Perancangan Konsep Adaptasi Permainan Tradisional Bas-Basan Sepur dalam Permainan Digital "Amukti Palapa"

Khamadi Khamadi, Riama Maslan Sihombing, H. Ahmad
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引用次数: 3

Abstract

Bas-basan Sepur is a traditional board game, commonly played by teenagers that challenge the strategy skills of two players. Like the other traditional games, the existence of bas-basan Sepur is forgotten due to disconnection of cultural inheritance from parents to their children and also the loss of children’s playground and play time. Children nowadays are more interested in modern digital games such as video games and mobile games. Accordingly, the effort to reintroduce bas-basan Sepur into a digital game design is quite effective to attract children. The game design includes the process of data collecting, data analyzing, and game designing. With ATUMICS methode (Artefact, Technology, Utility, Material, Icon, Concept, Shape), data on bas-basan Sepur were analyzed to obtain the components of traditional culture, which can be transformed into a digital game. In the process of designing digital games, bas-basan Sepur will be combined with historical narrative, Amukti Palapa - the events of Nusantara unification under the influence of the Majapahit kingdom - to provide the motivation of playing which is more attractive to players. Data on Amukti Palapa were analyzed based on chronological events, places, and characters as the basic level design and visualization of the characters and the game environment assets. As a result, an adventure-board digital game of bas-basan Sepur that brought the chronological story of Amukti Palapa.
basan Sepur是一种传统的棋盘游戏,通常由青少年玩,挑战两个玩家的策略技巧。与其他传统游戏一样,由于父母与子女的文化传承脱节,也失去了孩子们的游乐场和玩耍时间,basan Sepur的存在被遗忘了。现在的孩子们对电子游戏和手机游戏等现代数字游戏更感兴趣。因此,将basan Sepur重新引入数字游戏设计是吸引儿童的有效方法。游戏设计包括数据收集、数据分析和游戏设计的过程。运用ATUMICS方法(artifact, Technology, Utility, Material, Icon, Concept, Shape)对basbasan Sepur的数据进行分析,获得传统文化的成分,并将其转化为数字游戏。在设计数字游戏的过程中,basan Sepur会与历史叙事、Amukti Palapa(在Majapahit王国影响下的努桑塔拉统一事件)相结合,提供更吸引玩家的游戏动机。《Amukti Palapa》的数据是基于时间顺序事件,地点和角色作为基本关卡设计以及角色和游戏环境资产的可视化而进行分析的。因此,basbasan Sepur的冒险板数字游戏带来了Amukti Palapa的时间故事。
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