Pátá Edice Dungeons & Dragons V Digitálním Prostředí Bakalářská Práce

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Pátá Edice Dungeons & Dragons V Digitálním Prostředí Bakalářská Práce Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Petr Baueršíma Pátá edice Dungeons & Dragons v digitálním prostředí Bakalářská práce Vedoucí práce: Mgr. et Mgr. Zdeněk Záhora 2020 Čestně prohlašuji, že jsem tuto bakalářskou práci vypracoval samostatně s využitím uvedených pramenů a literatury. …………….…………. Petr Baueršíma V Brně dne 14. 5. 2020 Na tomto místě bych velmi rád poděkoval vedoucímu práce Mgr. et Mgr. Zdeňku Záhorovi za odborné vedení při vzniku této práce. Dále bych rád rodině a přátelům za pomoc a trpělivost. Především pak Anně a Martinovi za účast na herním testování digitálních nástrojů, Bc. Soně Baueršímové, DiS. za rady ohledně stavby a vyhodnocení dotazníku a Mgr. Petrovi Baueršímovi za korektury textu. Anotace Tato práce se snaží prozkoumat pozici, do které se dostala pátá edice fantasy hry na hrdiny Dungeons & Dragons se vztahu s digitálním prostředím, jak modifikuje její interaktivitu i nové způsoby herního zužitkování. Tato hra se svou současnou edicí zaznamenala zásadní růst prodejů i jistou proměnu v jejím kulturním vnímání. Ve své první částí práce představuje hru a její vývoj od vzniku do současnosti, dále se zaměřuje na to, jak se v online prostředí mění interaktivita hry skrze digitální herní nástroje. Poslední část se zaměřuje na nový jev pasivní konzumace DnD a pozici diváků k procesu hraní. Text se snaží pohlížet z různých uhlů na digitalizaci tradičně fyzické hry a zjistit, jak se proměňovala v čase. Klíčová slova Dungeons & Dragons, Critical Role, nová média, online služby, streaming, Twitch, digitalizace, stolní hry, hry na hrdiny Annotation This thesis focuses on the position of the 5th edition of fantasy roleplaying game Dungeons & Dragons in relation to a digital environment, how it influences the playing of the game, and new ways of the use of the game. This game experienced witch current edition a major growth in sales and change of public perception. The first part introduces the game and its history from origins to present. Next, it focuses on digital playing tools and how the digital environment influences the game. The last part investigates the new phenomenon of watching DnD and the position of the viewers towards the game. The text tries to look at different angles of the digitalization of traditionally physical game and the changes in relation to game history. Keywords Dungeons & Dragons, Critical Role, new media, online services, streaming, Twitch, digitalization, tabletop games, role-playing games, Obsah 1. Úvod ................................................................................................................................................ 0 2. Zařazení Dungeons & Dragons .................................................................................................... 2 2.1. Základní komponenty DnD ..................................................................................................... 3 3. Historie ........................................................................................................................................... 5 3.1. Původ a vznik .......................................................................................................................... 5 3.2. Cesta od originální k 1. edici ................................................................................................... 8 3.3. Satanistická panika a 2. edice ................................................................................................ 11 3.4. DnD pod WOTC (e3, e3.5 a e4) ............................................................................................ 15 3.5. 5. edice a současnost ............................................................................................................. 17 4. Digitální DnD nástroje ................................................................................................................ 19 4.1. Herní asistenti ........................................................................................................................ 19 4.1.1. D&D Beyond ..................................................................................................................... 19 4.1.1.1. Ztráta taktilnosti postav ............................................................................................. 21 4.2. Virtuální stoly ........................................................................................................................ 23 4.2.1. Roll20 ............................................................................................................................ 24 4.2.2. Fantasy Grounds ............................................................................................................ 27 4.3. Neoficiální nástroje ............................................................................................................... 29 4.4. Další metody hraní DnD online ............................................................................................. 30 5. Sledování DnD ............................................................................................................................. 32 5.1. Twitch.tv................................................................................................................................ 32 5.2. DnD na Twitch ...................................................................................................................... 34 5.3. Critical role ............................................................................................................................ 38 5.3.1. Role Critical role v DnD světě ...................................................................................... 41 5.4. Dotazník ................................................................................................................................ 45 5.4.1. Základní informace o provedení dotazníku a respondentech ........................................ 45 5.4.2. Interpretace .................................................................................................................... 46 5.4.3. Závěry ............................................................................................................................ 48 6. Závěr ............................................................................................................................................. 50 7. Resumé ......................................................................................................................................... 51 8. Summary ...................................................................................................................................... 51 9. Seznam vyobrazení ...................................................................................................................... 52 10. Seznam pramenů a literatury ..................................................................................................... 53 11. Přílohy .......................................................................................................................................... 61 1. Úvod Dungeons & Dragons se dnes nachází v unikátní pozici. Díky jejímu stáří prošla řadou proměn v reakci na své okolí. Od vydání 5. edice hry však lze nalézt sérií změn spojených s digitálním světem, jak již řada osob zaznamenala. Mary Piton se ve svém článku zaměřuje na vzestup profesionálních DM. Poukazuje na roli televizních seriálů jako Stranger Things a popkulturní vzestup viditelnosti hry. S rostoucím zájmem o hru spojuje však vznik profesionálních DM s růstem popularity hry online především na online streamovací Twitch, kde existuje překryv těchto dvou skupin1. David Ewalt napříč svou knihou mapuje kulturní pozici hry ze svého pohledu, kde své hraní držel před svým okolím v tajnosti kvůli stigmatu kolem hry, které během času ustupovalo, až se hra dostala z jeho pohledu do mainstreamové pozornosti2, což se odrazilo i na úspěšnosti hry. Dungeons & Dragons se na základě prodejních dat daří velmi dobře. Podle zkoumání Erika Schmidta se knihy 5. edice v průběhu času dostaly na čím dál vyšší pozice v žebříčku bestsellerů na Amazon Books, a to ze žádného v roce 2015 na 21. pozici Player's Handbook v roce 20183. Schimidt také poukazuje na prudce rostoucí svět virtuálních herních stolů ve spojení s 5. edicí hry. Zároveň s tím roste poměr prodaných online DnD knih. Podle informací Adama Rowa mezi roky 2017 a 2018 vzrostl prodej digitálních DnD knih o 53 %4. V roce 2019 digitální nástroj D&D Beyond pak zaznamenal 75% růst, s tím, že Player's Handbook je stabilně nejprodávanější knihou na platformě5 a v současnosti je zde vytvořeno 23 milionů hráčských postav 6 . Pátá edice v digitálním prostředí je tedy spojována se dvěma jevy specifickými pro tuto generaci hry, růst online digitálních nástrojů a streamování DnD her srze 1 PITON, Mary, The Rise of the Professional Dungeon Master: Nerd culture, Stranger Things, and the gig economy have created a world where Dungeons & Dragons enthusiasts host games for $500. Bloomberg Businessweek [online]. 8. 7. 2019 [cit. 2020-03-31]. Dostupné z: https://www.bloomberg.com/news/features/2019-07-08/how-to-be-a-professional-dungeons-dragons-master- hosting-games 2 EWALT, David M., 2013 3 SCHMIDT, Erik, How Well is 5th Edition D&D Selling? Unpossible journeys [online]. 19. 1. 2019 [cit. 2020- 05-06]. Dostupné z: https://unpossiblejourneys.com/how-well-is-5th-edition-dungeons-and-dragons-selling/ 4 ROWE, Adam, The Company Behind Dungeons & Dragons
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