Doutorado Em Comunicação E Semiótica

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Doutorado Em Comunicação E Semiótica Pontifícia Universidade Católica de São Paulo PUC – SP Lawrence Rocha Shum Topologia (s) Sonora (s) nos Games DOUTORADO EM COMUNICAÇÃO E SEMIÓTICA SÃO PAULO 2008 Pontifícia Universidade Católica de São Paulo PUC – SP Lawrence Rocha Shum Topologia (s) Sonora (s) nos Games DOUTORADO EM COMUNICAÇÃO E SEMIÓTICA Tese apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de Doutor em Comunicação e Semiótica sob a orientação do Prof. Doutor Eugênio Trivinho. SÃO PAULO 2008 Tese apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de Doutor em Comunicação e Semiótica – Área de Concentração “Signo e Significação nas Mídias”, sob a orientação do Professor Doutor Eugênio Trivinho. Banca Examinadora ______________________________________ ______________________________________ ______________________________________ ______________________________________ ______________________________________ Dedico este trabalho à Margarete Azevedo por seu apoio, amizade, amor e carinho. Agradeço: Ao professor Sérgio Bairon pelo interesse, amizade e dedicação, aos professores Sérgio Nesteriuk, Sérgio Basbaum e Vicente Gosciola pelas dicas valiosas, ao professor Eugênio Trivinho pela postura assertiva, à Margarete Azevedo pelo incentivo permanente, à Núcleo de Criação Som e Imagem (www.nucleodecriacao.com.br) pelo apoio à pesquisa e a todos meus alunos, amigos e colegas da PUC-SP. Muito obrigado! Resumo A emergência dos jogos eletrônicos como manifestação e produto cultural de difusão em larga escala e relevância econômica nos convida a pensar em uma teoria de produção sonora para games, a exemplo do que ocorre com o cinema ( Film Sound ). Segundo dados do NPD Group (www.npd.com), os games constituem hoje a maior indústria de entretenimento, tendo alcançado apenas no mercado norte-americano a marca de U$ 10,5 bilhões de lucro em 2005. Para além de sua importância comercial, os jogos eletrônicos possuem status de mídia e de ambiente de interação social, e se constituem como um dos fenômenos culturais e tecnológicos mais significativos de nossos dias. Sua influência é percebida em suas interfaces e hibridizações com o cinema, a educação, a pedagogia, a comunicação, a filosofia, a computação, a sociologia, a antropologia, o ativismo político, a ciência, a publicidade, a pintura, o design e outras formas de expressão artística. No universo acadêmico, os games conquistaram espaço com os Game Studies , pesquisas científicas a respeito de gêneros, linguagens e aspectos culturais, estéticos e comunicacionais dos jogos eletrônicos. Uma das principais referências na área, o portal Game Studies (http://gamestudies.org) propõe novos olhares sobre os games, “ao invés de simplesmente usá-los como metáforas ou ilustrações de alguma outra teoria ou fenômeno”. Enfim, os games emergem como área própria do conhecimento. Nesta tese de doutorado, é proposto o conceito de topologia sonora para designar a concepção dos possíveis lugares em um game (onde possa haver som) e suas correlações com o planejamento, criação, emprego e distribuição dos elementos sonoros (vozes, músicas e ruídos), estabelecendo, assim, uma relação dialética entre os lugares do jogo e as suas sonoridades. A palavra lugar tem aqui um sentido amplo e pode representar espaços, ambientes, níveis, fases, nós, mapas, fluxogramas, cidades, reinos, universos, mundos, cenas opcionais e planos narrativos. O problema de pesquisa é investigar e propor empregos possíveis dos sons como elementos imersivos, índices de interação e formas de jogabilidade. Para isso foi realizada uma interlocução entre as idéias de Huizinga e Caillois sobre a natureza dos jogos, os modelos estruturais de navegação, de Samsel e Wimberley, os espaços narrativos, de Jenkins, a teoria da ação nos games, de Galloway, a hipermídia e os estudos sobre a produção sonora no cinema ( Film Sound ). A metodologia envolveu, além da pesquisa bibliográfica, a prática de diversos games. Palavras-chave: games, jogos, áudio, som, topologia, adaptável. Abstract The emergence of electronic games as a cultural manifestation and product that is widespread and has economic significance invites us to develop a theory of sound production for games, in the same way as has occurred with cinema (film sound). According to information from the NPD Group (www.npd.com), games are currently the largest sector of the entertainment industry, having earned a profit of US$10.5 billion in 2005 in the American market alone. In addition to their commercial importance, electronic games have the status of a media and an environment for social interaction and constitute one of the most significant cultural and technological phenomena of our time. Their influence