Dissonância Ludonarrativa X Suspensão Da Descrença: Quando O Gameplay Desmente a Narrativa Ou Quando O Jogador Apenas a Aceita

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Dissonância Ludonarrativa X Suspensão Da Descrença: Quando O Gameplay Desmente a Narrativa Ou Quando O Jogador Apenas a Aceita SBC – Proceedings of SBGames 2017 | ISSN: 2179-2259 Culture Track – Short Papers Dissonância Ludonarrativa X Suspensão da Descrença: quando o gameplay desmente a narrativa ou quando o jogador apenas a aceita Matheus Bigogno* Vitor Rêda** Marcelo La Carretta*** Pontifícia Universidade Católica de Minas Gerais – PUC Minas, Graduação Tecnológica em Jogos Digitais, Brasil RESUMO criar uma bom roteiro devido aos impedimentos tecnológicos Com o avanço da tecnologia, nota-se a existência de um impostos pelo fraco hardware das máquinas. Todavia, deve-se distanciamento entre elementos de narrativa e os de gameplay; ressaltar que sempre existiram esforços em integrar um roteiro a jogos cada vez mais realistas levam os desenvolvedores a se um jogo digital, como podemos perceber em exemplos como deparar com problemas que causam esse afastamento. É chamada Pac-Man (Namco, 1980), onde o carismático personagem incita de Dissonância Ludonarrativa o desacordo entre a Narrativa através de pequenas vinhetas uma incipiente história com os Embutida, aquela que vem na programação prévia do jogo com fantasmas que o perseguem na versão do Arcade; como a subida um roteiro definido, e de Narrativa Emergente a narrativa que é de escadas de um gorila ao topo de um prédio, para pular e feita pelo jogador a partir das escolhas presentes na jogabilidade. quebrar a construção logo a seguir para dificultar o acesso do O termo Dissonância Ludonarrativa foi concebido pelo designer herói em Donkey Kong (Nintendo, 1981); ou mesmo os Clint Hocking, onde os personagens, uma vez controlados pelo cinematics, surpreendentes para a época, que introduzem o jogador à saga do personagem Ruy Hayabusa em Ninja Gaiden jogador, abandonam o comportamento ou atitude que estavam tendo no cinematic instantes antes do gameplay. O objetivo deste (Tecmo, 1988), ainda no primeiro Famicom de 8 Bits. Não que artigo é apontar esse fenômeno em jogos, pensar em causas e assistir a esses cinematics faziam com que o jogador tivesse outra consequências dessa prática, além de pensar em opções para que a atitude ao jogar, mas assistir esses vídeos de introdução eram uma dissonância não acabe afetando a imersão do jogador. Ainda tentativa de aumentar a empatia do personagem, e apresenta-se, para contrapor o assunto, a tese da Suspensão da consequentemente, de engajar a imersão do jogador na história Descrença, termo que define quando o jogador apenas aceita o que que estava tentando ser contada ali. está acontecendo na tela ao desenrolar da trama, e assume o Com o grande avanço da tecnologia foi possível aproximar os gameplay sem questionar os motivos. Analisando os jogos jogos cada vez mais da realidade, levando os desenvolvedores a Bioshock (Irrational Games, 2007) e The Last of Us (Naughty novos problemas que antes não existiam. O passo agora não é Dog, 2013), exemplifica-se até qual ponto a Dissonância apenas criar uma jogabilidade interessante, e sim criar também um Ludonarrativa é prejudicial ou parte integrante do somatório de enlace com a sua narrativa. narrativa e gameplay; já que existem ainda para o jogador os conceitos de Círculo Mágico e a Suspensão da Descrença. 2 ESTADO DA ARTE E TRABALHOS RELACIONADOS Palavras-Chave: Narrativa, Ludologia, modelos narrativos, Em Extra Lives: Why Videogames Matter, Tom Bissel comenta Cultura de Jogos, Narrativa versus Gameplay. ​ ​ sobre como em ​Call of Duty 4 Modern Warfare (Activison, 2007) é um forte exemplo de dissonância ludonarrativa. Isso porque é 1 INTRODUÇÃO possível matar o parceiro ​non player character (NPC), e isso não Os Jogos Digitais têm ganhado forte destaque. Em 2011, o portal interfere em nada na continuidade da história que se segue após (Tecmundo) abordou o quanto a indústria de jogos estava isso [3]. crescendo mais do que a indústria de cinema. [1] Isso se deve ao Eirck Kain, em seu artigo ​Conan O’Brien, Hitman, and fato, não só de jogos possuírem imagens e gráficos realistas, mas Ludonarrative Dissonance​, disserta sobre como Conan O’Brien também pela capacidade cada vez maior de contar histórias. analisa o jogo Hitman Absolution (Square Enix, 2012). [4] Hitman O termo Dissonância Ludonarrativa foi criado em 2007 pelo é um ser humano que não possui sentimentos, sendo assim, ele game designer da LucasArts, Clint Hocking, que escreveu em seu poderia matar pessoas sem sentir remorso algum. O jogo força o blog sobre como o jogo de videogame Bioshock (Irrational jogador a ser cauteloso com suas ações, ou a fazer com que o Games, 2007) possuía tais inconsistências entre gameplay e personagem troque de roupa para se disfarçar. O”Brien ainda narrativa, principalmente no que diz respeito a parte de como as brinca com o fato de Hitman disfarçar-se para não chamar a escolhas do jogo eram parte