Machinima Š Was Ego-Shooter Und Puppentheater Gemeinsam Haben

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Machinima Š Was Ego-Shooter Und Puppentheater Gemeinsam Haben SPIEL Siegener Periodicum zur Internationalen Empirischen Literaturwissenschaft SPIEL: Siegener Periodicum zur Internationalen Empirischen Literaturwissenschaft Jg. 22 (2003), Heft 1 Peter Lang Frankfurt am Main · Berlin · Bern · Bruxelles · New York · Oxford · Wien Bibliografische Information Der Deutschen Bibliothek Die Deutsche Bibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über <http://dnb.ddb.de> abrufbar. ISSNISSN 0722-78332199-8078 © Peter Lang GmbH Europäischer Verlag der Wissenschaften F r^^^rt am Main 2005 Alle Rechte vorbehalten. Das Werk einschließlich aller seiner Teile ist urheberrechtlich geschützt. Jede Verwertung außerhalb der engen Grenzen des Urheberrechtsgesetzes ist ohne Zustimmung des Verlages unzulässig und strafbar. Das gilt insbesondere für Vervielfältigungen, Übersetzungen, Mikroverfilmungen und die Einspeicherung und Verarbeitung in elektronischen Systemen. Printed in Germany 1 2 3 4 6 7 www.peterlang.de Siegener Periodicum zur Internationalen Empirischen Literaturwissenschaft SPIEL 22 (2003), H. 1 MEDIEN - MACHT - WAHRNEHMUNG. MEDIALE DISPOSITIVE DES SEHENS UND HÖRENS ed. by Kathrin Fahlenbrach (Halle) Siegener Periodicum zur Internationalen Empirischen Literaturwissenschaft Herausgeber dieses Heftes / Editor of this issue: Kathrin Fahlenbrach Contents / Inhalt SPIEL 22 (2003), H. 1 Vorwort x Florian Hartling/Thomas Wilke (Halle) Das Dispositiv als Modell der Medienkulturanalyse: Überlegungen zu den Dispositiven Diskothek und Internet 1 Anne Bartsch/Susanne Hübner (Halle) Die Macht der Emotionen: Zur aufmerksamkeitslenkenden Funktion von Emotionen in medialen Dispositiven 38 Kathrin Fahlenbrach (Halle) Wahrnehmungsästhetik der Medien als „Aisthesis“? Überlegungen zu einer Theorie Audio-Visueller Metaphern 49 Michael Lommel (Siegen) Sichtbare Töne - hörbare Bilder. Zur Synästesie des Films 63 Matthias Buck (Halle) Die ungemalten Bilder 74 Reinhold Viehoff (Halle) Mechanismen der „Ikonisierung“ in der Mediengesellschaft. Überlegungen zum Verhältnis von Geschichte und Medien am Beispiel der „Saddam-Statue“ 96 Cordula Günther (Halle) Bilder als mentale Bilder. Zum Verhältnis von manifesten und mentalen Bildern 119 Ulrike Kregel (Halle) Vom Wesen der Bilder Gedächtnis zu sein 137 Golo Föllmer (Halle) Einflüsse technischer Medien auf die Musikpraxis im 20. Jahrhundert 150 Karin Wehn (Leipzig) Machinima oder was Ego-Shooter und Puppentheater gemeinsam haben: Über die revolutionäre Umformung des Dispositivs Computerspiele durch seine User 162 Steven Tototsy de Zepetnek (Boston-Halle) Imre Kertész’s Nobel Prize, Public Discourse, and the Media 183 Ulrike Schwab (Halle) Theoriebildung zur Erforschung der Filmadaption: ein medienwissenschaftlicher Weg 195 10.3726/80996_162 SPIEL 22 (2003), H. 1, 162-182 Karin Wehn (Leipzig) Machinima - Was Ego-Shooter und Puppentheater gemein- sam haben12 „An artform come out of nowhere. Film that use game technology and look like Toy Story’. Zero-budget film-makers making films that would stretch the biggest of Hollywood studios.” (Hancock 2001) First person shooters such as Quake, Unreal Tournament and Half-Life are regarded by many as evil tools that turn children into emotionless beings. What critics of the genre usually are not aware of is that first person shooters can be useful tools to produce 3D animation films. Such films that are based on the game engines of computer games, are referred to as machinima. What makes this unplanned usage of computer game (that was not foreseen by the game industry) so interesting is that is breaks down the entrance barriers for amateurs in the realm of 3D animation, which has so far been closed and unaccessible to them for both technological and economic reasons. At the same time, machinima is an impressive example that users are by no means merely passive consumers of games, but that they transcend the boundaries set by the game and actively create something new with it. This article discusses machinima within the theoretical framework of the dispositive, details the emergenge of machinima, explains the production steps of a machinima-film and presents the most important representatives of the genre. Finally, taking into account the reactions by both computergame industry, TV and film-industry it will be concluded that dispositives do not only gradually change over time, but that existing power relationships are sometimes revolutionized and that separate dispositives can melt together. Machinima oder die Umkehrung des Dispositivs Computerspiel Das Dispositiv Computerspiel Der von Michel Foucault eingeführte Begriff des Dispositivs wurde von ihm zunächst für die Beschreibung gesellschaftlicher Macht Verhältnisse verwendet. Das Konzept wurde in 1 Für wertvolle Hinweise und Korrekturen dankt die Autorin Ingo Linde und Dirk Förster. 