NAVIGATIONEN. Game Laboratory Studies

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NAVIGATIONEN. Game Laboratory Studies Jg. 11 H.2 2011 € 13,- NAVI GATIONEN ä Zeitschrift für Medien- und Kulturwissenschaften Jg. 11 H.2 2011 11 H.2 Jg. Benjamin Beil / Thomas Hensel (Hrsg.) GAME LABORATORY STUDIES GAME LABORATORY STUDIES GAME LABORATORY ä ä ä ä ä ä GATIONEN Texte zu den Aktanten des Game Design 3D Arbeitsumgebung Betatest Bildende Kunst Bleistift äComic ä Computermaus ä Diagramm ä Feldforschung ä Film ä Game Design Document ä Game De- NAVI velopment Tool ä Genre ä Grafikkarte ä Literatur ä Merchandising ä Notizbuch ä Pen & Paper-Prototyp äPost-it ä PowerPoint ä Project Management Tools ä Sound ä Spieler ä Story-Writing ä Textur ä Workflow Jg. 11, H. 2, 2011 NAVI GATIONEN ä Zeitschrift für Medien- und Kulturwissenschaften Benjamin Beil / Thomas Hensel (Hrsg.) Game Laboratory Studies NAVI GATIONEN ä Zeitschrift für Medien- und Kulturwissenschaften IMPRESSUM HERAUSGEBER: REDAKTIONSADRESSE: Team Medienwissenschaft Universität Siegen Philosophische Fakultät Medienwissenschaftliches Seminar Universität Siegen 57068 Siegen REDAKTION: universi – Universitätsverlag Siegen Benjamin Beil, Thomas Hensel Adolf-Reichwein-Str. 2 UMSCHLAGGESCHALTUNG Erscheinungsweise zweimal jährlich UND LAYOUT: Christoph Meibom, Susanne Pütz Preis des Einzelheftes: € 13,- Preis des Doppelheftes: € 22,- TITELBILD: Jahresabonnement: € 20,- Toru Iwatani: Pac-Man-Skizzen Jahresabonnement Quelle: control-online.nl für Studierende: € 14,- ISSN 1619-1641 DRUCK: UniPrint, Universität Siegen Benjamin Beil / Thomas Hensel (Hrsg.) GAME LABORATORY STUDIES GAME LABORATORY STUDIES INHALT Benjamin Beil und Thomas Hensel Aktanten des Game Design ............................................................................ 9 Jens Schröter 3D ................................................................................................................. 15 Philipp Bojahr Arbeitsumgebung .......................................................................................... 21 Tobias Gläser und Lars Schröer Betatest ......................................................................................................... 25 Thomas Hensel mit Gisa Hofmann und Marlene Schleicher Bildende Kunst .............................................................................................. 29 Torsten Brandt Bleistift .......................................................................................................... 35 Jens Meinrenken Comic ........................................................................................................... 39 Nicolai Nobis Computermaus ............................................................................................. 45 Thomas Hensel Diagramm ..................................................................................................... 49 Frank Urrigshardt Feldforschung ................................................................................................ 55 Benjamin Beil Film ............................................................................................................... 59 Julia Förster und Annika Reinhardt Game Design Document .............................................................................. 65 NAVIGATIONEN INHALT Berk Binay Game Development Tool ............................................................................. 81 Andreas Heidrich Genre ............................................................................................................ 85 Christian Zöller Grafikkarte .................................................................................................... 89 Rafael Bienia Literatur ......................................................................................................... 93 Xenia Blech Merchandising ............................................................................................... 97 Jaro Hense Notizbuch .................................................................................................... 101 GAME LABORATORY STUDIES Meike Henkenjohann, Philipp Hofmann und Sarah Schneider Pen & Paper-Prototyp .................................................................................. 105 Thomas Hensel Post-it .......................................................................................................... 109 Philipp Petzinger PowerPoint .................................................................................................. 115 Claudius Clüver Projekt Management Tools ......................................................................... 119 Leonie Häsler und Alexander Karidas Sound ........................................................................................................... 125 Christian Trapp Spieler .......................................................................................................... 