Universidade Federal De Minas Gerais Mário Escarce

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Universidade Federal De Minas Gerais Mário Escarce UNIVERSIDADE FEDERAL DE MINAS GERAIS MÁRIO ESCARCE JUNIOR Videogames como interfaces sonoras lúdicas: Reflexões sobre a construção de uma linguagem própria a partir da análise de gêneros limítrofes BELO HORIZONTE 2018 MÁRIO ESCARCE JUNIOR Videogames como interfaces sonoras lúdicas: Reflexões sobre a construção de uma linguagem própria a partir da análise de gêneros limítrofes Projeto apresentado para a banca do Exame Qualificação do Programa de Pós-Graduação em Artes da Escola de Belas Artes da Universidade Federal de Minas Gerais, como requisito para a obtenção do título de Mestre em Artes. Linha de Pesquisa: Poéticas Tecnológicas Orientador: Prof. Dr. Jalver Bethônico BELO HORIZONTE 2018 Ficha catalográfica (Biblioteca da Escola de Belas Artes da UFMG) Escarce Junior, Mário, 1983- Videogames como interfaces sonoras lúdicas [manuscrito] : reflexões sobre a construção de uma linguagem prórpria a partir da análise de gêneros limítrofes / Mário Escarce Júnior – 2018. 122 f. : il. Orientador: Jalver Bethônico. Dissertação (mestrado) – Universidade Federal de Minas Gerais, Escola de Belas Artes. 1. Video games – Teses. 2. Arte e tecnologia – Teses. 3. Cinema – Estética – Teses. 4. Jogos eletrônicos – Teses. 4. Som – Teses. I. Bethônico, Jalver, 1963- II. Universidade Federal de Minas Gerais. Escola de Belas Artes. III. Título. CDD 794 UNIVERSIDADE FEDERAL DE MINAS GERAIS ESCOLA DE BELAS ARTES PROGRAMA DE PÓS-GRADUAÇÃO EM ARTES Assinatura da Banca Examinadora na Defesa de Dissertação do aluno MÁRIO ESCARCE JUNIOR Número de Registro 2016661083. Título: "Videogames como interfaces sonoras lúdicas: Reflexões sobre a construção de uma linguagem própria a partir da análise de gêneros limítrofes" Prof. Dr. Jalver Machado Bethônico – Orientador – EBA/UFMG Profa. Dra. Rosilane Ribeiro da Mota – Titular – EBA/UFMG Prof. Dr. Luis Fabrício Wanderley Goes – Titular – PUC/MG Belo Horizonte, 28 de fevereiro de 2018. AGRADECIMENTOS Agradeço à Georgia pelo suporte, discussão e por partilhar objetivos, em especial nas longas sessões de desenvolvimento dos projetos que orbitam diversas ideias contidas neste trabalho. À Jill, por acompanhar de perto todo o processo, transmitindo-me paz. À toda a minha família, minhas mães, minha irmã e irmãos, e sobretudo ao meu pai, pelo exemplo de determinação e superação dados em momentos adversos enfrentados durante o último ano do programa. Ao professor, orientador e amigo Jalver, pela inspiração, acompanhamento, revisões, e também por escancarar as portas de novos universos. Aos professores Francisco Marinho, Rosilane Mota, Luiz Naveda, Luís Fabrício, Marília Bergamo e Carlos Henrique pela revisão e disponibilidade. Aos professores João Victor, Hudson Ludgero e Marcelo Tannure, pela iniciativa, motivação e ensinamentos. Aos professores Jim Whitehead e Gillian Smith, pelos conselhos e referências. À Universidade de Lancaster, sobretudo ao professor Gerald Kotonya, por todo o apoio e suporte concedidos. Ao comitê do AIIDE-17, pela auxílio concedido para a viagem à conferência. À todos os integrantes do interSignos, pelas frutíferas reuniões, referências e conhecimento compartilhados. À todos os funcionários, discentes e docentes da EBA que contribuíram direta ou indiretamente no processo de desenvolvimento deste trabalho. À Capes, pela bolsa concedida. Ao amigo Leandro Marcolino, pela colaboração e suporte nesta jornada. Aos demais amigos, que contribuem para além do que é possível expressar. À todos que me acompanham e me fazem seguir em frente. Obrigado! Only those who will risk going too far can possibly find out how far one can go. T. S. Elliot RESUMO Videogames como interfaces sonoras lúdicas: Reflexões sobre a construção de uma linguagem própria a partir da análise de gêneros limítrofes A estética cinematográfica se tornou uma constante referência para a produção de videogames. Um problema desta abordagem é que ela traz consigo importantes implicações para a concepção de modelos interativos, conforme podemos observar, por exemplo, nas seções narrativas dos projetos, que são comumente apresentadas de forma fragmentada e às vezes desconexas de sua sessão interativa. Em vista disto, este trabalho objetiva refletir sobre a construção de uma linguagem própria dos videogames, condizente com sua intrínseca premissa interativa, buscando em projetos com enfoque sonoro exemplos de gêneros que caminham rumo a instauração de uma identidade. Será objetivo explorar as discussões sobre videogames e sua mediação nas artes, tal como investigar conceitos importantes que nos permitam vislumbrar heurísticas de produção de experiências mais homogêneas. Para isto, propomos que exploremos abordagens como a da geração procedural de conteúdo, onde o sistema apresenta