A evolução e o impacto dos indie games: uma analise sobre No man’s sky
| Ano de defesa: | 2017 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| Idioma: | por |
| Instituição de defesa: |
Universidade Federal de São Carlos
Câmpus São Carlos |
| Programa de Pós-Graduação: |
Programa de Pós-Graduação em Imagem e Som - PPGIS
|
| Departamento: |
Não Informado pela instituição
|
| País: |
Não Informado pela instituição
|
| Palavras-chave em Português: | |
| Palavras-chave em Inglês: | |
| Palavras-chave em Espanhol: | |
| Área do conhecimento CNPq: | |
| Link de acesso: | https://repositorio.ufscar.br/handle/20.500.14289/9958 |
Resumo: | The independent cultural manifestation of the digital games, can be for many, a recent phenomenon, that has been brought by the digital distribution and the increasing number of platform; from smartphones and tablets to the videogames of the latest generation. However, delving deeper into the historical bias of independent production we can notice the first experimental manifestation from this medium, outside of the commercial means. Experimentations that celebrate the unrestricted access to computers outside scientists, experimentation that made possible the formation of communities connected online before the advent of the internet, that created ways for hobbyists, amateurs, and new game designers explored a rich means of expression in this medium. Therefore, this study was made in order to obtain an understanding of the evolution in independent production in video games and its complex unfolding. These unfolding allowed that indie games to have different impacts. The first impact analyzed here is the growth of the Brazilian game production, the importance of a low-cost format of production moved by creativity and the shaping of a strong independent movement in Brazil. The other impact analyzed is the recurrent phenomenon that blurs the line between mainstream and indie. This work aimed to study this phenomenon under the lens of the complex game No Man’s Sky, made by a small and unknown independent studio called Hello Games. Hello Games became infamous in the game industry due to the problematic launch of No Man’s Sky, one of the most anticipated titles of 2016 that failed to meet the expectations of the players. It was then analyzed the artistic approach, narrative, interactivity and technical complexity of No Man’s Sky in other to comprehend how a small studio was capable of creating 18 quintillion planets. |
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Hall, Denner MarkGamo, Alessandro Constantinohttp://lattes.cnpq.br/8208629144314123http://lattes.cnpq.br/128659719360450490614c3b-800f-4b61-9b76-58ba128b8f4b2018-05-10T18:15:42Z2018-05-10T18:15:42Z2017-09-12HALL, Denner Mark. A evolução e o impacto dos indie games: uma analise sobre No man’s sky. 2017. Dissertação (Mestrado em Imagem e Som) – Universidade Federal de São Carlos, São Carlos, 2017. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/9958.https://repositorio.ufscar.br/handle/20.500.14289/9958The independent cultural manifestation of the digital games, can be for many, a recent phenomenon, that has been brought by the digital distribution and the increasing number of platform; from smartphones and tablets to the videogames of the latest generation. However, delving deeper into the historical bias of independent production we can notice the first experimental manifestation from this medium, outside of the commercial means. Experimentations that celebrate the unrestricted access to computers outside scientists, experimentation that made possible the formation of communities connected online before the advent of the internet, that created ways for hobbyists, amateurs, and new game designers explored a rich means of expression in this medium. Therefore, this study was made in order to obtain an understanding of the evolution in independent production in video games and its complex unfolding. These unfolding allowed that indie games to have different impacts. The first impact analyzed here is the growth of the Brazilian game production, the importance of a low-cost format of production moved by creativity and the shaping of a strong independent movement in Brazil. The other impact analyzed is the recurrent phenomenon that blurs the line between mainstream and indie. This work aimed to study this phenomenon under the lens of the complex game No Man’s Sky, made by a small and unknown independent studio called Hello Games. Hello Games became infamous in the game industry due to the problematic launch of No Man’s Sky, one of the most anticipated titles of 2016 that failed to meet the expectations of the players. It was then analyzed the artistic approach, narrative, interactivity and technical complexity of No Man’s Sky in other to comprehend how a small studio was capable of creating 18 quintillion planets.A manifestação cultural independente nos jogos digitais, pode ser para muitos, um fenômeno recente, advindo da distribuição digital e do crescimento no número de plataformas; desde smartphones e tablets à videogames da última geração. No entanto, ao se aprofundar no viés histórico da produção independente podemos observar as primeiras manifestações experimentais nessa mídia, externas aos meios comerciais. Experimentações que celebraram o acesso irrestrito aos computadores fora de um círculo fechado de cientistas, experimentações, que possibilitavam a formação de comunidades conectadas em rede antes do advento da internet, criando os meios para que entusiastas, amadores e novos game designers explorassem um rico campo de expressão midiática. Portanto, fez-se valer este estudo, afim de obter uma compreensão da evolução da produção independente dos jogos digitais e seus complexos desdobramentos. Estes desdobramentos permitiram que os indie games tivessem diferentes impactos. O primeiro impacto analisado aqui é o crescimento das produções nacionais em jogos digitais, a importância do formato de baixo custo movido pela criatividade e a formação de um movimento independente forte no Brasil. O outro impacto analisado é o recorrente fenômeno que ofusca a linha entre o mainstream e o indie. O presente trabalho buscou estudar esse fenômeno sob a ótica do complexo jogo digital No Man’s Sky, feito por um pequeno e desconhecido estúdio independente chamada