131 Tobias Gläser Story-Writing ............................................................................................... 135 NAVIGATIONEN 6 6 GAME LABORATORY STUDIES INHALT Benjamin Beil Textur ......................................................................................................... 139 Martin Lorber Workflow .................................................................................................... 145 NAVIGATIONEN 7 GAME LABORATORY STUDIES AKTANTEN DES GAME DESIGN VON BENJAMIN BEIL UND THOMAS HENSEL Die Game Studies haben inzwischen eine große Zahl von Ansätzen entwickelt, um sich dem komplexen Artefakt Computerspiel zu nähern: Fragen nach der Ludizität, der Narrativität, der Bildlichkeit oder auch der Medialität und Interme- dialität des Computerspiels bestimmen den Diskurs. Hinzu kommen u.a. pädago- gische, sozialwissenschaftliche, aber auch diverse populärwissenschaftlich orien- tierte Arbeiten. Ein blinder Fleck dieser im Wesentlichen auf die Spielrezeption fokussierten Ansätze bleibt jedoch in vielen Fällen die produktionsästhetische Sei- te ihrer Untersuchungsgegenstände. Zwar wird diese durch eine Vielzahl von Game Design-Handbüchern beleuchtet; deren hohe Praxisbezogenheit lässt je- doch kaum Raum für theoretische Auseinandersetzungen. Um die Analyse von Computerspielen aus produktionsästhetischer Perspek- tive zu erproben, lehnt sich der vorliegende Band an die Akteur-Netzwerk-Theorie (ANT) an. Mit ihr geht es ihm um die Frage nach den Aktanten des Game Design – etwa: Welche Hard- und Softwarekomponenten kommen wann und wofür zum Einsatz; wie und mittels welcher Medien notieren Level-Designer ihre Ideen, und wie werden die Aufzeichnungen später von Programmierern implementiert; und welche Rolle spielt eigentlich eine Action-Figur auf dem Schreibtisch eines Textur- Artists? Anders formuliert: Es gilt vom technischen Standard über den Karriere- verlauf eines Designers bis hin zum Post-it-Zettel möglichst vielfältige – scheinbar naheliegende genauso wie untypische oder abseitige – Aktanten in den Blick zu nehmen, um die Kreativitäten verstehen zu lernen, die an der Entstehung eines Computerspiels beteiligt sind. AKTEUR-NETZWERK-THEORIE Die zunehmende Bedeutung der ANT – insb. für die Medienwissenschaft1 – muss an dieser Stelle nicht betont werden. Auch kann und soll diese Einleitung keine Einführung in die ANT darstellen.2 Stattdessen gilt es, einige maßgebliche Prämis- sen der ANT herauszustellen, die diesen Band in seiner Entstehung motiviert und in seinem Aufbau strukturiert haben. Die ANT, zu deren Doyens etwa Bruno Latour, Michel Callon und John Law zu zählen sind, formierte sich in den 1980er Jahren u.a. als Zweig der Science and Technology Studies. Kerngedanke ist eine Kritik an sozio- wie technikdeterminis- tischen Ansätzen. Die ANT versucht ihre Untersuchungsgegenstände vielmehr als 1 Etwa in Form der Ausprägung einer Akteur-Medien-Theorie. Vgl. Thielmann/Schütt- pelz/Gendolla: Akteur-Medien-Theorie. 2 Vgl. dazu die verschiedenen Zusammenstellungen von Schlüsseltexten, etwa Belliger/ Krieger: ANThology. NAVIGATIONEN BENJAMIN BEIL/THOMAS HENSEL Resultat der Verknüpfung heterogener Komponenten zu Netzwerken zu erklä- ren, wobei sowohl technische wie soziale Faktoren gleichermaßen als abhängige Variablen behandelt werden. Ein Akteur- bzw. Aktanten-Netzwerk3 ist somit als eine Anordnung aus menschlichen und nicht-menschlichen Elementen zu verste- hen, die sich in ihrer Funktion und Bedeutung fortwährend gegenseitig beeinflus- sen, sich gegenseitig ›übersetzen‹.4 Die ANT versteht sich vor allem als eine »antireduktionistische Heuristik«5, der es um eine detaillierte Beschreibung von Aktanten-Netzwerken geht. Als Ak- tanten gelten ihr sämtliche Elemente eines Netzwerks, denen ein Handlungspo- tential – eine Agency – zugeschrieben werden kann: »An actant can literally be anything provided it is granted to be the source of an action.«6 Ein Aktant ist so- mit ein Handlungsträger, der andere in seinem Sinn mobilisieren kann, er »formu- liert, was ich will, weiß, tun kann, stellt heraus, was möglich und was unmöglich, was sozial und was technisch«7 ist. Der Zuspruch einer Agency mag bei menschli- chen Aktanten so selbstverständlich wie banal sein. Doch auch nicht-menschliche Aktanten sind aus der Perspektive der ANT nie als bloßes Werkzeug zu betrach- ten, denn auch sie »modifizieren stets die Zwecke, die man im Sinn hat«.8 Damit ist ein auf den ersten Blick simpler, auf den zweiten Blick aber folgen- reicher Schritt zur Auswahl der Aktanten des Game Design gemacht. Denn, wie GAME LABORATORY STUDIES einleitend bereits angedeutet, lässt sich der Prozess der Spielentwicklung somit nicht einfach an den in der Praxis (wie in Game Design-Handbüchern) gängigen
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