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MACIEL, Gabriela Albuquerque.Pdf Universidade Federal de Pernambuco Centro Acadêmico do Agreste Núcleo de Design Recomendações de Game Design para o Jogador Hardcore Adulto: Análise dos Aspectos de Desafio, Narrativos, Audiovisuais e de Interface de Dois Jogos Selecionados Gabriela Albuquerque Maciel Orientador | Manoel Guedes Alcoforado Neto Caruaru 2011 P á g i n a | 2 Gabriela Albuquerque Maciel Recomendações de Game Design para o Jogador Hardcore Adulto: Análise dos Aspectos de Desafio, Narrativos, Audiovisuais e de Interface de Dois Jogos Selecionados Orientador | Manoel Guedes Alcoforado Neto Monografia apresentada como requisito parcial para obtenção do título de Bacharel em Design da Universidade Federal de Pernambuco, Centro Acadêmico do Agreste. Área de concentração: Game Design Caruaru 2011 P á g i n a | 3 Catalogação na fonte Bibliotecária Simone Xavier CRB4 - 1242 M152r Maciel, Gabriela Albuquerque. Recomendações de Game Design para o jogador Hardcore adulto: análise dos aspectos de desafio, narrativos, audiovisuais e de interface de Chrono Trigger e Super Mario World / Gabriela Albuquerque Maciel. – Recife: A autora, 2012. 114f.. : il. ; 30 cm. Orientador: Manoel Guedes Alcoforado Neto. Monografia (Trabalho de Conclusão de Curso) – Universidade Federal de Pernambuco, CAA. Design, 2012. Inclui bibliografia. 1. Jogos por computador. 2. Audiovisual. 3. Jogos eletrônicos. I. Alcoforado Neto, Manoel Guedes (Orientador). II. Titulo. 740 CDD (23.ed.) UFPE (CAA 2012-33) P á g i n a | 4 UNIVERSIDADE FEDERAL DE PERNAMBUCO CAA – CENTRO ACADÊMICO DO AGRESTE NÚCLEO DE DESIGN Recomendações de Game Design para o Jogador Hardcore Adulto: Análise dos Aspectos de Desafio, Narrativos, Audiovisuais e de Interface de Dois Jogos Selecionados Monografia apresentada como requisito parcial para obtenção do título de Bacharel em Design da Universidade Federal de Pernambuco, Centro Acadêmico do Agreste, submetida à aprovação pela banca examinadora composta pelos seguintes membros: _________________________________________________ Prof. Msc. Manoel Guedes Alcoforado Neto – UFPE | CAA (orientador) _________________________________________________ Prof. Msc. Sílvio Diniz de Lourenço Junior – UFPE | CAA _________________________________________________ Prof. Dr. André Menezes Marques das Neves – UFPE | CAA Caruaru, dezembro de 2011. P á g i n a | 5 “So close no matter how far Couldn't be much more from the heart Forever trusting who we are And nothing else matters” (Metallica) P á g i n a | 6 Dedico esta pesquisa aos meus pais Juvenita Lucena e Reginaldo Maciel, por terem me dado a oportunidade de chegar a este ponto; ao meu irmão Danilo Albuquerque e meu primo Leonardo Gomes pelas besteiras diárias; ao meu namorado Fábio Aquino por ter mudado alguns caminhos em minha vida, aguentado o meu mau humor este semestre e me ajudado na conclusão da pesquisa. Às minhas amigas Cibelli Marçal e Natália Rodrigues por me acompanharem no IFPE; à minha amiga Débora Aquino por me acompanhar e apoiar na vida. Às minhas amigas Syntya Martins e Renata Guerra pelos momentos de alegria. Às minhas amigas de longa data Caroline Künzler, Aline Carvalho e Evelyne Gusmão pela certeza de que tempo e distância não destroem amizades baseadas em confiança. Aos amigos adquiridos no CAA que passaram por todos os apertos comigo: Larissa Rodrigues, Luis César Rufino, Ericka Diniz, Aninha Soares, Carlos Eduardo “Ceguu”, Eduardo de Sá Carneiro e aos amigos que encontrei no Saga e arredores, que me fazem sorrir em momentos difíceis sem saberem o bem que fazem: Márilia Feldhues, Ridison Elias, Carol Ventura, Jennifer Payne, Giulia Alc, Rodrigo Mazulo e Aline Rocha. P á g i n a | 7 AGRADECIMENTOS Aos Professores do curso de Design do CAA e do IFPE de Recife pelo conhecimento e experiência compartilhados; ao meu orientador Manoel Guedes por ter me auxiliado a sair de algumas pedras; aos Professores André Neves e Sílvio Diniz por aceitarem fazer parte da banca avaliadora, a André e todos do GDRLab pela oportunidade, companhia e brincadeiras e a Vania Teófilo pelos conselhos valiosos! P á g i n a | 8 Resumo Esta pesquisa tem como objetivo formular diretrizes que auxiliem na construção de game design documents adequados para o jogador hardcore adulto, através de um estudo de dois jogos marcantes durante a infância e adolescência do jogador: Super mario World e Chrono Trigger. A idade do gamer estudado é de 20 a 35 anos, portanto um jogador da geração Y se misturando ao início da geração do milênio, tomando a classificação de Novak (2005) como base. A geração citada como Y, trata-se na verdade de pessoas nascidas no final da geração X, e por tal motivo alguns autores a classificam desta forma. A mesma apesar de ter contato com games de arcade, não viveu na era de ouro dos mesmos, tendo então uma influência