Escola De Comunicação, Artes E Design - Famecos Programa De Pós-Graduação Em Comunicação Social Mestrado Em Comunicação Social

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Escola De Comunicação, Artes E Design - Famecos Programa De Pós-Graduação Em Comunicação Social Mestrado Em Comunicação Social ESCOLA DE COMUNICAÇÃO, ARTES E DESIGN - FAMECOS PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL MESTRADO EM COMUNICAÇÃO SOCIAL HENRIQUE INÁCIO WEIZENMANN RETÓRICA PROCEDURAL MORAL EM DRAGON AGE INQUISITION Porto Alegre 2020 HENRIQUE INÁCIO WEIZENMANN RETÓRICA PROCEDURAL MORAL EM DRAGON AGE INQUISITION Dissertação apresentada ao curso de mestrado em comunicação social da Pontifícia Universidade Católica do Rio Grande do Sul. Orientador: Dr. Carlos Gerbase Porto Alegre 2020 2 Weizenmann, Henrique Inácio Retórica Procedural Moral em Dragon Age Inquisition / Henrique Inácio Weizenmann. –Porto Alegre. –2020. 124f. : 14 il. Dissertação (Mestrado) –Pontificia Universidade Católica do Rio Grande do Sul –Escola de Comunicação, Artes e Design, 2020. Orientador: Dr. Carlos Gerbase. Bibliografia 1. Comunicação. 2. Jogos. 3. Jogos Digitais. 4. Retórica Procedural. 5. Retórica Procedural Moral. 3 HENRIQUE INÁCIO WEIZENMANN RETÓRICA PROCEDURAL MORAL EM DRAGON AGE INQUISITION Dissertação apresentada ao curso de mestrado em comunicação social da Pontifícia Universidade Católica do Rio Grande do Sul. Aprovada em __ de ________ de ____. BANCA EXAMINADORA ___________________________________________ Prof. Dr. Carlos Gerbase (Orientador) ____________________________________________ Prof. Dr. André Fagundes Pase _____________________________________________ Prof. Dr. Roberto Hofmeister Pich Porto Alegre 2020 4 RESUMO O presente trabalho se propõe a analisar o que chama de Retórica Procedural Moral presente em Dragon Age Inquisition. Para tanto, o primeiro momento do trabalho aborda a temática de jogos, jogos digitais e expõem a teoria da Retórica Procedural. A construção do raciocínio é feita com base em Huizinga (1950), que aborda jogos sobre uma perspectiva sociológica. Também se utiliza Salen e Zimmerman (2003) que fazem um apanhado de várias abordagens e teorias de jogos e as resumem em sua obra. Rouse III (2005) é consultado por se focar especificamente no desenvolvimento de jogos digitais. Tendo embasado a parte sociológica e digital sobre jogos, aborda-se a teoria de Ian Bogost (2007) da Retórica Procedural. No presente trabalho parte-se da concepção de Huizinga (1950) de que o jogo, o lúdico, é essencialmente composto de uma atitude do jogador que se coloca, nas palavras de Salen e Zimmerman (2003) para desafiar um sistema, cujas características Rouse III (2005) ajuda a elucidar. Dessa experiência de um jogo surge um discurso dos desenvolvedores para o jogador. Para constituir o que se quer falar sobre Retórica Procedural Moral, o presente trabalho se apoia nos pressupostos da Lei Natural, conforme abordada por Rhonheimer (2006). Outros autores são utilizados para complementar a discussão, como Peterson (2018), Finnis (2006) e Brooks (2014). Os autores são apresentados com uma abordagem crítica, contextualizando seus escritos com os demais elementos que circundam as suas obras. Considera-se que existe uma semelhança com a perspectiva deísta de parte dos autores trabalhados e o fato de jogos serem desenvolvidos para expressar alguma coisa. Ou seja, o universo do jogo e o universo real são física e moralmente constituídos, de modo que a experiência moral não pode ser dissociada totalmente da experiência do mundo enquanto tal. A seguir, descreve-se o jogo digital Dragon Age Inquisition (2014) e, então, ele é constituído como objeto de estudo destacando os aspectos específicos, e narrativos, das escolhas que apresenta, bem como as relações entre as escolhas e as recompensas. A partir dessa construção, é feita a análise da Retórica Procedural Moral partindo-se do pressuposto que a experiência do mundo é sempre uma experiência moral e que, portanto, as melhores recompensas que o título dá aos jogadores são pelas suas ações indicam as melhores ações segundo a concepção dos desenvolvedores. Isso acontece porque as recompensas funcionam, nas palavras de Rouse III (2005) como um feedback do que o jogador está fazendo. Dado que as melhores recompensas estão atrás de decisões que, geralmente, exigem do jogador a utilização das mecânicas mais complexa do jogo e, também, exigem que ele esteja atento às lógicas que o título apresenta, ou seja, as lógicas do universo que está sendo experienciado no jogo. Percebe-se que Dragon Age Inquisition apresenta uma Retórica da Prudência, que se manifesta pelo esforço do título em expressar ao jogador o que ele está fazendo, como o fará e quais serão as consequências de seus atos antes de ele tomar a decisão definitiva. Deste modo, ele terá condições de se conscientizar dos resultados de suas escolhas antes de realizá-las. 5 Palavras-chave: Comunicação; Jogos; Jogos Digitais; Retórica Proecedural; Retórica Procedural Moral. 