2 Die URL’s zu allen im Text zitierten Online-Quellen sind aus Gründen der Leserlichkeit im Literaturverzeichnis aufgeführt. Machinima 163 Apparatustheorien seit den 70er Jahren auf Film (Baudry 1970 und 1975, Comolly 1986), später auch auf Fernsehen (Hickethier 1991, 1995, Steinmaurer 2000) und auf das Inter- net (Härtling 2001) übertragen und bezeichnet dort die Anordnung zwischen Apparat und Zuschauer. Das Dispositiv steht also für eine eher räumliche Vorstellung von techni- schem Gerät und Benutzer, die aber auch darunterliegende, nicht sichtbare Herrschafts- verhältnisse im Blick behält. Die Leistung des Dispositiv-Begriffs besteht darin, ansons- ten getrennte Bereiche als Gesamtzusammenhang zu sehen, Wechselwirkungen zwischen technischem Apparat und Zuschauerwahrnehmung deutlich werden zu lassen sowie his- torische Veränderungen von Dispositiven plastisch zu machen. Angesichts der erfolgreichen Applikation auf unterschiedliche Medien liegt eine Ü- berprüfung der Produktivität des Dispositiv-Begriffs auch für andere neue Medien, wie z. B. Computerspiele, nahe.3 Computerspiele des Genres Ego-Shooter wie Doom, Quake oder Halflife sind digitale 3D-Welten, in denen der Spieler das simple darwinistische Ziel hat, in einer Welt voll von mordrünstigen Terroristen und Monstern zu überleben, indem er so viele seiner Geg- ner wie möglich tötet. Die hohe Faszination dieser Spiele beruht u.a. darauf, dass die virtuelle Welt entsprechend der Aktionen des Users in Realzeit neu berechnet wird. Ab- hängig von den Vorgaben des Spiels im Wechselspiel mit den Tastatur-Eingaben des Users verändert sich die Spielewelt ständig und übergangslos. Spieler und Bildschirm bilden eine Handlungsachse, der Spieler ist nahezu ausschließlich auf den Bildschirm fixiert und blendet während des Spiels die ihn umgebende Umwelt nahezu vollständig aus. Den schnellen Griff zur nebenstehenden Kaffeetaste kann sich der Spieler bei einem Ego-Shooter nicht leisten, er würde sofort vom Spiel oder seinen Mitspielern durch Ver- letzung oder Ableben der Spielfigur sanktioniert. Spricht Jean-Louis Baudry (1986) be- züglich des Kinos von der „Immobilität des Zuschauers“ und Anne Friedberg (1993) sogar vom im Kinosessel gefangenen Zuschauer, könnte man bei Computerspielen von einem ebenfalls gefangenen User sprechen, der sowohl über seinen zwanghaft fixierten Blick auf den Bildschirm als auch über die Tastatur, Maus oder andere Eingabegeräte regelrecht an die Kette gelegt ist. Immersion entsteht bei Ego-Shootern - anders als beim Kino - nicht durch den ab gedunkelten Kinoraum und eine im Verhältnis zum Zuschauer unproportional große Leinwand, sondern trotz der deutlich kleineren Bildschirmgröße durch die geballte Ladung an Reizen, Wahrnehmungsleistungen und komplexen Reaktio- nen, die der User in Sekundenschnelle bewältigen muss. 3 Allerdings erweist sich eine Beschreibung der dispositiven Struktur beim Computerspiel als wesentlich schwieriger als bei Kino und Fernsehen, da sowohl die Hardwareausstattung wie verwendetes Endgerät (PC, Konsole, Handheld), Prozessorleistung, Grafikkarte, Eingabegeräte (Maus, Tastatur, Controler), sowie die situativen Bedingungen der Nutzung (Büro, Zuhause, In- temet-Café) äußerst unterschiedlich sein können. Dies wirkt sich selbstverständlich unmittelbar auf die Ästhetik aus, in der Computerspiele wahrgenommen werden. 164 Karin Wehn Karikaturen, die die Vorurteile gegenüber Computerspielen illustrieren:4 Vor allem Nicht-Spieler nehmen für sich in Anspruch, dieser dispositiven Anordnung Computerspiel eine gefährliche, weil lähmende oder gewaltanstachelnde Wirkung zu unterstellen. Diese Kritiker fürchten, dass solche „Ballerspiele“ aus wohlerzogenen wie auch aus sozial auffälligen Teenagern emotionslose, der Realität entrückte „Killer“ ma- chen, die das Gefühl für die Tragik von Tod und Krieg verlieren und dadurch verrohen. Als Beweise für diese populäre vor wissenschaftliche These werden gerne die Amokläufe in Erfurt, Bad Reichenhall und Littleton, USA angeführt, bei denen die jugendlichen Attentäter nachweislich leidenschaftliche Computerspieler waren. Medienwissenschaftler und -pädagogen, sowie Vertreter der endlich in Gang gekom- menen ästhetischen Auseinandersetzung mit der mehr als 40 Jahre umfassenden Ge- schichte von Computerspielen5 werden zwar nicht müde, darauf hinzuweisen, dass solche Ängste mit immer wieder den gleichen Argumenten bei jedem neuen Medium hochge- kocht wurden und werden. Gleichzeitig belegen neuere theoretische und empirische Er- 4 Linkes Bild: © Verfasser unbekannt; Sinclair User Feb 1986 http://www.sincuser.f9.co.uk/047/ccrazy.htm Rechtes Bild: ©Paul South worth http://www.krazylarry.com/portfolio/videogames.html
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