Hello Games. A Hello Games tornou-se infame na indústria de jogos digitais devido ao conturbado lançamento de No Man’s Sky, um dos títulos mais aguardados de 2016, que falhou em atender as expectativas dos jogadores. Analisou-se, então, as propostas artísticas, narrativas, interativas e a complexidade técnica de No Man’s Sky para compreender como que um pequeno estúdio foi capaz de criar 18 quintilhões de planetas.Não recebi financiamentoporUniversidade Federal de São CarlosCâmpus São CarlosPrograma de Pós-Graduação em Imagem e Som - PPGISUFSCarJogos digitaisProdução independenteEconomia criativaGeração proceduralDigital gamesIndependent productionCreative economyProcedural generationJuegos digitalesProducción independienteEconomía creativaGeneración proceduralLINGUISTICA, LETRAS E ARTES::ARTESA evolução e o impacto dos indie games: uma analise sobre No man’s skyThe evolution and the impact of the indie games: an analysis about No man's skyinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisOnlinea9365671-87c7-4f99-91fe-89755fbe27c7info:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSCARinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARLICENSElicense.txtlicense.txttext/plain; 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| dc.title.por.fl_str_mv |
A evolução e o impacto dos indie games: uma analise sobre No man’s sky |
| dc.title.alternative.eng.fl_str_mv |
The evolution and the impact of the indie games: an analysis about No man's sky |
| title |
A evolução e o impacto dos indie games: uma analise sobre No man’s sky |
| spellingShingle |
A evolução e o impacto dos indie games: uma analise sobre No man’s sky Hall, Denner Mark Jogos digitais Produção independente Economia criativa Geração procedural Digital games Independent production Creative economy Procedural generation Juegos digitales Producción independiente Economía creativa Generación procedural LINGUISTICA, LETRAS E ARTES::ARTES |
| title_short |
A evolução e o impacto dos indie games: uma analise sobre No man’s sky |
| title_full |
A evolução e o impacto dos indie games: uma analise sobre No man’s sky |
| title_fullStr |
A evolução e o impacto dos indie games: uma analise sobre No man’s sky |
| title_full_unstemmed |
A evolução e o impacto dos indie games: uma analise sobre No man’s sky |
| title_sort |
A evolução e o impacto dos indie games: uma analise sobre No man’s sky |
| author |
Hall, Denner Mark |
| author_facet |
Hall, Denner Mark |
| author_role |
author |
| dc.contributor.authorlattes.por.fl_str_mv |
http://lattes.cnpq.br/1286597193604504 |
| dc.contributor.author.fl_str_mv |
Hall, Denner Mark |
| dc.contributor.advisor1.fl_str_mv |
Gamo, Alessandro Constantino |
| dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/8208629144314123 |
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90614c3b-800f-4b61-9b76-58ba128b8f4b |
| contributor_str_mv |
Gamo, Alessandro Constantino |
| dc.subject.por.fl_str_mv |
Jogos digitais Produção independente Economia criativa Geração procedural |
| topic |
Jogos digitais Produção independente Economia criativa Geração procedural Digital games Independent production Creative economy Procedural generation Juegos digitales Producción independiente Economía creativa Generación procedural LINGUISTICA, LETRAS E ARTES::ARTES |
| dc.subject.eng.fl_str_mv |
Digital games Independent production Creative economy Procedural generation |
| dc.subject.spa.fl_str_mv |
Juegos digitales Producción independiente Economía creativa Generación procedural |
| dc.subject.cnpq.fl_str_mv |
LINGUISTICA, LETRAS E ARTES::ARTES |
| description |
The independent cultural manifestation of the digital games, can be for many, a recent phenomenon, that has been brought by the digital distribution and the increasing number of platform; from smartphones and tablets to the videogames of the latest generation. However, delving deeper into the historical bias of independent production we can notice the first experimental manifestation from this medium, outside of the commercial means. Experimentations that celebrate the unrestricted access to computers outside scientists, experimentation that made possible the formation of communities connected online before the advent of the internet, that created ways for hobbyists, amateurs, and new game designers explored a rich means of expression in this medium. Therefore, this study was made in order to obtain an understanding of the evolution in independent production in video games and its complex unfolding. These unfolding allowed that indie games to have different impacts. The first impact analyzed here is the growth of the Brazilian game production, the importance of a low-cost format of production moved by creativity and the shaping of a strong independent movement in Brazil. The other impact analyzed is the recurrent phenomenon that blurs the line between mainstream and indie. This work aimed to study this phenomenon under the lens of the complex game No Man’s Sky, made by a small and unknown independent studio called Hello Games. Hello Games became infamous in the game industry due to the problematic launch of No Man’s Sky, one of the most anticipated titles of 2016 that failed to meet the expectations of the players. It was then analyzed the artistic approach, narrative, interactivity and technical complexity of No Man’s Sky in other to comprehend how a small studio was capable of creating 18 quintillion planets. |
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2017 |
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2017-09-12 |
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HALL, Denner Mark. A evolução e o impacto dos indie games: uma analise sobre No man’s sky. 2017. Dissertação (Mestrado em Imagem e Som) – Universidade Federal de São Carlos, São Carlos, 2017. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/9958. |
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https://repositorio.ufscar.br/handle/20.500.14289/9958 |
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HALL, Denner Mark. A evolução e o impacto dos indie games: uma analise sobre No man’s sky. 2017. Dissertação (Mestrado em Imagem e Som) – Universidade Federal de São Carlos, São Carlos, 2017. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/9958. |
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