima tehnologije (Durieux, Zagreb). Radove publicira u časopisima Crisis & Critique, Badiou Studies, Stasis, Književna smotra, Trípodos i Synthesis Philosophica. Od 1998. do danas suradnica je književno-teorijskog časopisa Libra Libera. Nikica Gilić diplomirao je 1997. studij komparativne književnosti i engleskog jezika i književnosti na Filozofskom fakultetu u Zagrebu, upisavši potom poslijediplomski studij književnosti, a od 1998. radi na Odsjeku za komparativnu književnost. Magistrirao je 2003. temom “Filmološki aspekti naratologije”, a doktorirao 2005. s temom “Filmska genologija i tipologija filmskog izlaganja” (u oba rada mentor mu je bio profesor Ante Peterlić). Predaje kolegije iz teorije i povijesti filma na Odsjeku za komparativnu književnost i na Akademiji dramske umjetnosti. Održao je gostujuća predavanja na Humboldtovom sveučilištu u Berlinu i sveučilištima u Regensburgu i Konstanzu (Njemačka), potom u Grazu (Austrija) te na Sveučilištu T. Masaryka u Brnu (Češka). Glavni je urednik Hrvatskog filmskog ljetopisa, član savjeta časopisa Ubiq i Autsajderski fragmenti te član Vijeća Animafesta i Vijeća Hrvatskog društva filmskih kritičara. Bio je umjetnički savjetnik za dokumentarni film pri HAVC-u i član žirija više filmskih festivala i revija (npr. Pula, Dani hrvatskog filma). Godine 2015. postao je pridruženi istraživač na Doktorskoj školi za Istočnu i Jugoistočnu Europu Sveučilišta u Regensburgu i Sveučilišta Ludwig-Maximilans u Münchenu. iii Zahvale Zahvaljujem profesoru Hrvoju Turkoviću, čija su mi predavanja o filmu i bila inspiracija za odabir teme disertacije i bez čijih tekstova, ali i savjetničke pomoći u procesu nastanka rada, ovaj doktorat nikako nije zamisliv. Hvala i mentorici Katarini Peović Vuković, koja je bila uz mene gotovo od samog početka mog doktorskog studija, koja me prva uputila u literaturu o videoigrama i vrlo me pomno i predano pratila na putu izrade disertacije. Hvala i mom drugom mentoru, Nikici Giliću, na temeljitom iščitavanju teksta i opservacijama koje su mi otvorile neke nove poglede na pojedine aspekte teme. Zahvaljujem i svim članovima obitelji i prijateljima koji su imali razumijevanja za moje povremeno izbjegavanje i skraćivanje brojnih druženja i drugih društvenih obaveza u dugom periodu u kojemu je nastajao ovaj rad. Novi alibi neću tako lako naći. iv Sažetak Cilj je ovoga rada istraživanje sinergijskog komunikacijskog učinka filmskih i ludičkih izražajnih sredstava u videoigrama. Pretpostavka da je on tipično i normativno skladan kristalizira se u nizu taksonomski razvrstanih oglednih primjera koji dokazuju da su videoigre strukturalno uvelike utemeljene na filmskim komunikacijskim obrascima. Oslanjajući se na filmološki teorijski okvir, ponajprije onaj iz Turkovićevih radova, dokazni je postupak pretpostavljao identificiranje načina djelovanja različitih tipova filmskog izlaganja u videoigrama, u kojima je gledatelj/igrač i interventno ovlašten za djelovanje. Ogledni primjeri videoigara razvrstavani su po različitim varijantama filmskog izlaganja, dakle na razinama narativnog, opisnog, ekspozitornog i poetskog filmskog izlaganja, da bi se potom detektiralo u kakvom je odnosu njihov filmski diskurs prema onome ludičkome. Pokazalo se da su načini izlagačkog strukturiranja videoigara kakvi su razrađeni u filmu ujedno i ludički signali koji omogućavaju igranje i reguliraju ludičku priopćajnu strukturu. Uz tu centralnu izlagačku vezu, filmsko izlaganje dodatno-izlagački, odnosno metadiskursno podupire i pojačava dojmove i iskustva koja se igraču odašilju kroz samo igranje. Komplementarni odnos dvaju sustava izražajnih postupaka komunikacijski je standard medija videoigara, dok se otkloni od njega mogu označiti kao stilizacije ili autorske pogreške. Teza o povezanosti ludičkoga i narativnoga na središnje-izlagačkoj i metadiskursnoj razini doprinosi i potpunijem shvaćanju nekih od temeljnih pitanja teorije videoigara, poput odnosa igre i priče. Ključne riječi dizajn videoigre, konvergencija, interaktivnost, imerzija, diskursna analiza, filmska retorika, ludologija, narativnost, ekspozicija, poetsko izlaganje v Summary This study examines the ways in which videogames communicate with players through film depiction strategies and how the filmic ways of communication function in cybertextual media