potência para mediar as percepções de seu interlocutor, para então instituir experiências adaptativas, ao invés de serem completamente delineadas pelas concepções de um desenvolvedor. Exploraremos ainda o conceito de cooperação implícita em ambientes virtuais de produção sonora, onde um corpus musical possa emergir de uma outra motivação, como por exemplo explorar um ambiente tridimensional. Palavras-chave: videogames, sistemas musicais interativos, geração procedural de conteúdo, colaboração implícita em sistemas multiagentes. ABSTRACT The movies aesthetics has become a constant reference in the video games industry. This approach, however, has some important implications on the design of interactive models, as we can perceive, for example, in the narrative sections of video game projects, which are commonly presented in a segmented form. Regarding to this, this work aims on discussing about the construction of a specific language to the video games projects, in accordance with its intrinsic interactive premise. We will look for projects of genres that emphasize its audio sections, as we also point out how these examples are moving towards the establishment of an identity. It will also be an objective to explore discussions about video games and their medium in arts, as well as investigate important concepts that allows us to glimpse heuristics for the production of more homogeneous experiences. Thus, this work proposes that we explore approaches such as the procedural content generation, where the system presents a power to mediate the perceptions of its interlocutor to establish adaptive experiences, rather than being completely delineated by the conceptions of a developer. We will also explore the concept of implicit cooperation in the context of experiences based on sounds, where a musical corpus can emerge from a different motivation, such as exploring a three-dimensional environment. Keywords: videogames, interactive musical systems, procedural content generation, implicit collaboration in multi-agent systems. PREÂMBULO Objetivo geral: - Refletir sobre a construção de uma linguagem própria aos videogames, parcialmente desprendidas da subjetivação do desenvolvedor e também da limitadora influência da estética cinematográfica, buscando em projetos com enfoque sonoro exemplos de gêneros de instauração de uma identidade. Objetivos específicos: - Apresentar e avaliar o estado da arte das discussões sobre videogame como meio expressivo; - Discutir possibilidades de articulação dos videogames com enfoque no agenciamento sonoro. - Discutir formas e abordagens que enfatizam experiências mais diversas com videogames , além do referencial hegemônico da estética cinematográfica; - Valorizar uma maior importância das relações com o som além dos estreitos objetivos dos jogos; - Propor que a concepção de uma linguagem própria dos videogames pode ser instaurada sobre uma premissa interativa que vá além do atual modelo sistêmico desenvolvedor, jogo e interator. Como, por exemplo, através de um modelo reativo, livres da exclusiva imposição do desenvolvedor, onde o sistema seja capaz de interpretar estímulos do interator baseado em diretrizes, onde então sistema e interator colaboram de forma implícita na emersão da obra. LISTA DE FIGURAS 1. Influência cinematográfica expressa em cutscenes . 27 2. Sunrise e Proteus 35 3. Fatal Frame 39 4. Seção tutorial em Final Fantasy XII 39 5. Ação externa à experiência 40 6. Breakout 42 7. Momentos da experiência de Yume Nikki 45 8. Referência icônica em Resident Evil 50 9. Quick Time Event 58 10. Recompensa pela exploração em Mario Bros 61 11. Tela de Gameplay de This is The Only Level 62 12. Tenori-on 65 13. Crânio humano em Inside 67 14. Hellblade Senua’s Sacrifice 68 15. Lurking 81 16 Proteus 84 17. Electroplankton 88 18. Vib Ribbon 90 19. Dummy Head Recording 93 20. Microbial Art 99 LISTA DE GRÁFICOS 1. Adaptações de filmes em jogos 14 2. Flow 43 3. Modelo discreto de escolhas 53 4. Acordes e suas inversões 100 5. Dream Machine 101 LISTA DE SIGLAS FMV ( full motion video) 56 FPS ( first person shooter ) 76 I.A. (inteligência artificial) 102 MIDI ( musical instrument digital interface ) 104 MUD (multi-user dungeon) 92 NPC (non player character ) 39, 51, 54, 63, 67, 80, 81, 92, 102 QTE (quick time event ) 57, 58 RTS ( real time strategy) 46 SUMÁRIO Introdução Jogo? 13 Além das abordagens convencionais 22 Cap. 1: V ideogames e sua mediação nas artes 29 1.1. A teoria do Flow : a imersão como instância manipulável 38 1.2. Metáforas e Recursos Narrativos 48 1.3. Sobre Modelos Interativos 53 1.4. E mergent Gameplay 58 Cap. 2: Instrumentos musicais lúdicos 64 2.1. Sons regentes em obras interativas digitais 67 2.1.1. A experiência interativa como performance 70 2.2. Música generativa em V ideogames 71 Cap. 3: Gêneros limítrofes 78 3.1.
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