A Composição Musical Para Ficheiros De Modificação Em Videojogos

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A Composição Musical Para Ficheiros De Modificação Em Videojogos “The music is the only thing you don’t have to mod”: a composição musical em ficheiros de modificação para videojogos Joana dos Reis Freitas Dissertação de Mestrado em Ciências Musicais Vertente de Musicologia Histórica Setembro 2017 Dissertação apresentada para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Ciências Musicais – vertente de Musicologia Histórica, realizada sob a orientação científica da Professora Doutora Paula Gomes Ribeiro. I Aos meus pais e ao meu irmão Ao Marcelo, Bolbas e Júlia II AGRADECIMENTOS Se escrever uma dissertação de mestrado fosse como jogar um videojogo, a dificuldade poderia ser alterada a qualquer momento (na maior parte das vezes). Contudo, independentemente do nível do desafio, outras personagens contribuem, ajudam e, por vezes, determinam o sucesso da protagonista no seu caminho durante a narrativa. Com isto em mente, tenho de agradecer, em primeiro lugar, à Professora Paula Gomes Ribeiro pela sua orientação e apoio mas, sobretudo, pela sua amizade e dedicação. A sua energia e vontade de ensinar, tal como de aprender, impulsionou a minha motivação pessoal em investigar temáticas novas, tal como uma equipa de jovens investigadores e investigadoras no CESEM cujo dinamismo revela-se numa série de actividades e eventos (nem sempre científicos) e festas surpresa de aniversário na sala 3.19. Agradeço igualmente aos professores do Departamento de Ciências Musicais que, desde a licenciatura até ao mestrado, incentivam a curiosidade e empenho pessoal na área da musicologia. No âmbito de uma bolsa de investigação no CESEM, o trabalho que tenho vindo a realizar já há dois anos exige, naturalmente, uma presença regular nesse centro. No meio de aproximadamente milhares de iniciativas, problemas, novidades e tarefas, agradeço o esforço indispensável da equipa de secretariado do centro, Cristiana e Vera, pela sua paciência e prontidão na resolução de, basicamente, tudo. Agradeço especialmente à minha thesis sister e amiga, Júlia Durand, por todo o apoio, companhia, bubbletea e conversas pré e pós frustrações, nervos e burocracias. A sua colocação estratégica na secretária atrás da qual onde costumo trabalhar permite concentrarmo- nos em tudo menos na tarefa que temos em mãos, o que permite a manutenção de um nível aceitável de sanidade mental e, sobretudo, boa disposição e vontade para continuar. Ao João Silva que, mesmo estando longe, a amizade mantém-se; aliás, foi com ele que nos aventurámos a estudar a música para videojogos em Sociologia da Música: Teoria e Método, abrindo assim um caminho individual para os nossos interesses no meio académico. III Agradeço igualmente ao coro Sine Nomine que, uma vez por semana (ou mais), representam um espaço e actividade nos quais posso distrair-me, cantar as mais variadas músicas e conversar sobre de tudo um pouco. Como é óbvio, às minhas amigas aka Bolbas Bárbara Raposo, Filipa Cruz, Isabel Pina e Mariana Lima, que no decurso da licenciatura e mestrado, as mais diversas aventuras foram possíveis com a sua companhia, confiança e amizade. Seja numa missão de retiro académico até ao Sul de Portugal, viajar para os Jovens Musicólogos em Sevilha ou para o ENIM em Aveiro, conversar sobre tudo menos a faculdade na esplanada (da mesma), a sua dedicação foi também indispensável para a realização desta dissertação e para a continuação do meu percurso pessoal, profissional e académico. Por fim, queria agradecer ao Marcelo pelo seu apoio infindável, carinho, companhia e por me tentar distrair do stress do quotidiano com todos os meios possíveis através da equipa oompa-loompa (como a Bárbara nos chama) que formamos – seja no WoW, no Minecraft, no café, no cinema e na vida. Agradeço especialmente aos meus pais, Anabela e Jorge, e ao meu irmão Francisco por considerarem que o mais importante na vida é fazer o que se gosta, o que se quer e por não me desmotivar uma única vez nas várias fases que percorremos juntos. IV “THE MUSIC IS THE ONLY THING YOU DON’T HAVE TO MOD”: A COMPOSIÇÃO MUSICAL EM FICHEIROS DE MODIFICAÇÃO PARA VIDEOJOGOS JOANA DOS REIS FREITAS RESUMO Através da crescente multiplicidade de meios digitais de comunicação e partilha de informação desde o início dos anos 2000 até aos dias de hoje, milhões de utilizadores online produzem, transformam, criticam, e fazem circular entre si uma quantidade infindável de materiais e conteúdos. A música de videojogos tem uma cultura própria em rede com respectivas cibercomunidades que a discutem, partilham e criam, permitindo assim um espaço aberto para a criatividade e actividade artística constante num fluxo digital. Uma destas actividades é a composição e produção musical para este meio, disponibilizada em plataformas de partilha