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Dissertação De Mestrado NATÁLIA MONTI CAPELLO “AMBIENTE SONORO EM JOGOS DE COMPUTADOR: PROPOSTA DE UMA METODOLOGIA DE ANÁLISE” CAMPINAS 2012 i UNIVERSIDADE ESTADUAL DE CAMPINAS INSTITUTO DE ARTES NATÁLIA MONTI CAPELLO “AMBIENTE SONORO EM JOGOS DE COMPUTADOR: PROPOSTA DE UMA METODOLOGIA DE ANÁLISE” Orientador: Prof. Dr. José Eduardo Ribeiro de Paiva Dissertação apresentada ao Programa de Pós-Graduação em Música do Instituto de Artes da Universidade Estadual de Campinas para obtenção do título de Mestra em Música. Área de concentração: Fundamentos teóricos. ESTE EXEMPLAR CORRESPONDE À VERSÃO FINAL DA DISSERTAÇÃO DEFENDIDA PELA ALUNA NATÁLIA MONTI CAPELLO E ORIENTADA PELO PROF. DR. JOSÉ EDUARDO RIBEIRO DE PAIVA. Assinatura do Orientador ____________________ CAMPINAS 2012 iii iv v AGRADECIMENTOS Primeiramente ao meu orientador, Prof. Dr. Eduardo Paiva, pelo acolhimento, incentivo, discussões e direcionamento dado a este trabalho. A todos os professores que aceitaram fazer parte da banca examinadora, Claudiney Carrasco, Rodolfo Coelho, Ricardo Goldemberg e Leonardo Andrade, pela prontidão e disponibilidade. Aos professores que auxiliaram durante a fase de elaboração do projeto de pesquisa, Eduardo Paiva, Hermes Renato, Claudiney Carrasco, Jônatas Manzolli, pelo acolhimento e sugestões. A todos os profissionais que contribuíram diretamente com este trabalho, dentre os entrevistados Gabriel Duarte, Lucas Meneguette, Herlygenes Pinto, Paulo Santos, Marcelo Martins, Walter Nascimento e Ivan Eiji, assim como Howard Delman, Mark Wolf, Kristine Jørgensen, Axel Stockburger, Jami Sieber e Jonathan Blow, pela atenção e informações fornecidas. A Renato Capello, meu estimado esposo, pelo precioso auxílio prestado através de sugestões, revisão de texto e impressão. Agradeço também pelo imenso apoio pessoal prestado e por muitos outros favores e benefícios que não cabem ser citados aqui. A Reinaldo Quaresma, pelas informações complementares relacionadas a games. A todos os meus benfeitores, que direta ou indiretamente contribuíram para a realização deste trabalho, em especial a minha madrinha Rose. Aos funcionários da pós-graduação, pela eficiência. A meus pais, pelo apoio e incentivo sempre constante. Ao Bom Deus, por tudo. A FAPESP pelo financiamento desta pesquisa. vii RESUMO Esta pesquisa organiza um conjunto de ideias e conceitos que propiciam um olhar teórico sobre o ambiente sonoro em jogos eletrônicos. A abordagem adotada se fundamenta na ideia da decupagem sonora, que aqui integra dois procedimentos principais: identificação e desenvolvimento do conceito de cinco objetos sonoros - vozes, sons de interface, músicas, sons ambientes e efeitos sonoros -, assim como a descrição de suas características e funções principais; e mapeamento sonoro, que pressupõe a listagem organizada dos sons presentes em um jogo, discriminando pontos específicos como transições, loops, locais em que aparecem. São tomados para a análise dois jogos para computador bem reconhecidos pela crítica de jogos, Braid (Number None, 2009) e Mass Effect (BIOWARE, 2008), os quais são analisados individualmente quanto ao uso que fazem de cada componente de suas respectivas trilhas sonoras. Os procedimentos metodológicos utilizados abarcam desde a escolha justificada dos jogos, experimentação dos mesmos, submissão da decupagem de um dos jogos à entrevista com profissionais da área, a discussões sobre o embasamento teórico, que se aperfeiçoou ao longo da pesquisa. De modo complementar, recorreu-se a considerações teóricas sobre a dinamicidade do áudio e sobre a classificação dos sons quanto à diegese. Após a discussão comparativa entre as análises, verifica- se a presença tanto de características específicas a determinado estilo de jogo quanto de outras mais abrangentes. Os apontamentos retirados da análise dos jogos foram sintetizados e generalizados para compor uma proposta metodológica de análise, a qual serve de ponto de partida para compreensão do ambiente sonoro de outros jogos. Palavras-chave: ambiente sonoro, trilha sonora, música, som, jogos, análise ix ABSTRACT This research organizes a set of ideas and concepts that provide a theoretical view on the soundscape of electronic games. The approach is based on the idea of sound decoupage, which here includes the following main procedures: identification and development of the concept of five sound objects - voices, interface sounds, music, ambient sounds and sound effects - as a description of their characteristics and main roles; and sound mapping, which presupposes the enumeration of all sounds present in a game and also the specification of informations such as transitions, loops, locations where they appear. Two computer games recognized by game critics - Braid (Number None, 2009) and Mass Effect (Bioware, 2008) - are picked and