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Penggunaan Mitos Minyak Kuyang pada Ritual Pesugihan dalam Game Horor “Pulang: Insanity” Misky, Fatma
Urban: Jurnal Seni Urban Vol 3, No.2: Oktober 2019
Publisher : Sekolah Pascasarjana Institut Kesenian Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52969/jsu.v3i2.37

Abstract

Indonesia has various myths and beliefs. This is in line with the diversity of cultures in Indonesia. The belief in myths in Indonesia is still very strong, which also shows the strong belief in religious rituals and ancestors. One of them is a famous myth in Kalimantan about the ritual of pesugihan using kuyang oil to get wealth instantly. The ritual of the pesugihan, which until now is still not believed by the people of Kalimantan, was adapted and combined with two other myths from Java and Bali in the narrative of the horror game “Pulang: Insanity” by adding a horror aspect. The addition of this horror aspect is implemented in the game’s narrative structure, thus creating a new and complex mythical story about the ritual of pesugihan using kuyang oil. Some of the elements from these three are used to finally create a horror narrative with Indonesian myths and make the ritual of this pesugihan have a more complex horror aspect.Indonesia memiliki mitos dan kepercayaan yang beragam. Kepercayaan terhadap mitos itu masih sangat kental karena dipengaruhi kuatnya kepercayaan terhadap ritual keagamaan untuk menghormati roh para leluhur. Tulisan ini akan memaparkan salah satu mitos yang terdapat di daerah Kalimantan tentang ritual pesugihan dengan menggunakan minyak kuyang untuk mendapatkan kekayaan secara instan. Ritual pesugihan yang sampai saat ini masih dipercaya oleh masyarakat daerah Kalimantan ini merupakan hasil adaptasi dan penggabungan dua mitos lain dari daerah Jawa dan Bali. Data penelitian ini diambil dari narasi game horor “Pulang: Insanity”. Penambahan aspek horor pada game ini diimplementasikan lewat struktur naratif game sehingga tercipta cerita mitos baru yang kompleks tentang ritual pesugihan menggunakan minyak kuyang dengan tampilan latar baru yang lebih horor dan mistis.
PERANCANGAN GAME VISUAL NOVEL FOLKLOR MITOS HORROR NUSANTARA DENGAN MENGGUNAKAN PENDEKATAN MDA FRAMEWORK Saefudin, Ahmad Thabathaba'i; Putra, Ricky Widyananda; Misky, Fatma
Kartala Vol 3 No 2 (2024): Juni 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v3i2.150

Abstract

The abundant cultural richness of Indonesia has bestowed a variety of myths, legends, and folk tales that have been cherished heritage from generation to generation. Nusantara folklore and myths offer captivating and mysterious stories, often intertwined with the supernatural, ghosts, or mystical creatures. However, with the increasing influence of foreign cultures, there is a pressing need to uplift and preserve the cultural heritage of Nusantara. In the entertainment industry, the horror genre has gained popularity, especially in the gaming world, whether in action games, adventures, or interactive stories like visual novels. Horror games provide thrilling and suspenseful experiences, combining strong atmospheres and narratives to create an eerie ambiance. Therefore, the horror genre is utilized in the design of this game to deliver captivating and adrenaline-inducing experiences for players. The visual novel approach is employed to enable players to immerse themselves in Nusantara folklore and horror myths. In the game design process, the MDA Framework approach is used as the primary guideline. The MDA Framework divides the gaming experience into three main components: mechanics, dynamics, and aesthetics. This approach ensures harmony between game rules, player emotional responses, interactions, and the overall impression desired in terms of visual presentation, atmosphere, and conveyed messages. It is hoped that a consistent and satisfying gaming experience can be created for players, while simultaneously introducing them to the myths, folklore, and cultural richness of Nusantara.
ESTETIKA VIRTUAL DALAM GAME 3D “DREADEYE VR”: (PENDEKATAN MDA FRAMEWORK) Misky, Fatma; Widyananda Putra, Ricky
Kartala Vol 1 No 2 (2022): Mei 2022
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (584.724 KB) | DOI: 10.36080/kvs.v1i2.86

Abstract

Indonesia is very rich in myths that exist in society, the wealth of myths found in the archipelago is illustrated by the many community stories that are still found today. One example is the myth about Indonesian ghosts and their various frightening forms. Fear arises from human ignorance of something and develops into a wild fantasy in humans, until finally it can be accepted by human logic. This can be seen from the many kinds of entertainment media that take the theme of horror, one of the media currently used is video games. One of the games from Indonesia that has developed this virtual aesthetic using 3D visualization technology is the game studio Digital Happines from Bandung, with the game title Dreadeye VR. This game is a Virtual reality game where to play it requires a VR device. With the concept of Virtual reality, this game provides deeper interactivity for users to explore real spaces in the virtual world. Virtual reality brings a new experience for users to continue to enjoy objects in the game, even if they do not make direct contact. This can lead to being carried away to bring new meaning to each individual. So the problem of this research is, how the Dreadeye VR game presents virtual aesthetics for the players and the purpose of this research is to find out the factors that form virtual aesthetics in the Dreadeye VR game. The methodology of this research is qualitative, while the approach and theory used is MDA (Mechanic, Dynamic, Aesthetic), the MDA approach describes each interrelated component such as mechanics, dynamics, and aesthetics. Mechanics explain programming and game rules, dynamics describe interactive games and playing experiences, aesthetics describe the sensations felt when interacting with games.