6 ABSTRACT The present work intends to analyze what it calls Moral Procedural Rhetoric present in Dragon Age Inquisition. To this end, the first moment of the work addresses the theme of games, digital games and expose the theory of procedural rhetoric. The reasoning about Procedural Rhetoric is based on Huizinga (1950), who approaches games from a sociological perspective. Also Salen and Zimmerman (2003) are used to make an overview of various approaches and theories of games and summarize them in their work. Rouse III (2005) is consulted for focusing specifically on the development of digital games. Having based the sociological and digital part on games, Ian Bogost's (2007) theory of Procedural Rhetoric is addressed. This work is based on Huizinga's (1950) conception that the game, the playful, is essentially composed of a player's attitude that, in the words of Salen and Zimmerman (2003), challenges a system whose characteristics are Rouse III (2005) helps to elucidate. From this experience of a game comes a speech from the developers to the player. To constitute what is called Moral Procedural Rhetoric, the present work is based on the assumptions of Natural Law, as approached by Rhonheimer (2006). Other authors are used to complement the discussion, such as Peterson (2018), Finnis (2006) and Brooks (2014). The authors are presented with a critical approach, contextualizing their writings with the other elements that surround their works. It is considered that there is a resemblance to the deistic perspective of the worked authors and the fact that games are developed to express something. That is, the game universe and the real universe are physically and morally constituted, so that moral experience cannot be totally dissociated from world experience as such. The following describes the digital game Dragon Age Inquisition (2014) and then it is constituted as an object of study highlighting the specific and narrative aspects of the choices it presents, as well as the relationships between the choices and the rewards. From this construction, the analysis of Moral Procedural Rhetoric is made based on the assumption that the experience of the world is always a moral experience and that, therefore, the best rewards the title gives players are for their actions indicate the best actions, according to the developers' conception. This is because the rewards work, in the words of Rouse III (2005) as a feedback of what the player is doing. Given that the best rewards lie behind decisions that often require the player to use the game's most complex mechanics, they also require him to be aware of the logic the title presents, meaning, the logic of the universe it is being experiencied in the game. It’s noted that Dragon Age Inquisition presents a Prudence Rhetoric, manifested by the title's effort to express to the player what he is doing, how he will do it, and what the consequences of his actions will be before he makes the final decision. In this way, he will be able to be aware of the results of his choices before making them. Keywords: Comunication; Games; Digital Games; Procedural Retoric; Moral Procedural Retoric. 7 LISTA DE TABELAS Tabela 1: Companheiros e conselheiros ……………………………………………….. 74 Tabela 2: Lugares em Dragon Age Inquisition ………………………………………… 76 Tabela 3: Recompensas e tipos ………………………………………………………… 84 Tabela 4: Ícones gerais da Roda dos Diálogos ……………………………………….. 88 Tabela 5: Nuances nas decisões dos personagens ………………………………….. 89 Tabela 6: Opções relacionadas a benefícios ………………………………………….. 90 Tabela 7: Início e fim de um romance ………………………………………………….. 92 Tabela 8: Ícones conforme raça e classe ……………………………………………… 92 Tabela 9: Recompensas por enfrentar a assassina da Imperatriz ………………….. 98 Tabela 10: Julgamento de Florianne …………………………………………………… 98 Tabela 11: Julgamento dos Restos Mortais de Florianne ……………………………. 99 Tabela 12: Recompensas conforme quem assume o trono de Orlais …………….. 100 Tabela 13: Missão cronometrada com base na sucessão do trono ……………….. 100 Tabela 14: Recompensa das missões cronometradas da tabela 13 …………..….. 100 8 SUMÁRIO 1 PARA DENTRO DA ESCURIDÃO …………………………………………………… 12 2 QUE OS JOGOS COMECEM ………………………………………………………… 16 2.1 TRÊS PERSPECTIVAS ……………………………………………………………... 16 2.1.1 O jogo enquanto anterior a cultura …………………………………………… 17 2.1.1.1 Um Círculo não tão mágico …………………………………………………….. 20 2.1.1.2 Como falar de jogo? …………………………………………………………….. 20 2.1.1.3 O Lúdico e o sério ……………………………………………………………….. 21 2.1.2 Os Três Esquemas ……………………………………………………………….. 23 2.1.2.1 As regras ………………………………………………………………………….. 25 2.1.2.2 Jogar ………………………………………………………………………………. 26 2.1.2.3 Cultura …………………………………………………………………………….. 27 2.1.3 Jogos como arte ………………………………………………………………….. 28 2.1.3.1 Desafio ……………………………………………………………………………. 29 2.1.3.2 Socialização ……………………………………………………………………… 30
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