Estetiske Og Narrative Opplevelser I Walking Simulators

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Estetiske Og Narrative Opplevelser I Walking Simulators Fakultet for lærerutdanning og pedagogikk Stian A. Eriksen Masteroppgave Når veien er målet: estetiske og narrative opplevelser i walking simulators When the journey is the destination: aesthetic and narrative experiences in walking simulators Digital kommunikasjon og kultur 2020 3 Forord Det å skrive denne oppgaven har vært en prøvelse i ulike disipliner, akademisk så vel som personlig. Jeg vil gjerne få takke min veileder, Håvard Vibeto, som med sine direkte og ærlige tilbakemeldinger hjalp meg videre i skrivingen. For meg har han vært en kilde til kunnskap innen et fagfelt ikke så mange kan så mye om. Jeg vil også rette en stor takk til min kjære samboer, Bente, som har gitt støtte, utvist tålmodighet og i mørke stunder uttrykt tro på at jeg ville komme i mål. Det har vært uvurderlig. Det er også på sin plass å takke Kulturrådet for støtten i form av masterstipendet jeg mottok i anledning forskningssatsningen Digital kunst, estetiske praksiser. Dette stipendet gjorde sitt til at jeg kunne senke skuldrene og fokusere på oppgaven. Jeg ønsker å avslutte med et sitat som er hentet fra en av titlene i denne oppgavens utvalg, som skal få stå som en poetisk kommentar til oppgavens tematikk, skriveprosessen, hverdagen og livet for øvrig: If we lived forever, maybe we´d have time to understand things. But as it is, I think the best we can do is try to open our eyes… and appreciate how strange and brief all of this is. 4 Innhold Innholdsfortegnelse FORORD ........................................................................................................................................ 3 INNHOLD ....................................................................................................................................... 4 NORSK SAMMENDRAG .................................................................................................................. 6 ENGELSK SAMMENDRAG (ABSTRACT) ........................................................................................... 7 1. INNLEDNING .......................................................................................................................... 8 1.1 MOTSTAND MOT WALKING SIMULATORS: ”DETTE ER IKKE ET SPILL!” .................................................... 8 1.2 DATASPILL ELLER DIGITAL LITTERATUR? .......................................................................................... 11 1.3 PROBLEMSTILLING OG FORSKNINGSSPØRSMÅL ................................................................................ 11 1.4 OPPGAVENS RELEVANS ............................................................................................................... 12 1.5 METODE .................................................................................................................................. 13 1.5.1 Forskeren som spiller ...................................................................................................... 13 1.6 UTVALG ................................................................................................................................... 16 1.7 EMPIRI .................................................................................................................................... 18 1.8 SPILLKONSOLL: PS4 ................................................................................................................... 19 2. TEORI OG BEGREPSAVKLARINGER ........................................................................................ 20 2.1 DATASPILLETS ONTOLOGI ............................................................................................................ 20 2.1.1 Klassiske spilldefinisjoner ............................................................................................... 20 2.1.2 Regler ............................................................................................................................. 22 2.1.3 Gameplay ....................................................................................................................... 23 2.1.4 Spillverden ...................................................................................................................... 25 2.1.5 Spillopplevelse ................................................................................................................ 26 2.1.6 Dataspillestetikk som erfaring ....................................................................................... 27 2.2 NARRATIV OG NARRATOLOGI ....................................................................................................... 28 2.2.1 Embedded- og emergent narrative ................................................................................ 31 2.2.2 Environmental storytelling ............................................................................................. 32 2.3 SJANGER .................................................................................................................................. 34 2.3.1 Walking simulators´ røtter ............................................................................................. 36 2.4 DIGITAL LITTERATUR ................................................................................................................... 40 2.5 LITTERÆRE SPILL OG KUNSTSPILL ................................................................................................... 41 5 2.5.1 Dérive ............................................................................................................................. 45 2.6 STEMNING ................................................................................................................................ 46 3. ANALYSER OG DRØFTING ..................................................................................................... 48 3.1 ANALYSEVERKTØY: THE PLAYER INVOLVEMENT MODEL .................................................................... 48 3.2 THE RAPTURE ........................................................................................................................... 50 3.2.1 Er dette et dataspill? ...................................................................................................... 51 3.2.2 Er dette digital litteratur? .............................................................................................. 59 3.2.3 Hvilke andre opplevelser kan The Rapture tilby spilleren? ............................................. 66 3.3 FIREWATCH .............................................................................................................................. 70 3.3.1 Er dette et dataspill? ...................................................................................................... 70 3.3.2 Er dette digital litteratur? .............................................................................................. 75 3.3.3 Hvilke andre opplevelser kan Firewatch tilby spilleren? ................................................ 82 3.4 EDITH FINCH ............................................................................................................................. 84 3.4.1 Er dette et dataspill? ...................................................................................................... 84 3.4.2 Er dette digital litteratur? .............................................................................................. 89 3.4.3 Hvilke andre opplevelser kan Edith Finch tilby spilleren? ............................................... 95 4. OPPSUMMERING AV FUNN OG VIDERE DRØFTING ............................................................... 98 4.1 KAN WALKING SIMULATORS FORSTÅS TIL Å VÆRE DATASPILL? ............................................................ 98 4.2 KAN WALKING SIMULATORS FORSTÅS TIL Å VÆRE DIGITAL LITTERATUR? ............................................. 100 4.3 HVILKE OPPLEVELSER KAN WALKING SIMULATORS TILBY SPILLEREN? .................................................. 102 4.4 TILFØRER WALKING SIMULATORS NOE NYTT TIL DATASPILL SOM KULTURELT UTTRYKK? ......................... 105 5. KONKLUSJON ..................................................................................................................... 106 5.1 VIDERE FORSKNING .................................................................................................................. 108 LITTERATURLISTE ....................................................................................................................... 110 6 Norsk sammendrag Denne masteroppgaven søker å peke på hvilke opplevelser walking simulators kan tilby spilleren, hvorvidt dette fenomenet kan forstås til å være dataspill eller digital litteratur, og hvorvidt slike ludonarratologiske konstruksjoner tilfører noe nytt til dataspill som kulturelt uttrykk. Oppgaven lener seg i hovedsak på mediespesifikk teori og analyseverktøy fra spillforskningen, og finner at walking simulatorene Everybody´s Gone to the Rapture, Firewatch og What Remains of Edith Finch er å finne i grenseland mellom dataspill og digital litteratur. Oppgaven finner også at slike verk kan forstås som rendyrking av det estetiske og det narrative innen dataspillformatet. Opplevelsene de kan tilby oppstår i spillerens utforskning av nettopp estetikk og narrativ. 7 Engelsk sammendrag (abstract) This thesis seeks to point out which experiences walking simulators may offer, whether they are to be understood as video games or digital litterature, and whether ludonarratological constructs of this kind have something new to offer video games as a form of cultural expression.
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