ABSTRAK PERANCANGAN BUKU KONSEP VIDEO GAME “ DAWN OF SPIRITS : KARWAR” SEBAGAI MEDIA PENGENALAN DAN PELESTARIAN BUDAYA PAPUA Oleh Yohanes Yustanto NRP 1164114 Papua merupakan daerah yang kaya akan budaya yang unik. Kebudayaan Papua yang masih erat kaitannya dengan pemujaan roh dan alam, dapat mencerminkan kehidupan sehari-hari, pola pikir, serta sistem kepercayaan mereka. Masalah mulai muncul saat kebudayaan asing masuk ke tanah Papua. Sedikit demi sedikit, kebudayaan asing ini mulai mengikis kebudayaan asli Papua. Jika dibiarkan, bukan tidak mungkin budaya asli Papua akan punah. Maka dari itu tujuan dari perancangan konsep game digital bertemakan budaya Papua ini adalah untuk melestarikan sekaligus memperkenalkan budaya Papua yang mulai terancam dengan datangnya budaya asing sekaligus memberikan edukasi kepada audiens mengenai etika dan moral melalui penceritaan kembali cerita rakyat, mitologi, dan legenda Papua yang telah dirancang ulang dalam bentuk sebuah konsep video game.
Media utama yang dipakai adalah art book, sebuah buku yang berisi ilustrasi mengenai konsep video game yang telah dibuat. Media buku dipilih karena hasil karya yang berupa ilustrasi dan teks dapat terangkum dan dijelaskan dengan baik melalui media buku. Selain itu, banyak pula serial video game yang memakai media buku untuk memberi gambaran detail mengenai proses pembuatan serta konsep game mereka. Para pemain dapat mempelajari budaya Papua yang menjadi latar belakang dari konsep video game tersebut. Kata kunci : Budaya, Buku, Concept Art, Papua, Video game
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ABSTRACT “DAWN OF SPIRITS : KARWAR” VIDEO GAME CONCEPT BOOK DESIGN AS INTRODUCTORY AND PRESERVATION MEDIA TOWARDS PAPUA CULTURE Submitted by Yohanes Yustanto NRP 1164114 Papua is a region enriched with a lot of unique cultures. Its spirit-and-natureworship-related cultures are able to reflect their daily life, mindset, and belief system. Problems appear when foreign culture came to the island. Little by little, these foreign culture start to replace Papua’s native culture. If ignored, native culture extinction is highly possible. Therefore, this Papua-themed digital game conception serves two purposes. First, as a preservation and introductory media towards endangered Papua culture. Secondly, as an educational media for audience about Papuan ethics and morality through retelling of Papua’s mythology, legend, and folktales. All presented in a form of video game concept. The main media used is art book, a book filled with plenty illustration about the video game concept itself, including characters, worlds, item,storyline, and many more. This media was chosen because of its effectiveness in summarizing and explaining the concept itself. This media also have already been the most popular media to describe behind the scene process of many acclaimed video game series worldwide. The players are able to learn Papua culture as the background of this video game concept. Keywords :Culture, Book, Concept Art, Papua, Video game
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DAFTAR ISI
COVER
..........................................................................................................
i
LEMBAR PENGESAHAN ................................................................................
ii
PERNYATAAN ORISINALITAS KARYA DAN LAPORAN ........................ iii PERNYATAAN PUBLIKASI LAPORAN PENELITIAN ............................... iv KATA PENGANTAR ........................................................................................
v
ABSTRAK BAHASA INDONESIA .................................................................. vi ABSTRAK BAHASA INGGRIS ....................................................................... vii DAFTAR ISI ...................................................................................................... viii DAFTAR GAMBAR .......................................................................................... xi DAFTAR LAMPIRAN ....................................................................................... xiv
BAB I PENDAHULUAN ...................................................................................
1
1.1 Latar Belakang ...........................................................................
1
1.2 Permasalahan dan Ruang Lingkup .............................................
2
1.3 Tujuan Perancangan ..................................................................
3
1.4 Sumber dan Teknik Pengumpulan Data ....................................
4
1.5 Skema Perancangan....................................................................
5
BAB II LANDASAN TEORI ............................................................................