maior dos consoles domésticos e dos jogos de computador. Um breve estudo histórico foi utilizado como forma de entender em que momento os jogos pesquisados estavam, porém para a avaliação em si foram utilizados parâmetros citados por Rousse (2005) e Schuytema (2008) e auxilio de Novak (2005) e divididos em quatro categorias Desafios, Audiovisual, Narrativa e Interface. As três primeiras citadas por Ermi e Mäyra (2007) como aspectos que proporcionam imersão a última acrescentada devido a sua importância para Schuytema (2008). Para escolher os jogos que seriam avaliados, um questionário foi aplicado junto ao público estudado, No qual foi possível averiguar alguns dos jogos considerados positivo e negativamente pelo público, o primeiro console que os entrevistados possuíram, bem como o quanto cada gênero de jogo agrada ao público. Ao ter os jogos mais citados como ótimos e favoritos, foram escolhidos dois entre os mais citados para passar pelo roteiro de avaliação construído sob os critérios acima citados, podendo-se por fim chegar a algumas conclusões acerca do público, como forma de orientar futuros Game Design Documents dirigidos ao mesmo, através de recomendações. Palavras – chaves | Desafio, Audiovisual, Narrativa e Interface; Game Desig; Jogador hardcore adulto. P á g i n a | 9 Abstract This research aims to develop guidelines to assist in the construction of game design documents suitable for hardcore gamer adult, through a study of two outstanding games played during childhood and adolescence: Super Mario World and Chrono Trigger.Being the age of the gamer 20 to 35 years, so a player of Generation Y mixing at the beginning of the millennial generation, taking the classification of Novak (2005) as a base. The Generation Referred as Y is actually people born at the end of Generation X, and for this reason some authors classify them this way. The same in spite of having contact with arcade games, did not live in the golden age of the same, thus having a greater influence of home consoles and computer games. A brief historical study was used as a way to understand the moment that researched games was, but for the assessment itself were used for parameters mentioned by Rousse (2005) and Schuytema (2008) with help of Novak (2005) and divided into four categories Challenges , Audiovisual, Narrative and Interface. The first three cited by Ermi and Mäyrä (2007) as features that provide immersion, the last because of its importance to Schuytema (2008). To choose the games they would be evaluated, a questionnaire was administered to the public studied in which we could determine somethings at games considered positive and negatively by the public, the first console that respondents owned, as well as how much each game genre appeals to the public. By having the games cited as favorites and great, two were chosen among the most cited for going through the script evaluation built under the above criteria, and it can finally draw some conclusions about the public as a way to guide future Game Design Documents sent through recommendations found. Key words | Challenge, Audiovisual, Narrative and Interface; Game Design; Adult hardcore gamer. P á g i n a | 1 0 Sumário Introdução .................................................................................................................................................| 12 Objetivo Geral .........................................................................................................................................| 12 Objetivo Específico ..................................................................................................................................| 12 Justificativa ..............................................................................................................................................| 13 Metodologia ............................................................................................................................................| 16 Parte I | Fundamentação Teórica ...............................................................................................................| 17 Capítulo 1 – Como Surgiram os Videogames ....................................................................................| 17 1.1 O jogador hardcore adulto e a história dos videogames ................................................................| 18 1.2 Jogos que fizeram história.................................................................................................................| 21 Capítulo 2 – Game Design ................................................................................................................| 23 2.1 O Documento de Game Design .........................................................................................................|
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