Redalyc.Narrativa Audiovisual De Los Video Juegos: Aspectos Comunes

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Redalyc.Narrativa Audiovisual De Los Video Juegos: Aspectos Comunes Cuadernos de Información ISSN: 0716-162x [email protected] Pontificia Universidad Católica de Chile Chile Gosciola, Vicente Narrativa audiovisual de los video juegos: Aspectos comunes con el cine Cuadernos de Información, núm. 25, julio-diciembre, 2009, pp. 51-60 Pontificia Universidad Católica de Chile Santiago, Chile Disponible en: http://www.redalyc.org/articulo.oa?id=97112696006 Cómo citar el artículo Número completo Sistema de Información Científica Más información del artículo Red de Revistas Científicas de América Latina, el Caribe, España y Portugal Página de la revista en redalyc.org Proyecto académico sin fines de lucro, desarrollado bajo la iniciativa de acceso abierto Narrativa audiovisual de los video juegos: Aspectos comunes con el cine Videogames audiovisual narrative: common aspects with movies Vicente Gosciola, Universidad Anhembi Morumbi, São Paulo, Brasil ([email protected]) Recibido: 30 / 12 / 2008. Aprobado: 15 / 10 / 2009 — Entendiendo que la película y el videojuego pertenecen al — Assuming that movie and videogame both belong to the audiovi- universo audiovisual, este estudio tiene como objetivo en- sual universe, this study aims to find common aspects between contrar los aspectos comunes entre el cine y los videojuegos movie and videogame technology and film style. The founding Abstract Resumen en el campo de la tecnología y el estilo fílmico. El funda- theory is built from communication materiality studies. It sup- mento teórico se construye a partir de los estudios de la ports the investigation of the audiovisual narrative that is pre- materialidad de la comunicación; estos dan soporte a la in- sented to the movie spectator and to the videogame player. vestigación de la narrativa audiovisual que se presenta al es- pectador de cine y el jugador de videojuegos. Keywords: cinema, audiovisual storytelling, videogame, film style. Palabras claves: cine, narrativa audiovisual, videojuego, estilo fílmico. CUADERNOS DE INFORMACIÓN / Nº 25 / 2009 - II (JUL. - DIC.) / ISSN 0716-162x / páginas 51-60 51 Ensayo IntroduccIón la edición, la dirección, etc. (Bordwell, 1986, págs. 49-51; Para iniciar un estudio sobre la narrativa audiovisual de los Salt, 1992, págs. 24-25; Xavier, 2005, pág. 192). video juegos, a partir de sus relaciones con el cine, es inevita- Cabe también considerar que, a pesar de que el videojuego ble que se considere tal objeto de estudio como perteneciente es de carácter audiovisual, no excluye otra característica que al universo de lo audiovisual, entendido éste como un medio le es de mayor importancia: la interactividad. Tal concepto es y un lenguaje que utiliza el sonido y la imagen para comu- estudiado con amplitud y es parte de este artículo. Lo que se nicar. Gianfranco Bettetini concibe lo audiovisual como un pretende aquí es conocer de forma más acabada las relaciones producto que tiene como fin el intercambio comunicacional, entre la película y el videojuego en aquello que les compete en a través de la visión y de la audición, (Bettetini, 1996, pág. 7) términos de formas expresivas audiovisuales. y que se hace presente en medios como la televisión, el cine Siendo así, el enfoque de este estudio es la relación en- sonoro, el video, la multimedia, la computación gráfica, la hi- tre cine y videojuego en el ámbito de su expresividad audio- permedia, el hipertexto, la realidad virtual, dispositivos mó- visual, cada vez más absorbida por el segundo el que, a su viles como los smartphone y el propio game. vez, ofrece nuevos recursos de narrativa audiovisual a cada Es cierto que existen videojuegos que dependen mucho nueva producción cinematográfica basada en un determina- del texto (como Facade), otros que son prácticamente abstrac- do videojuego. Cabe observar, todavía, si el juego presen- tos (como Tetris), y muchos que tienen una estructura narra- ta variaciones en los elementos que componen su lenguaje, tiva mínima (como Mortal Combat). La gran mayoría depende como la propuesta de Michel Chion (1998, págs.156-172): de una estructura narrativa compleja que tiene mucho me- el concepto lenguaje. nos afinidad con una obra literaria o dramatúrgica que con la El concepto audiovisual, unido tradicionalmente al cine narrativa audiovisual cinematográfica. Aunque es cierto que y a otros elemento afines, fue ampliado por Chion para que existen películas que se asemejan a una pieza de teatro. el concepto de lenguaje lidiara no sólo con el sonido y las La gran mayoría de los videojuegos expone sus narrativas imágenes en movimiento, sino también con los gráficos y a través de imágenes y sonidos: las estrategias de expresión y textos animados. Tal concepto surgió a partir del análisis de comunicación de un juego son, indiscutiblemente, audio- que realizó de los videoclips transmitidos en la programa- visuales. Tal relación se amplía a tal punto que Henry Jen- ción musical de los canales de televisión, donde aparecían kins comprende