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Abstract(s)
Provar a distinção entre estórias criadas por agentes individuais
e coletivos é o propósito deste documento. Na atualidade, o
mercado Indie (abreviação de Independent Developer ou
Desenvolvedor Independente, um agente que realiza próprios
projetos maioritariamente só) RPG tem crescido
exponencialmente comparado com a sua outra face industrial.
A produção de jogos criados meramente por 1 ou mais
entidades tem vindo a aumentar graças à vulgarização deste
médium. Mas, ao contrário de full-priced games (jogos que são,
atualmente, vendidos na faixa de 50 Euros para cima), produtos
Indie apresentam um elo que os liga, a experimentação. Esta
propriedade afeta vários campos do médium, mas a área em
foco serão as estórias. Títulos AAA (termo em inglês usado
para descrever jogos com um budget/produção de alto valor,
em termos de capital, pudor laboral e marketing)
frequentemente se demonstram projetos dispendiosos,
exigentes de rigor e cuidado. Como tal, a produtora ou
distribuidora encarregue tem de assegurar que o produto gera
rendimento financeiro. Este modelo de negócios não é
adequado para considerar grandes riscos no planeamento dos
jogos em questão. Riscos provocados por propriedades
intrínsecas do jogo, neste caso, narrativas. Jogos mainstream
(jogos que abrangem uma grande audiência) não ousam em
dificultar muito a mensagem do seu produto. As estórias e
personagens que documentam não podem ser complicadas. O
jogador “vulgar” terá de entender tudo o que se passa no
mundo em que está a jogar, ou pelo menos o essencial.
Produtos concebidos por agentes independentes costumam seguir um rumo diferente. Como não têm a capacidade de
divulgação, comercialização e poder orçamental que os seus
rivais, Indie developers (desenvolvedores) focam as suas visões
criativas nalgo que a indústria não explora, experimentação.
Tentaram quebrar todas as regras estabelecidas pelo status-quo
industrial. Este documento explorará como o espaço Indie
quebra esse tal molde e tentará delinear como esta dinâmica
cria padrões que contrastam com o lado AAA.
Proving the distinction between stories created by single entities and collective ones is this document’s purpose. In modern times, the Indie (Independent Developer). RPG market has grown exponentially compared to its industrial counterpart. Game production solely made by 1 or more individuals has been increasing thanks to the vulgarisation of its core medium. But, unlike full-priced games (games that are, currently, sold over a price of 50 Euros) Indie products showcase a unique link that bonds them together, experimentation. Experimentation affects various fields of game experience of course, but the area in question here are narratives. Triple-A (high budget/production value games in terms of capital, work force and marketing) titles frequently paint themselves as expensive projects, demanding in rigour and care. Likewise, the developer or distributor in charge has to assure the product will generate financial revenue. This business model usually does not accept big risks into the game’s planning. Mainstream titles (games that are meant to appeal to a large number of consumers) don’t bother complicating the message of their product. The stories and characters a game showcases cannot be convoluted. The “average” player will need to understand everything that goes on in the game’s world, or at least the bare essentials. So, narratives pertaining to the AAA field usually follow this mold. Products made by a single developer usually take a different route. Since they don’t have the disclosure, commercialization and budget power their industry rivals possess, Indie developers focus their creative input into experimentation. Trying to escape the aforementioned mold model. Creating something unique, outside of the status-quo of the genre. This document will explore how the Indie space breaks said mold and attempt to prove how this dynamic creates patterns that differ from the AAA side.
Proving the distinction between stories created by single entities and collective ones is this document’s purpose. In modern times, the Indie (Independent Developer). RPG market has grown exponentially compared to its industrial counterpart. Game production solely made by 1 or more individuals has been increasing thanks to the vulgarisation of its core medium. But, unlike full-priced games (games that are, currently, sold over a price of 50 Euros) Indie products showcase a unique link that bonds them together, experimentation. Experimentation affects various fields of game experience of course, but the area in question here are narratives. Triple-A (high budget/production value games in terms of capital, work force and marketing) titles frequently paint themselves as expensive projects, demanding in rigour and care. Likewise, the developer or distributor in charge has to assure the product will generate financial revenue. This business model usually does not accept big risks into the game’s planning. Mainstream titles (games that are meant to appeal to a large number of consumers) don’t bother complicating the message of their product. The stories and characters a game showcases cannot be convoluted. The “average” player will need to understand everything that goes on in the game’s world, or at least the bare essentials. So, narratives pertaining to the AAA field usually follow this mold. Products made by a single developer usually take a different route. Since they don’t have the disclosure, commercialization and budget power their industry rivals possess, Indie developers focus their creative input into experimentation. Trying to escape the aforementioned mold model. Creating something unique, outside of the status-quo of the genre. This document will explore how the Indie space breaks said mold and attempt to prove how this dynamic creates patterns that differ from the AAA side.
Description
Keywords
Comparação Narrativa Role-Playing Game Indie AAA