can be seen in the way they interface and form a hybrid with the cinema, education, pedagogy, communication, philosophy, computer science, sociology, anthropology, political activism, science, advertising, painting and other forms of artistic expression. Games have established themselves within the academy with game studies: scientific research regarding the types, languages and cultural, aesthetic and communicational aspects of electronic games. One of the main points of reference in this area, the website Game Studies (http://gamestudies.org), proposes taking a new view of games, “instead of simply using them as metaphors or illustrations of some other theory or phenomenon”. In short, games have emerged as their own area of knowledge. The concept of sound topology is proposed in this doctoral dissertation to designate the conception of the possible places in a game (where there can be sound) and their correlation with the planning, creation, employment and distribution of sound elements (voices, music and noises), thus establishing a dialectical relationship between a game’s places and their sounds. The word “place” here has a broad meaning and can mean spaces, environments, levels, phases, obstacles, maps, flow charts, cities, kingdoms, universes, worlds, optional scenes and narrative plans. The research problem is to investigate and propose possible uses for sounds as immersive elements, interaction indices and gameplay forms. For this purpose, a dialog was conducted among the ideas of Huizinga and Caillois regarding the nature of games; of Samsel and Wimberley regarding the structural models of navigation; of Jenkins regarding narrative spaces; of Galloway regarding the theory of action in games; of hypermedia, and of film sound studies. The methodology involved the practice of various games, in addition to bibliographic research. Key words: games, audio, sound, topology, adaptive. Sumário Introdução p. 01 1. Games: diálogos com o cinema e a hipermídia p. 09 1.1. Modelos estruturais de navegação p. 17 1.2. Topologias sonoras em espaços narrativos p. 29 1.3. Interatividade, imersão e intensidade da informação p. 45 1.4. O olhar em primeira pessoa p. 50 2. O game como forma de ação p. 56 2.1. Quatro formas de ação p. 59 2.2. Relações entre ações diegéticas e não-diegéticas p. 73 2.3. Ação e tempo nos games p. 75 2.4. O som como elemento definidor da percepção do tempo p. 81 3. Teoria cinematográfica de produção sonora aplicada aos games p. 86 3.1. O modelo analítico de Chion p. 94 3.2. O espaço sonoro e o ponto de audição p. 98 3.3. Synchresis e o pacto audiovisual ( audiovision contract ) p. 105 3.4. O uso da voz p. 137 3.5. A música p. 140 3.6. O som e o silêncio como expressão e forma sonora p. 178 4. Audio games p. 186 4.1. Accessible games (jogos com acessibilidade) p. 188 4.2. Games musicais p. 201 5. Conclusão p. 220 6. Apêndice p. 224 7. Bibliografia p. 226 1 Introdução Durante o mestrado, foram propostos alguns critérios de criação e sistematização de elementos sonoros para ambientes hipermidiáticos, a partir do conceito de não-linearidade. O trabalho foi realizado através do diálogo entre a hipermídia, a produção de áudio para cinema e a semiótica peirceana. Nesta tese, o foco principal é a interatividade que, associada à não- linearidade, faz emergir dois conceitos: áudio adaptável (adaptive audio ) e topologia sonora . Áudio adaptável é um termo definido pela indústria como o áudio que se adapta ao estado do jogo e/ou às ações do jogador. Topologia sonora , expressão proposta por este pesquisador, vem do grego (topos, lugar, e logos, estudo) em associação ao som em criações audiotextovisuais interativas como hipermídias, instalações artísticas e jogos eletrônicos. Nesta tese, o conceito, bem como suas possíveis aplicações, está circunscrito no universo dos games . Trata-se da concepção dos possíveis lugares em um game (onde possa haver som) e suas correlações com o planejamento, criação, emprego e distribuição dos elementos sonoros (vozes, músicas e ruídos), estabelecendo, assim, uma relação dialética entre os lugares do jogo e as suas sonoridades. A palavra lugar tem aqui um sentido amplo e pode representar espaços, ambientes, níveis, fases, nós, mapas, fluxogramas, cidades, reinos, universos, mundos, cenas opcionais e planos narrativos. Topologia sonora também é o conjunto de características gerais dos elementos sonoros presentes em um determinado lugar de um game . Por exemplo: presença maior ou menor de harmônicos, formantes (ressonâncias), formas sonoras simples ou complexas, tonais ou atonais, consonantes ou dissonantes, previsíveis ou aleatórias, estacionárias ou dinâmicas, suaves ou intensas, ascendentes ou descendentes (em amplitude e/ou freqüências),
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