Arthur Protasio Jorge De Oliveira Jogando Histórias

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Arthur Protasio Jorge De Oliveira Jogando Histórias Arthur Protasio Jorge de Oliveira Jogando Histórias: refletindo sobre a narrativa dos jogos eletrônicos Dissertação de mestrado Dissertação apresentada ao Programa de Pós- Graduação em Design da PUC-Rio como requisito parcial para obtenção do grau de Mestre em Design. Orientadora: Profa. Jackeline Lima Farbiarz Rio de Janeiro Março de 2014 Arthur Protasio Jorge de Oliveira Jogando Histórias: refletindo sobre a narrativa dos jogos eletrônicos Dissertação de mestrado Dissertação apresentada como requisito parcial para obtenção do grau de Mestre em Design pelo Programa de Pós-Graduação em Design da PUC-Rio. Aprovada pela comissão abaixo assinada. Profa. Jackeline Lima Farbiarz Orientadora Departamento de Artes e Design - PUC-Rio Profa. Maria das Graças de Almeida Chagas Departamento de Artes e Design - PUC-Rio Profa. Julie de Araujo Pires Escola de Belas Artes - UFRJ Profa. Denise Berruezo Portinari Coordenadora Setorial do Centro de Teologia e Ciência Humanas da PUC-Rio Rio de Janeiro, 31 de março de 2014. Todos os direitos reservados. É proibida a reprodução total ou parcial do trabalho sem autorização da universidade, do autor e da orientadora. Arthur Protasio Jorge de Oliveira Graduado em Direito com domínio adicional em Tecnologias e Mídias Digitais pela PUC-Rio (Pontifícia Universidade Católica) em 2010. Atua profissionalmente como roteirista e designer de narrativas com experiência na pesquisa e produção de diversas mídias, como jogos, livros e animações. Suas obras buscam um tom crítico, reflexivo e estão disponíveis em www.arthurprotasio.com. Ficha Catalográfica Oliveira, Arthur Protasio Jorge de Jogando histórias: refletindo sobre a narrativa dos jogos eletrônicos / Arthur Protasio Jorge de Oliveira ; orientador: Jackeline Lima Farbiarz. – 2014. 254 f. : il. (color.) ; 30 cm Dissertação (mestrado) – Pontifícia Universidade Católica do Rio de Janeiro, Departamento de Artes e Design, 2014. Inclui bibliografia 1. Artes e design – Teses. 2. Narrativa. 3. Jogos eletrônicos. 4. Design de narrativa. 5. Design de jogos. 6. Gêneros. I. Farbiarz, Jackeline Lima. II. Pontifícia Universidade Católica do Rio de Janeiro. Departamento de Artes e Design. III. Título. CDD: 700 Agradecimentos Ao CNPq e à PUC-Rio, pelo suporte que me permitiu o desenvolvimento deste trabalho. À minha orientadora, Jackeline Farbiarz, por me guiar ao longo da minha pesquisa com carinho e seriedade para que eu pudesse formar minha própria jornada. Ao mentor, amigo e colega de trabalho, Guilherme Xavier, que me ensinou os caminhos do Game Design e se tornou um grande aliado. Aos colegas do grupo de pesquisa, Alexandre Farbiarz, Rômulo Matteoni, Bárbara Necyk, Cynthia Dias, Daniela Marçal, Julia Teles, Luciana Claro, Ricardo Artur de Carvalho, Maíra Lacerda, Fernando Almeida, Sibelle Medeiros e Gabriel Batista pelos debates, ideias e trocas constantes, as ajudas preciosas e a amizade formada. A todos os jogadores, entusiastas, profissionais e aventureiros que responderam à pesquisa de campo realizada ao longo desse trabalho. Um agradecimento aos amigos e beta testers Taís Fantoni e Elton Borges que, além de serem companheiros na jornada do LudoBardo, tiveram a disposição de enfrentar essa pesquisa antes da sua versão GOLD – avistando vários bugs. À minha adorável família e, em especial, meus pais, que me apoiaram na minha inusitada opção de carreira e, agora, podem testemunhar as sementes dando frutos. À minha Tia Nida por certificar de que eu não seria um mestrando sem uma devida alimentação. Aos meus irmãos, Leonardo e Fabio, e cunhadas, Juliana e Lidia. Resumo Oliveira, Arthur Protasio Jorge de; Farbiarz, Jackeline Lima. Jogando histórias: refletindo sobre a narrativa dos jogos eletrônicos. Rio de Janeiro, 2014. 254 p. Dissertação de Mestrado - Departamento de Artes e Design, Pontifícia Universidade Católica do Rio de Janeiro. A narrativa é um elemento essencial para o ser humano. Narrar eventos e registrar fatos é uma forma de garantir sentido à existência do indivíduo. O jogo eletrônico, por sua vez, é uma mídia que tem causado ampla repercussão nos últimos anos. O panorama dos jogos demonstra que a partir de seus feitos econômicos, essa modalidade de obra digital gradualmente se consolidou como um elemento de expressão e cultura contemporânea. Em razão de seus gêneros, os jogos assumem diferentes formas e proporcionam variadas mecânicas de interação para engajar seus jogadores. Uma destas formas ocorre por meio da história do jogo. Por este motivo, ao longo do tempo, determinados jogos se tornaram marcos em razão de suas narrativas. Surge, portanto, a indagação: O que exatamente é a narrativa de um jogo? Como é criada e transmitida? Por que é elogiada por jogadores? Por fim, como potencializar