context, especially on the syntagmatic, discursive level. Analysis shows how formative and aesthetic principles of film function when transferred to the new, interactive medium, and how they correspond with specific experiences that emerge from playing the game itself. The thesis that filmic and ludic modes of expression in videogames are typically and normatively coherent in delivering certain experiences to the players elucidates in an array of taxonomically arranged examples. They prove that videogames heavily rely on communicational models that were developed in film. Therefore, the aim of this dissertation is to explore the synergetic communicational impact of filmic and ludic modes of expression in videogames. Despite media’s differences, film and videogames have a lot in common, and film theory can offer some basic terms and concepts for the understanding of the visual means of organizing videogame content. The majority of videogames, though not all, can be broken down into filmic sequential communicative categories, in all types of film discourse: narrative, descriptive, expository and poetic. The division into four types of film discourse in this dissertation is adapted from Turković. Having taken over his epistemological- communicational film theory, the cognitive theory of film – with its focus on cognitive processes and the ways in which moving images shape experiences – became the methodological pivot of this dissertation as well. Relying on that theoretical framework, primarily from Turković’s writings, the process of proving the thesis includes identifying the ways in which various types of cinematic expression work in an interactive context. Examples from several case studies prove that film discourse typically supports and amplifies impressions and experiences transmitted to the player through the playing of the game itself. Analysis of structural convergence between videogames and film that is in the core of this dissertation does not exclude observing the differences between the two media. Interactivity is commonly considered as a staple feature of videogames, but that term needs to be delimited as interventional activity, because the concept of interactivity can be applied to traditional forms of text as well, though mostly metaphoricly. When playing a videogame, users are not active just cognitively, but also interventionaly. They are intervening in its vi diegetic space. Enabling interventional activity in videogames resulted in a number of diegetic peculiarities atypical for film. Point of view in videogame is mostly fixed and parameters of framing are less diverse and fluid in general. Montage is considerably less present in videogames, even though it is not completely removed from their formal grammar as certain scholars inclined. On the other hand, scenes in videogames include considerably more non- diegetic informations that direct the player’s interventional activity, mostly in the form of textual and graphical indicators. Performartive nature of videogames conditions particular time framing of diegetic events, special configuration of space and a distinct functionality of objects within them. Time is not fixed as it is in cinema; it is adjusted to the needs of the player’s performance. Facilitating performance results not only in specific time distortions in relation to the way of representation in film, there are distortions in space as well. These spatial peculiarities are evident in certain perspective variations of videogames, as those in isometric graphics, or the symbolic and unrealistic dimensioning of objects and their spatial placement. Use value and interactive functionality of ludic objects conditions a specific way of their appearing and disappearing from space, as well as the very frame parameters and the auditory accompaniment and numerous other non-diegetic indicators that serve to direct the player’s attention. Another divergent aspect of videogames is in their ways of achieving user immersion. Immersion in videogames is not merely sensory and narrative, as in some traditional media, it is also ludic. Consequently, videogames are able to hold the attention of the player very efficiently using weaker sensory and narrative mechanisms. A major part of this
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