7
2.1 Budaya .......................................................................................
7
2.1.1 Definisi Budaya ..................................................................
7
2.1.2 Fungsi Budaya ....................................................................
8
2.1.3 Bentuk Budaya ...................................................................
8
2.1.4 Urgensi Konservasi Budaya Immaterial ............................
9
2.2 Storytelling ................................................................................. 10 2.2.1 Defiinsi Storytelling............................................................ 10 2.2.2 Fungsi Storytelling ............................................................. 11 2.2.3 Unsur Intrinsik dalam Cerita .............................................. 12 2.2.4 Interactive Storytelling ....................................................... 14 2.3 Psikologi Remaja........................................................................ 15
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2.4 Video game ................................................................................. 16 2.2.4 Definisi Video game ........................................................... 16 2.2.4 Apa yang Pemain Inginkan dari Sebuah Game .................. 16
BAB III DATA DAN ANALISIS MASALAH ................................................. 18 3.1 Data dan Fakta ............................................................................ 18 3.1.1 Data Hasil Kuesioner .......................................................... 18 3.1.2 Data Hasil Observasi .......................................................... 28 3.1.3 Lembaga Terkait ................................................................. 32 3.1.3.1 PACE (Papua Cultureel Erfgoed) ............................ 32 3.1.3.2 Ubisoft Singapore..................................................... 35 3.1.3.3 Titan Books .............................................................. 38 3.1.2 Tinjauan Terhadap Karya Sejenis ...................................... 39 3.2 Analisis Terhadap Permasalahan ............................................... 42 3.2.1 SWOT Budaya Papua, dan Buku Konsep Video Game ..... 44 3.2.2 Segmentasi, Targeting, dan Positioning ............................. 46
BAB III DATA DAN ANALISIS MASALAH ................................................. 48 4.1 Konsep Komunikasi .............................................................. 48 4.2 Konsep Kreatif....................................................................... 48 4.3 Konsep Media ........................................................................ 49 4.4 Hasil Karya ............................................................................ 50 4.4.1 Storyline....................................................................... 50 4.4.2 Character..................................................................... 60 4.4.3 Environment ................................................................ 89 4.4.4 Item .............................................................................. 104 4.4.5 Game Mechanic ........................................................... 114 4.4.6 Eksplorasi .................................................................... 115 4.4.7 Combat System ............................................................ 116 4.4.8 Power-Up .................................................................... 117 4.4.9 Cover Art & Logo........................................................ 120
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BAB V PENUTUP .............................................................................................. 122 5.1 Simpulan ............................................................................... 122 5.2 Saran ..................................................................................... 122
DAFTAR PUSTAKA ........................................................................................
xv
LAMPIRAN ........................................................................................................ xviii
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DAFTAR GAMBAR
Gambar 1.1
Skema Perancangan.....................................................................
6
Gambar 3.1
Diagram Tingkat Pengenalan Terhadap Budaya Papua ..............
19
Gambar 3.2
Diagram Budaya Papua yang Dikenal Sampel ...........................
19
Gambar 3.3
Diagram Pengetahuan Sampel Akan Cerita Rakyat Papua .........
20
Gambar 3.4
Diagram Ketertarikan Sampel Terhadap Budaya Papua .............
21
Gambar 3.5
Diagram Alasan Ketertarikan Terhadap Budaya Papua ..............
21
Gambar 3.6
Diagram Kesan Pertama Saat Mendengar Kata Papua ...............
22
Gambar 3.7
Diagram Pernyataan Video game Sebagai Media Bercerita........
23
Gambar 3.8
Diagram Jumlah Pemain Game Aktif Berdasarkan Sampel .......
24
Gambar 3.9
Diagram Alasan Sampel Memainkan Sebuah Game ..................
25
Gambar 3.10 Diagram Pengalaman Emosional Saat Bermain Game ...............
26
Gambar 3.11 Diagram Pesan Moral dan Pelajaran ...........................................
26
Gambar 3.12 Diagram Gaya Visual Video game yang Disukai Sampel ..........
27
Gambar 3.13 Rumah Adat Suku Korowai ........................................................
28
Gambar 3.14 Perang Antar Suku di Timika ......................................................
30
Gambar 3.15 Tambang Freeport .......................................................................
31
Gambar 3.16 Kantor Ubisoft Singapore............................................................
36
Gambar 3.17 Contoh Buku yang Dirilis Titan Books .......................................
38
Gambar 3.18 Artwork dari Tomb Raider ..........................................................
40
Gambar 3.19 Contoh Pengenalan Budaya Jepang dalam Tomb Raider ...........
41
Gambar 4.1
Karakter Utama ...........................................................................
61
Gambar 4.2
Karakter Utama ...........................................................................
62
Gambar 4.3
Karakter Utama ...........................................................................
62
Gambar 4.4
Karakter Utama ...........................................................................
62
Gambar 4.5
Karakter Penduduk Suku Asmat .................................................
63
Gambar 4.6
Karakter Penduduk Suku Asmat .................................................
64
Gambar 4.7
Karakter Penduduk Suku Asmat .................................................