a experiência de uso nos jogos eletrônicos a partir de sua narrativa? Para investigar estas questões, a pesquisa adotou como objetivo analisar a relação entre narrativa (em sua concepção geral) e a mídia do jogo. Para tanto, com base principalmente nos conceitos de Bomfim, Salen e Zimmerman, Bakhtin e Ricoeur, define-se o que é Design, Jogo, Gênero e Narrativa com vistas à conexão entre estes temas no âmbito do design de jogos eletrônicos. Em seguida, são apresentados os resultados de uma pesquisa de campo realizada com jogadores e analisados aqueles destacados pelos entrevistados por conta de suas narrativas. Ao final, é promovida uma reflexão acerca da relação design de jogos e design de narrativa. Conclui-se que a narrativa abrange uma definição particular dentro da mídia dos jogos e que é possível potencializar a experiência de uso nos jogos eletrônicos por meio do encadeamento entre a história e as mecânicas de participação do jogo. Palavras-chave Narrativa; jogos eletrônicos; design de narrativa; design de jogos; gêneros. Abstract Oliveira, Arthur Protasio Jorge de; Farbiarz, Jackeline Lima (Advisor). Playing stories: reflecting on the narrative of electronic games. Rio de Janeiro, 2014. 254 p. MSc. Dissertation - Departamento de Artes e Design, Pontifícia Universidade Católica do Rio de Janeiro. Narrative is an essential element of human life. Narrating events and recording facts are ways of ensuring meaning to the existence of any individual. Electronic games, in turn, are a medium that has caused widespread repercussion in recent years. The gaming landscape became widely known due to its economic achievements, but gradually, games established themselves as a digital representation of expression and contemporary culture. Because of their genres, games take different forms and provide varied interaction mechanics that engage their players. One of these possibilities is through the game’s story. Therefore, throughout the years, some of them became landmarks because of their narratives. In light of this scenario, certain questions arise: What exactly is a game’s narrative? How is it created and transmitted? Why is it praised by players? Finally, how is it possible to leverage the experience of electronic games from a narrative perspective? To investigate these issues, this research chose to analyze the relationship between narrative (in its overall definition) and the game medium. Based primarily on the studies of Bomfim, Salen and Zimmerman, Bakhtin, and Ricoeur, the theoretical foundation of this work proposes definitions for Design, Game, Genre, and Narrative, as well as their connections to the topic of game design. In sequence, the results of a research conducted with players reveals their views regarding narrative and which games stand out. Lastly, in order to connect all concepts discussed, the work reflects on the relationship between game design and narrative design. The conclusion is that narrative dons a unique definition within the game medium and the interweaving of game mechanics and game story is especially apt at enhancing the player experience. Keywords Narrative, electronic games, narrative design, game design, genres. Sumário 1 Introdução 13 2 O panorama dos jogos eletrônicos 18 2.1 Cenário internacional 18 2.2 Cenário brasileiro 27 2.3 Considerações parciais 33 3 O jogo eletrônico como gênero 34 3.1 O jogo eletrônico 34 3.2 O jogo e o gênero 43 3.2.1 Gênero como produto 45 3.2.2 Gênero como discurso 87 3.3 Considerações Parciais 90 4 O jogo eletrônico como narrativa 92 4.1 A narrativa como conceito 93 4.2 A narrativa aplicada aos jogos 104 4.3 Considerações Parciais 127 5 Entre jogadores: Olhares sobre os jogos eletrônicos 130 5.1 Metodologia de Pesquisa 130 5.2 Sujeitos e contexto 131 5.3 O primeiro questionário 133 5.4 O segundo questionário 140 5.4.1 Jogos destacados 161 5.5 Considerações Parciais 163 6 Análise de Casos 166 6.1 Metodologia da análise 167 6.1.1 Descrição Oficial 167 6.1.2 Descrição do pesquisador 168 6.1.3 Fortuna da obra 169 6.1.4 Recepção crítica 169 6.1.5 Opinião dos entrevistados 171 6.1.6 Considerações preliminares 171 6.2 Mass Effect 172 6.2.1 Descrição Oficial 172 6.2.2 Descrição do pesquisador 173 6.2.2.1 História 173 6.2.2.2 Mecânica 174 6.2.3 Fortuna da obra 175 6.2.4 Recepção crítica 176 6.2.5 Opinião dos entrevistados 177 6.2.6 Considerações preliminares 178 6.3 The Last of Us 179 6.3.1 Descrição Oficial 179 6.3.2 Descrição do pesquisador 180 6.3.2.1 História 180 6.3.2.2 Mecânica 181 6.3.3 Fortuna da obra 183 6.3.4 Recepção crítica 183 6.3.5 Opinião dos entrevistados 185 6.3.6 Considerações preliminares 186 6.4 Chrono Trigger 187 6.4.1 Descrição Oficial 187 6.4.2 Descrição do pesquisador 187 6.4.2.1 História 187 6.4.2.2 Mecânica 188 6.4.3 Fortuna da obra 190 6.4.4 Recepção crítica 191 6.3.5 Opinião dos
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