A Afinação Do Mundo Virtual

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A Afinação Do Mundo Virtual Pontifícia Universidade Católica de São Paulo PUC-SP Lucas Correia Meneguette A afinação do mundo virtual identidade sonora em jogos digitais Doutorado em Tecnologias da Inteligência e Design Digital São Paulo 2016 Lucas Correia Meneguette A afinação do mundo virtual identidade sonora em jogos digitais Tese apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de Doutor em Tecnologias da Inteligência e Design Digital, sob a orientação do Prof. Dr. Sergio Roclaw Basbaum. São Paulo 2016 Meneguette, Lucas Correia, 1987- A afinação do mundo virtual: identidade sonora em jogos digitais / Lucas Correia Meneguette. – São Paulo: PUC-SP, 2016. 232 f. : il. color. ; 30 cm. Orientador: Sergio Roclaw Basbaum. Tese (Doutorado) – Pontifícia Universidade Católica de São Paulo, Programa de Pós-Graduação em Tecnologias da Inteligência e Design Digital, São Paulo, 2016. 1. Áudio. 2. Jogos digitais. 3. Paleta sonora. 4. Cosmopoiese. 5. Caracterização ludofuncional. I. Basbaum, Sergio Roclaw. II. Título. BANCA EXAMINADORA Prof. Dr. Sergio Roclaw Basbaum Pontifícia Universidade Católica de São Paulo (PUC-SP) Prof. Dr. David de Oliveira Lemes Pontifícia Universidade Católica de São Paulo (PUC-SP) Prof. Dr. Lawrence Rocha Shum Pontifícia Universidade Católica de São Paulo (PUC-SP) Prof. Dr. Roger Tavares Universidade Federal do Rio Grande do Norte (UFRN) Prof. Dr. Eduardo Santos Mendes Universidade de São Paulo (USP) AGRADECIMENTOS Uma tese de doutorado não se escreve sozinha, nem é uma pura aventura científica, objetiva, fria, em terceira-pessoa: envolve todo um entorno, está enraizada na existência individual, subjetiva, intersubjetiva, durante, pelo menos, quatro anos ou mais. Dentre as pessoas que participaram direta ou indiretamente dessa tese, agradeço: À CAPES, que fomentou parte dessa pesquisa. Ao meu orientador, Sergio Basbaum, pela inteligência e sabedoria assustadoras que, certamente, foram decisivas para a formação dos meus referenciais profissionais e filosóficos; Aos meus colegas e ex-colegas da Faculdades Metropolitanas Unidas e da Fatec Tatuí, que conviveram com muitas das nossas ambições e tensões acadêmicas; Aos meus alunos e ex-alunos, que deram sentido à existência da pesquisa; À minha família, aos meus amigos e, especialmente, à minha mulher Vanessa Cotini, pelo apoio diário e por compartilhar cada alegria e cada frustração. É uma felicidade imensa concluir essa jornada heroica – uma felicidade que eu gostaria de compartilhar com todos. Obrigado por estarem ao meu lado! “It’s not where you take things from – it’s where you take them to” Jean-Luc Godard RESUMO Os jogos digitais são uma das principais linguagens da cultura digital. Como produto audiovisual, hipermidiático e interdisciplinar, os jogos envolvem a integração de diversos profissionais, em diferentes áreas de atuação. Uma de suas áreas é o design de áudio, que reúne as produções de músicas, efeitos sonoros e vozes na criação de um universo sonoro para o jogo, em íntima relação com o universo ficcional, com a visualidade e com o game design. Embora o campo de estudos do áudio para jogos já reúna uma série de trabalhos acadêmicos na última década, trata-se de um território ainda pouco desbravado, sobretudo no que diz respeito à integração do áudio com a criação de uma identidade estética e funcional ao jogo. Nesse sentido, essa tese tem o objetivo de propor um arcabouço conceitual que permita compreender a formação de identidade sonora em jogos, particularmente pela integração da sonoridade com uma “tétrade elementar” formada por estética, mecânica, história e tecnologia. Para tanto, realizou-se ampla revisão bibliográfica em diferentes campos interdisciplinares, como o áudio para games, o som para o cinema, a teoria dos mundos ficcionais e a ecologia acústica. Com isso, foi possível reapropriar conceitos existentes, bem como sugerir uma série de novos conceitos que auxiliaram a análise estética e funcional de casos concretos da sonoridade de jogos, tais como paleta sonora, perfil sonoro, assinatura sonora, cosmopoiese e caracterização ludofuncional. Palavras-chave: Áudio. Jogos digitais. Paleta sonora. Cosmopoiese. Caracterização ludofuncional. ABSTRACT Digital games are one of the main languages of digital culture. As audiovisual, hypermedia and interdisciplinary product, games involve the integration of several professionals in different areas. One of these areas is audio design, which brings together music productions, sound effects and voices in the creation of a sound environment for the game, in close relationship with the fictional universe, with visuality and game design. Although the audio field of study for games already meets a number of academic papers in the last decade, it is a territory