que la estética de los juegos de consola está en pantalla vocablos que se relacionaban intensamente con moldeando, nítida y directamente, los géneros cinematográ- el sonido y la imagen en movimiento. Este tipo de videoclip ficos conforme sus creadores están internalizando conscien- se basa en el equilibrio entre el texto (letra de la música), la temente las lecciones de cineastas consagrados (Jenkins, imagen y el sonido. El videojuego no se enmarca aún en el 2005, pág. 183). Asimismo, cabe recordar desde ya que en campo del lenguaje, ni tampoco en juegos de simulación so- este texto no se busca tomar partido por la división entre lu- cial y de aventura, porque su texto no añade información se- dología y narratología. gún su aspecto visual. Este estudio, libre de las redes filosóficas estructuralistas La gran premisa de este estudio es que todo videojue- y postestructuralistas fundadoras de los estudios de narra- go es un medio de comunicación audiovisual, así como lo tología, transita por el campo de lo hermenéutico, tratando son el cine, la TV y el video. Y es por ello que se percibe una la forma expresiva de la narrativa audiovisual desde la ma- inserción social acelerada del videojuego, algo inmediata- terialidad (Gumbrecht, 1998, págs. 146-147) de la narrativi- mente comprensible si se recuerdan las ideas del historiador dad, compuesta físicamente por lo que se ve y se oye en una holandés Johan Huizinga que defendía, “desde 1903” (Hui- película mientras es vista y en un videojuego mientras es ju- zinga, 1996, Prefacio), la idea de que el ser humano contem- gado. Tal materialidad, tanto en la película como en el vide- poráneo puede ser caracterizado como Homo ludens, siendo ojuego, está compuesta por la tecnología y el estilo. Aquí se el juego un factor distinto y fundamental, presente en todo entiende como tecnología al conjunto de todos los instru- lo que sucede en nuestro universo cultural. Actualmente, mentos físicos de registro y edición de la imagen y el sonido; los juegos de computador y las consolas de juego están ple- y como estilo, el conjunto de procedimientos específicos del namente diseminados y son reconocidos como los mayores cine, como la composición de la imagen, la escala del plano, productos del mercado del entretenimiento en todo el mun- la angulación y el movimiento de la cámara, la iluminación, do. A partir de los postulados descritos, este texto buscará 52 CUADERNOS DE INFORMACIÓN / Nº 25 / 2009 - II (JUL. - DIC.) / ISSN 0716-162x mostrar la relación entre cine y game según el abordaje de la el cine, luego de su inicio, percibió que reanudar los persona- narrativa audiovisual. jes y escenas familiares atraería más público; y tomó en cuen- Tanto en la Ciencia como en la Comunicación se dan en- ta otros elementos, como fotografía, escenografía, vestuario, cuentros entre técnicas y tecnologías, como señala Eduardo etc. Las diferentes caracterizaciones recibieron el nombre de Villanueva Mansilla al afirmar que la “era digital” se da por género narrativo cinematográfico, que no es otra cosa que la la multiplicidad de interacciones (Mansilla, 2006, págs.12- estandarización de ciertos tipos de personajes y acciones con 13) en las cuales la composición de diferentes lenguajes re- el objeto de ofrecer a los espectadores mayor seguridad en re- sulta en una nueva forma de expresión. Tales encuentros son lación a lo que van a ver en una película de historia descono- los verdaderos responsables de lo que hoy son los nuevos cida, y también ofrecer a los productores cierta previsibilidad medios, y constituyen también al medio y al lenguaje que en el margen de lucro. comúnmente reciben el nombre de hipermedia (Gosciola, En el teatro de la Grecia Antigua, desde el siglo IX a.C., págs.34-35). La hipermedia, o los nuevos medios, especial- los géneros se organizaron a partir de la tragedia, la epopeya mente los que hoy llamamos como digitales y/o interactivos, o lo épico, la lírica y, posteriormente, la comedia. Ante estos donde se incluye el videojuego, ya daban sus primeros pa- géneros esenciales, es posible identificar tres grandes grupos sos incluso antes de que el texto se volviera digital y ganara en las narrativas de los videojuegos: conexiones en forma de hipertexto. Eran sistemas que dis- Los que se desarrollan dentro de una situación espacial ponían de contenidos diversos por medio de un acceso no restringida a un plano determinado e insuperable, en el que lineal, a criterio del jugador, a través de más de un medio de los personajes se enfrentan (como los juegos de lucha). Estos cine comunicación, un proto-hipertexto, como define David Kolb tienen como origen la tragedia griega en la que los persona- el al recordar Finnegan’s Wake, de James Joyce (Kolb, 1997, pág. jes son humanos y mortales. con 366). Tal como sucede con el computador, el videojuego es Los que se desarrollan en una situación geográfica no res- fruto de ese mismo origen que proviene de la asociación en- tringida, en planos diversos y superables, vencidos ya ciertos tre los desarrollos tecnológicos y estéticos.
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