both are analyzed according to the use of the components of their soundtracks. The methodological steps used here extend from the choice of games, experimentation of them and the submission of the decoupage of one of the games to an interview with some professionals of the field, to the discussions on the theoretical framework, which has been improved during this research. In a complementary way, we used theoretical outlines on the dynamicity of audio and on the classification of sounds according to the diegese. After comparing the analyses, it’s verified both the presence of features specific to a game genre and broader others. The notes taken from the games analysis were synthesized and generalized in order to compose a methodology of analysis, which serves as a starting point to the comprehension of the soundscape of other games. Keywords: soundscape, soundtrack, music, sound, games, analysis xi SUMÁRIO INTRODUÇÃO .................................................................................................................. 1 CAPÍTULO I – PANORAMA HISTÓRICO DA TRILHA SONORA NOS VIDEOGAMES ... 5 1.1. DEFININDO CONCEITOS .......................................................................................... 5 1.2. ARCADES .............................................................................................................. 9 1.3. PRECURSORES .................................................................................................... 12 1.4. INCLUSÃO DO CHIP DE SOM ................................................................................... 14 1.5. PRIMEIROS CONSOLES CASEIROS ......................................................................... 17 1.6. POPULARIZAÇÃO DOS PC’S .................................................................................. 18 1.7. QUARTA GERAÇÃO .............................................................................................. 20 1.8. TECNOLOGIAS DE ÁUDIO ....................................................................................... 22 1.9. QUINTA GERAÇÃO ................................................................................................ 26 1.10. SEXTA GERAÇÃO ................................................................................................. 28 1.11. SÉTIMA GERAÇÃO ................................................................................................ 30 1.12. OITAVA GERAÇÃO ................................................................................................ 33 CAPÍTULO II – OBJETO DE ESTUDO ........................................................................... 37 2.1. ESCOLHA DOS JOGOS .......................................................................................... 37 2.1.1. Braid ............................................................................................................ 40 2.1.2. Mass Effect ................................................................................................. 44 CAPÍTULO III – ANÁLISE DOS JOGOS ......................................................................... 49 3.1. EXPERIMENTAÇÃO ............................................................................................... 49 3.2. DECUPAGEM ........................................................................................................ 50 3.2.1. Braid ............................................................................................................ 52 3.3. ENTREVISTA COM PROFISSIONAIS ......................................................................... 52 3.3.1. Análise das entrevistas................................................................................ 55 3.3.2. Considerações sobre as entrevistas ............................................................ 64 3.4. DECUPAGEM DE MASS EFFECT ............................................................................. 64 3.5. EMBASAMENTO TEÓRICO ...................................................................................... 66 3.5.1. Objetos sonoros .......................................................................................... 67 3.5.2. Áudio dinâmico .......................................................................................... 113 3.5.3. Sons diegéticos e não-diegéticos .............................................................. 124 CAPÍTULO IV – CONCLUSÃO ..................................................................................... 131 4.1. CONSIDERAÇÕES SOBRE AS ANÁLISES ................................................................ 131 4.2. PROPOSTA METODOLÓGICA ................................................................................ 139 4.3. CONSIDERAÇÕES FINAIS ....................................................................................
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