still not tamed, especially with regard to the integration of audio within the creation of an aesthetic and functional identity to the game. In this sense, this thesis aims at proposing a conceptual framework that allows us to understand the formation of sonic identity in games, particularly the integration of sound with a “elemental tetrad” made up of aesthetics, mechanics, story and technology. Therefore, it was carried out an extensive bibliography research in various interdisciplinary fields, such as audio for games, sound for cinema, the theory of fictional worlds and the acoustic ecology. Thus, it was possible to reclaim existing concepts and suggest a number of new concepts which helped the aesthetic and functional analysis of individual cases of game sound, such as sound palette, sound profile, sound signature, cosmopoiesis and ludofunctional characterization. Keywords: Audio. Digital games. Sound palette. Cosmopoiesis. Ludofunctional characterization. LISTA DE FIGURAS Figura 1 – Representação do modelo IEZA ........................................................................................................... 43! Figura 2 – Personalidades de marca ........................................................................................................................ 55! Figura 3 – Quadro de áudio e personalidades de marcas ...................................................................................... 57! Figura 4 – Kiki e bouba ............................................................................................................................................ 94! Figura 5 – Pro Evolution Soccer 2015 é um exemplo de estética realista-televisionista ........................................... 114! Figura 6 – Rayman Legends tem um estilo e tom colorido e caricato ..................................................................... 118! Figura 7 – Rez é um jogo musical abstracionista, com gráficos em estilo vetorial .............................................. 119! Figura 8 – Minecraft apresenta um estilo sintético, remediando a pixel art e a chiptune ......................................... 123! Figura 9 – A escuridão predomina no estilo e tom de Limbo, jogo platformer independente ............................... 126! Figura 10 – Gráfico GBACT possível para uma situação ludonarrativa de Grand Theft Auto V ........................ 146! Figura 11 – The Witcher 3: Wild Hunt é ambientado em um cenário medieval em ruínas, onde o jogador enfrenta diversos monstros fantásticos ....................................................................................................... 148! Figura 12 – Imagem do jogo Assassin’s Creed Syndicate, ambientado na era vitoriana, em Londres ................... 151! Figura 13 – Algumas análises cosmopoiéticas representando respectivamente as paisagens apresentadas de Viva Piñata, Assassin’s Creed Syndicate, Max Payne e Portal .............................................................................. 152! Figura 14 – Terraria é um RPG de ação cujo ambiente é criado de modo procedural ..................................... 170! Figura 15 – Curva narrativa típica de um filme de aventura hollywoodiano .................................................... 186! Figura 16 – Curva de tensão emergente em um jogo de ação sorrateira ........................................................... 187! Figura 17 – Ambiência de suspense em Dead Space .............................................................................................. 189! Figura 18 – Os robôs de Titanfall são um exemplo de caracterização ludofuncional ........................................ 205! LISTA DE TABELAS Tabela 1 – “Um fragmento de uma lista de ativos que foi considerada útil pelo designer de áudio” ................ 73 Tabela 2 – Lista bipolar de sons para Negociação Mortal .................................................................................... 74 Tabela 3 – Transformação dos sons fundamentais da paisagem sonora ao longo do tempo ........................... 143 SUMÁRIO INTRODUÇÃO .............................................................................. 19! 1. TIPOLOGIAS DE ÁUDIO EM GAMES ........................................... 27! 1.1. INTERATIVIDADE, ÁUDIO LINEAR E NÃO-LINEAR ........................................... 28! 1.2. ÁUDIO DINÂMICO, INTERATIVO E ADAPTATIVO ............................................ 30! 1.3. OUTRAS PROBLEMÁTICAS NO LÉXICO DE ÁUDIO INTERATIVO .................... 34! 1.4. SOM DIEGÉTICO, NÃO-DIEGÉTICO E TRANSDIEGÉTICO ................................ 38! 1.5. MODELO IEZA ................................................................................................ 43! 2. ELEMENTOS DE IDENTIDADE SONORA ....................................
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