64
Gambar 4.8
Karakter Pasukan Perang Suku Asmat ........................................
65
Gambar 4.9
Karakter Pasukan Perang Suku Asmat ........................................
65
Gambar 4.10 Karakter Tenouye ........................................................................
66
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Gambar 4.11 Karakter Magai ............................................................................
67
Gambar 4.12 Karakter Isoray & Irimiami .........................................................
69
Gambar 4.13 Karakter Kasuari Agung..............................................................
70
Gambar 4.14 Caadara ........................................................................................
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Gambar 4.15 Karakter Kweiya .........................................................................
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Gambar 4.16 Karakter Kweiya .........................................................................
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Gambar 4.17 Karakter Kweiya .........................................................................
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Gambar 4.18 Karakter Watuwe.........................................................................
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Gambar 4.19 Karakter Fumeripits.....................................................................
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Gambar 4.20 Karakter Suku Darha ...................................................................
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Gambar 4.21 Karakter Penambang ...................................................................
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Gambar 4.22 Karakter Penjaga Tambang .........................................................
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Gambar 4.23 Karakter Penjaga Tambang .........................................................
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Gambar 4.24 Karakter Dambin-Ow ..................................................................
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Gambar 4.25 Karakter Dambin-Ow ..................................................................
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Gambar 4.26 Karakter Spok..............................................................................
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Gambar 4.27 Karakter Suanggi .........................................................................
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Gambar 4.28 Karakter osbopan.........................................................................
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Gambar 4.29 Karakter osbopan.........................................................................
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Gambar 4.30 Karakter Kombrof .......................................................................
86
Gambar 4.31 Karakter Ular Naga .....................................................................
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Gambar 4.32 Karakter Caka..............................................................................
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Gambar 4.33 Agats............................................................................................
90
Gambar 4.34 Agats............................................................................................
90
Gambar 4.35 Rumah Jeu ...................................................................................
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Gambar 4.36 Desa Asmat .................................................................................
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Gambar 4.37 Desa Asmat .................................................................................
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Gambar 4.38 Lorentz ........................................................................................
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Gambar 4.39 Lorentz ........................................................................................
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Gambar 4.40 Lorentz ........................................................................................
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Gambar 4.41 Lorentz ........................................................................................
94
Gambar 4.42 Lembah Baliem ...........................................................................
95
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Gambar 4.43 Lembah Baliem ...........................................................................
95
Gambar 4.44 Graszberg ....................................................................................
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Gambar 4.45 Graszberg ....................................................................................
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Gambar 4.46 Sentani .........................................................................................
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Gambar 4.47 Sentani .........................................................................................
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Gambar 4.48 Rawa Gelap .................................................................................
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Gambar 4.49 Rawa Gelap .................................................................................
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Gambar 4.50 Gua Kasuari ................................................................................. 100 Gambar 4.51 Pulau Mengapung ........................................................................ 101 Gambar 4.52 Pulau Mengapung ........................................................................ 101 Gambar 4.53 Dunia Bawah Air ......................................................................... 102 Gambar 4.54 Dunia Bawah Air ......................................................................... 102 Gambar 4.55 Alam Fumeripits.......................................................................... 103 Gambar 4.56 Alam Fumeripits.......................................................................... 104 Gambar 4.57 Pisau Kasuari ............................................................................... 105 Gambar 4.58 Tongkat Caka .............................................................................. 106 Gambar 4.59 Busur Panah & Tombak .............................................................. 107 Gambar 4.60 Perisai .......................................................................................... 108 Gambar 4.61 Totem Tengkorak ........................................................................ 109 Gambar 4.62 Totem Kalung.............................................................................. 109 Gambar 4.63 Batu Api ...................................................................................... 110 Gambar 4.64 Noken .......................................................................................... 111 Gambar 4.65 Bulu Unggas ................................................................................ 112 Gambar 4.66 Alat-Alat Ritual ........................................................................... 112 Gambar 4.67 Tifa Em ........................................................................................ 113 Gambar 4.68 Tampilan HUD dalam Permainan ............................................... 114 Gambar 4.69 Tampilan Power Wheel dalam Permainan .................................. 115 Gambar 4.70 Logo Permainan .......................................................................... 120 Gambar 4.71 Cover Art ..................................................................................... 121 Gambar 4.71 Alternatif Cover Art .................................................................... 121
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DAFTAR LAMPIRAN
Lampiran A : Contoh Kuesioner ......................................................................... xviii Lampiran B : Sketsa Key Scene ..........................................................................
xx
Lampiran C : Sketsa Karakter ............................................................................. xxiii
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