de música, como o Spotify ou Soundcloud, no Youtube e, especificamente, no formato de ficheiros de modificação.1 Este tipo de conteúdo é desenvolvido de uma forma voluntária e gratuita através de ferramentas ora disponibilizadas por empresas de videojogos ora disponíveis na internet com as devidas funções. Enquanto as áreas da sociologia, dos novos média, de design de jogos, entre outras, já desenvolvem investigação sobre os mods como um fenómeno digital de cultura de fãs e sobre a sua relação com as indústrias, com o trabalho co- criativo e com as cibercomunidades envolventes, a musicologia (tanto no panorama académico internacional como nacional) é marcada pela escassa investigação que contribua para formulação de conhecimento acerca de mods musicais que são compostos para videojogos sobre os quais os seus autores tenham debruçado. A presente dissertação foca-se nos mods musicais presentes no site Nexus Mods em dois dos videojogos disponibilizados pelo mesmo: The Elder Scrolls IV: Oblivion (Bethesda Softworks 2006) e The Elder Scrolls V: Skyrim (Bethesda Softworks 2011). Através de pesquisa, levantamento de fontes e entrevistas realizadas aos compositores dos mods, pretendo demonstrar a existência de um novo modelo de produção e circulação musical online, representativo da era da cultura participativa em que se insere. Será discutido todo o processo de inserção, composição, disponibilização, partilha e visibilidade das suas composições, respectivas motivações, discursos pessoais sobre a composição de música para videojogos. Por outro lado, as perspectivas sobre o conceito de imersão musical, considerado indispensável por parte de compositores e jogadores, revelam-se particularmente pertinentes: a música neste meio e o seu estilo compositivo relaciona- se com a ideia de verosimilhança com uma determinada realidade como um aspecto primário na envolvência do jogador no universo virtual com o qual está a interagir. As intersecções entre estas componentes constroem assim um novo paradigma de composição e renegociação musical, colocando esta dimensão num patamar superior de importância e significado no meio dos videojogos e cibercomunidades associadas. Palavras-chave: Ficheiros de modificação, música para videojogos, imersão, realidade, cibercomunidades 1 Ficheiros de modificação – modification files – serão também referidos como mods doravante. V “THE MUSIC IS THE ONLY THING YOU DON’T HAVE TO MOD”: THE MUSICAL COMPOSITION IN MODIFICATION FILES FOR VIDEOGAMES JOANA DOS REIS FREITAS ABSTRACT Through the multiplicity of the fast, ever-growing digital communication and information sharing during the first years of 2000 to the present date, millions of online users produce, transform, criticize and circulate between them an endless amount of materials and contents. Videogame music itself has its own networked culture with its cybercommunities that discuss, share and create, thus allowing an open space of creativity and artistic activities in a digital and constant flow. One of these activities is music composition and production for this medium, available on music sharing platforms such as Spotify or Soundcloud, on Youtube and specifically in the format of modification files2. This type of content is developed in a voluntary and free way through tools and softwares now available from video game companies and also on the internet with its due functions. While the areas of sociology, new media, game design, among others, already develop research on mods as a digital phenomenon of fan culture and its relationship with industries, concerning aspects of co-creative work and its surrounding cybercommunities, the field of musicology (both in the international and national academic worlds) is marked by the scarce research that contributes to the understanding and formulation of knowledge about musical mods that are created (or, in this case, composed) for videogames on which the creators of mods have bent over. This dissertation focuses on the musical mods present in the Nexus Mods website in two of the video games that are hosted and managed by it: The Elder Scrolls IV: Oblivion (Bethesda Softworks 2006) and The Elder Scrolls V: Skyrim (Bethesda Softworks 2011). Through research, sources and interviews conducted to the mods composers, I intend to demonstrate the existence of a new model of online musical production and circulation, reflective of participatory culture age in which it is inserted. It will be discussed the whole process of access, composition, availability, sharing and visibility of their compositions, their motivations, and personal discourses about the composition of music for video games. On the other hand, the perspectives on the concept of musical immersion, considered indispensable by composers and players, are particularly relevant: music in this medium and its
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