Jak Videohry Vyprávějí Příběhy Analýza Aktuálních Klíčových Videoher Hlavního Proudu

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Jak Videohry Vyprávějí Příběhy Analýza Aktuálních Klíčových Videoher Hlavního Proudu Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Bc. Jaroslav Kolář Magisterská diplomová práce Jak videohry vyprávějí příběhy Analýza aktuálních klíčových videoher hlavního proudu Vedoucí práce: Mgr. Zuzana Husárová, Ph.D. 2013 1 2 Čestné prohlášení Prohlašuji, že jsem práci vypracoval samostatně. Všechny prameny a literaturu, které jsem při vypracování používal, v práci řádně uvádím. V Brně, 4. ledna 2013 3 Narativní potenciál videoher byl na konci 20. století podceňován nebo zcela přehlížen. Vzhledem k rychlému vývoji na poli videoher je nutné přezkoumat aktuální situaci. Objektem této práce jsou klíčové videohry hlavního proudu vydané mezi lety 2010-2012. Podrobným vnímáním ludické a narativní podstaty vybraných videoher hledá tato práce odpověď na otázku „Jakým způsobem videohry vyprávějí příběhy?“ a to z perspektivy nahlížení na příběhy jako na transmediální fenomény. 4 První kapitola – Úvod ............................................................................................................................. 7 Cíl této práce ....................................................................................................................................... 9 Jak budu postupovat ............................................................................................................................ 9 Druhá kapitola – Uvedení do problematiky .......................................................................................... 10 Sjednocení důležitých pojmů ............................................................................................................ 10 Teoretická východiska ...................................................................................................................... 11 Příběh jako transmediální fenomén ................................................................................................... 16 Videohra versus film ......................................................................................................................... 18 Třetí kapitola – Kritéria výběru videoher pro analýzu .......................................................................... 27 Definice současné klíčové videohry hlavního proudu ...................................................................... 27 Čtvrtá kapitola – Metodika analýzy ...................................................................................................... 29 Zevrubná analýza – vypráví hra příběh? ........................................................................................... 30 Metodika pro podrobnou analýzu ..................................................................................................... 32 Postup a struktura zápisu .................................................................................................................. 34 Pátá kapitola – Kolik aktuálních klíčových videoher hlavního proudu vypráví příběh? ...................... 37 Šestá kapitola – výsledky zevrubné analýza způsobu vyprávění her .................................................... 39 Jak využívají vyprávěcí potenciál herního média? ........................................................................... 39 Jaký je kontext příběhu ..................................................................................................................... 41 Technologické výsledky ................................................................................................................... 43 Sedmá kapitola – Jakým způsobem videohry vyprávějí příběhy .......................................................... 46 Vliv autora ........................................................................................................................................ 46 Vliv uživatele/ hráče ......................................................................................................................... 47 Vliv stroje ......................................................................................................................................... 47 Prvky, ze kterých se skládá videohra ................................................................................................ 48 Narativní mechaniky analyzovaných her .......................................................................................... 62 Prvky ovlivňující hráčův zážitek....................................................................................................... 65 Desátá kapitola - predikce stavu vyprávění videoher do budoucna ...................................................... 67 Jedenáctá kapitola – závěr .................................................................................................................... 