crucial do jogo, mas acabavam atenção, sendo que ele é uma pessoa que tem um código de barras limitadas ou não interferiam realmente no jogo em si. [2] na cabeça, e isso não o disfarçaria de forma alguma. [5] Para Teria-se, então, um grave problema em jogos que não se fechar o artigo expor ainda mais o problema, O’Brien também importam, ou não percebem, a distância entre narrativa e aponta sobre como as diversas possibilidades de fazer a missão gameplay presente neles. Um jogo assim, à princípio, enfraquece a não influenciam no resto da história. função do roteiro, e, por sua vez, pode enfraquecer toda a imersão Mas engana-se quem pensa que que a Dissonância na narrativa, fazendo com que o jogador 'pule' os cinematics de Ludonarrativa é tratada de forma desapercebida pelos introdução da história, pois ele já acredita que saber ou não sobre gamedesigners. Em Uncharted 4: A thief’s End (Naughty Dog, ela não altera sua forma de jogar. O fenômeno pode ter surgido 2016) existe um troféu chamado “Dissonância Ludonarrativa”, ainda nos primórdios dos jogos digitais, onde era quase impossível onde, para obtê-lo, quando o jogador abate a conta de mil ________________________________________________________ inimigos. Ou seja, algo muito plausível de ser feito ao longo do *e-mail: [email protected] gameplay, mas sem sentido de ser feito pelo caráter do Natan **e-mail: [email protected] Drake, personagem principal. ***e-mail: [email protected] XVI SBGames – Curitiba – PR – Brazil, November 2nd - 4th, 2017 1068 SBC – Proceedings of SBGames 2017 | ISSN: 2179-2259 Culture Track – Short Papers 2.1 Narrativa e Gameplay certas ações que são consideradas inadequadas no mundo real, tais Para compreender melhor a separação entre narrativa e gameplay, como trair ou matar, tornam-se aceitáveis dentro desta realidade é preciso pontuar que existe uma separação entre os tipos e as do jogo. Entretanto, deve-se compreender que, embora a esfera do definições dos tipos de narrativas usadas em jogos. círculo mágico proteja a seriedade do mundo real do mundo do jogo, ela não o isola completamente. 2.1.1 Narrativa Embutida O círculo mágico é quebrado quando as mesmas regras do jogo Entende-se por narrativa embutida aquela que assemelha-se a de são transgredidos de propósito por um ou mais jogadores, ou, em filmes, que é pré roteirizada, ou seja, foi desenvolvida e animada casos extremos, quando o jogo não permite que as mesmas regras pelos seus criadores e é ela que será apresentada por meio de façam sentido dentro dele próprio, o que consideramos como ​bug​. cutscenes ao longo do jogo. Ela poderá ser apresentada ao jogador de forma linear ou não, tornando a escolha parte da narrativa 2.1.5 Os contratos de Hocking emergente, mas tudo aquilo que já foi pré definido pelos criadores Hocking, em seu artigo, tende a criar a ideia de Contrato Lúdico está no âmbito de narrativa embutida. com os jogadores, dividindo-os em dois tipos: Com o avanço da indústria independente, o mercado começou a ● Contrato Lúdico: onde o jogo dita as regras de receber mais jogos que possuíam um foco maior na narrativa jogabilidade e mecânicas. embutida. A jogabilidade existe (ou inexiste) apenas com o ● Contrato de Narrativa: onde o jogo dita um objetivo e interesse de contar uma história elaborada, e o ​gameplay é mínimo ambientação para o jogador. para não interferir na história a ser contada. O gênero ​Walking Simulator​, por exemplo, leva esse nome pois a maioria da Mesmo sendo proposto na crítica de Hocking para Bioshock, o jogabilidade se baseia em andar e experienciar a narrativa que está conceito pode ser ampliado para outros jogos, analisando a sendo contada. Dissonância Ludonarrativa através desta ótica. 2.1.2 Narrativa Emergente Em contrapartida, narrativa emergente é aquela totalmente 2.2 Dissonância Ludonarrativa nos jogos citados atrelada às escolhas do jogador. Isso está relacionado, por exemplo, à ação de qual caminho tomar, se o caminho trilhado 2.2.1 Bioshock será feito sem se preocupar com os inimigos que o espreitam, ou Bioshock (Irrational Games, 2007), um jogo de tiro em primeira se o jogador irá passar pelo caminho com a maior cautela possível. pessoa com elementos de RPG conta sobre uma distopia criada Esta é a narrativa é característica marcante de parte do que por Andrew Ryan. O jogo começa com o protagonista Jack no define o jogo digital e o difere, por exemplo, de outra obra meio do oceano após uma queda do avião que ele estava a bordo. audiovisual qualquer. Cada ação ou escolha de um jogador é Atlas (o mentor que oferece ao player um walkthrough) é diferente do outro, resultando, portanto, em diferentes introduzido e ele norteará Jack para sobreviver e escapar do lugar sentimentos, sensações e percepções do enredo. chamado de cidade caída. [9] Jogos classificados como ​Sandbox ​e ​Open World ​costumam dar Bioshock é um jogo sobre a relação entre liberdade e poder e, ao jogador várias ferramentas para fazer da jogabilidade o mais entre outras coisas, uma crítica ao objetivismo.
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