67 Resumé .................................................................................................................................................. 69 Seznam pramenů a použité literatury .................................................................................................... 71 Přílohy - Analýzy Heavy Rain .............................................................................................................. 73 Přílohy – Analýza Red Dead Redemption ............................................................................................ 78 Přílohy - Analýzy L.A.Noire ................................................................................................................ 83 5 6 Část I Východiska První kapitola – Úvod Zdá se, že hry jsou na první pohled velmi rozdílné od příběhů a také, že nabízejí rozdílné uspokojení. Příběhy od nás nevyžadují nic jiného než to, abychom jim během vyprávění věnovali pozornost. Hry vždy zahrnují nějaký druh aktivity a jsou často spojeny s mistrovským ovládnutím dovedností, ať už ta dovednost souvisí s taktizováním při hře v šachy nebo dovedným kvedláním joysticku. Hry obecně používají jazyk pouze instrumentálně (šach mat, čtvrtý míč…), raději než aby sdělovaly textové popisy nebo komunikovaly složité emoce. Nabízejí schematizovaný a záměrně redukovaný pohled na svět. V neposlední řadě jsou hry řízeny hráčovým cílem a jejich struktura se točí okolo získávání a udržování skóre. Všechno to vypadá, že příběhy nemají s hrami nic společného.1 (Murray, 1997) Digitální hry jsou dnes již bezesporu známým pop-kulturním fenoménem, který si každý dokáže (nějak) představit. Snad každý uživatel počítače (především mladší generace) se s nimi už alespoň jednou setkal na vlastní kůži – tedy nějakou počítačovou hru hrál. Názory a představy, co je to hra se můžou lišit, ale všichni by se mohli shodnout na tom, co je podstatou hry. Hry mají pravidla a hráč musí vynaložit nějaké úsilí, aby ve hře zvítězil.2 Shodnou se pravděpodobně i na tom, že hry jsou zábava. Hrajeme je pro zábavu. Obrovské masové publikum si prostřednictvím videoher dnes užívá zábavu. Interaktivní hry jsou stejně jako avantgardní interaktivní digitální díla důležitým objektem zájmu uměnovědných akademiků, kteří zaujatě zkoumají jejich podstatu. Kdy však hry začnou dosahovat takových kvalit, aby si jich cenil i intelektuální střed současné společnosti, tedy vzdělaní lidé, kteří se o kulturní média zajímají sice pro zábavu, ale jsou schopni rozlišit uměleckou hodnotu?3 Hlavním klíčem k tomuto uznání je schopnost her vyprávět. Literatura, divadlo i film si pomocí příběhů dokázaly získat zájem širokých mas i zjednat respekt intelektuálů. I hry mají šanci to dokázat. „Cože, hry vypráví příběhy?“ může se ptát člověk neznalý aktuálního diskursu videoher, protože stereotypní představa o videohrách není zatím spojována s vyprávěním. Avšak existují hráči videoher, jejichž motivace k hraní vůbec není překonávání obtížných překážek a získávání skóre. Hry hrají, protože chtějí naslouchat příběhu, který jim hra vypráví. A nejen 1 Games seem on the face of it to be very different from stories and to offer opposing satisfactions. Stories do not require us to do anything except to pay attention as they are told. Games always involve some kind of activity and are often focused on the mastery of skills, whether the skill involves chess strategy or joystick twitching. Games generally use language only instrumentally (“checkmate”, “ball four”) rather than to convey subtleties of description or to communicate complex emotions. They offer a schematized and purposely reductive vision of the world. Most of all, games are goal directed and structured around turn taking and keeping score. All of this would seem to have nothing to do with stories. (s.140) (Murray, 1997) 2 Jesper Juul definuje hry jako„systémy založené na pravidlech s variabilním a kvantifikovatelným výsledkem“ Jesper Juul, Half-real:Video Games between Real Rules and Fictional Worlds (2005) 3Tuto myšlenku o hodnotě her pro popkulturu, vědce a intelektuály přebírám z eseje Marie-Laure Ryan publikované pod názvem Narrative and the Split Condition of Digital Textuality (2005). 7 naslouchat. Chtějí být hlavním hrdinou tohoto příběhu. Chtějí příběhu nejen naslouchat, ale doslova ho prožít. Chtějí sami poznat motivace hlavního hrdiny a sžít se s jeho cíli. Chtějí se seznámit s dalšími postavami, které obývají fikční svět tohoto příběhu, a chtějí tento svět prozkoumat a pokusit se ho změnit. Takových hráčů je mnoho. Já sám mezi ně patřím. Současně se jako tvůrce4 počítačových her snažím již dvacet let příběhy pomocí her vyprávět. K tomu, abych dokázal vyprávět přesvědčivěji, potřebuju vědět, jak vyprávění ve hrách funguje. Proto jsem před šesti lety začal akademicky studovat
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