Kajian Desain Karakter Persona 4 Berdasarkan

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Kajian Desain Karakter Persona 4 Berdasarkan JURNAL NARADA ISSN 2477-5134 Volume 7 edisi 1 April 2020 KAJIAN DESAIN KARAKTER PERSONA 4 BERDASARKAN PENDEKATAN ARCHETYPE DAN MANGA MATRIX Oleh: Ika Resmika Andelina Desain Komunikasi Visual, Fakultas Teknologi dan Desain Universitas Bunda Mulia [email protected] ABSTRAK Game sering digunakan sebagai salah satu media hiburan yang menempati tempat sendiri di hati konsumen. Salah satu jenis game yang masih memiliki minat tinggi adalah game konsol/konsol permainan. Persona 4 adalah game Playstation yang dirilis pada 10 Juli 2008 dan menyabet gelar Game of the Year dari banyak game kritik dan media review game. Persona 4 dipuji karena gaya visual yang unik, cerita yang menarik dan kuat, serta pengangkatan tema sosial dan seksualitas gender yang cukup berani. Segi visual dari Persona ini yang akan diangkat dalam penelitian ini, berkaitan dengan penciptaan dan desain karakter dalam sebuah intelectual property. Penelitian ini akan ditelaah dari segi desain karakter secara keseluruhan, dengan menggunakan metode pendekatan Archetype milik Carl Jung untuk membedah karakteriasi secara kepribadian, lalu kaitannya dengan pembedahan secara visual yang dilakukan dengan pendekatan Manga Matrix milik Hiroyoshi Tsukamoto lalu diperdalam dengan menggunakan teori intertekstual untuk membedah secara konseptual, serta aspek-aspek apa saja yang mempengaruhi penciptaan karakter tersebut. Sehingga diharapkan dengan hasil penelitian ini dapat menjadi bahan acuan untuk mengembangkan penciptaan desain karakter pada dunia pembelajaran dan juga industri, khususnya pada industri game, agar dapat menciptakan karakter fantasy yang memiliki daya tarik dalam memikat pemain. Kata Kunci: Desain Karakter, Archetype, Carl Jung, Persona 4, Manga Matrix ABSTRACT Games are often used as an entertainment medium that occupies a place in the hearts of consumers. One type of game that still has high interest is console games. Persona 4 is a Playstation game that was released on July 10, 2008 and won the Game of the Year title from many game criticism and media review games. Persona 4 was praised for its unique visual style, interesting and powerful stories, and the bold adoption of social themes and gender sexuality. The visual aspect of Persona that will be analyzed in this research is related to the creation and design of characters in an intellectual property. This research will be examined in terms of overall character design, using Carl Jung's Archetype approach to dissect personality characterization, then its relation to visual using Hiroyoshi Tsukamoto's Manga Matrix approach and then deepened by using intertextual theory to dissect conceptually, as well as what aspects influence the character's creation. So it is hoped that the results of this study can be a reference material for developing character design creation in the world of learning and also industry, especially in the gaming industry, in order to create fantasy characters that have an appeal in attracting players. Keywords: Character Design, Archetype, Carl Jung, Persona 4, Manga Matrix. Copyright © 2020 Universitas Mercu Buana. All right reserved Received: January 31, 2020 Revised: March 10, 2020 Accepted: March 28, 2020 DOI: 10.2241/narada.2020.v7.i1.005 NARADA, Jurnal Desain & Seni, FDSK - UMB | 61 tema sosial dan seksualitas gender yang A. PENDAHULUAN Latar Belakang cukup berani. Kepopuleran Persona 4 juga Game bukanlah sesuatu hal yang asing di era membuat seri ini mendapatkan adaptasi modern ini. Sering digunakan sebagai salah dalam bentuk anime, manga, light novel dan live satu media hiburan, game menempati tempat stage performance serta 1 remake (untuk konsol sendiri di hati konsumen. Game sendiri PS Vita) dan juga 3 seri spin off dalam adalah sebagai media interaktif dimana beberapa tahun belakangan ini. didalamnya terdapat interaksi antara game Hal yang menonjol di Persona 4 yang diwakili tampilan visual dengan user adalah karakteristik tokoh-tokoh dari tim sebagai penggunanya. Dalam interaksi ini, investigasi yang sangat berkaitan erat dengan fokus dan ketertarikan user terhadap apa teori personifikasi archetype milik Carl Jung. yang diperlihatkan game menjadi elemen Masing-masing karakter memiliki repre- penting agar timbul kesan yang baik dan sentasi persona yang termanifestasi ketika mendorong user untuk terus memainkannya. mereka berhasil mengakui dan mengatasi Tampilan visual yang menarik dalam sebuah kelemahan dalam dirinya. Menurut game, meliputi elemen visual, desain penelitian An Analysis of Smeagol’s Character karakter, objek, bentuk dan warnanya, Influenced by The One Ring in The Lord of The hingga animasi yang sesuai dengan prinsip- Rings: Return of The King Film Using Jung prinsip desain dan seni rupa. (Ricky W & Archetypes yang dilakukan oleh Eko Benny M, 2017:99) Hardanto, dkk, penggunaan archetype dalam Persona 4 yang di buat oleh Altus penciptaan sebuah karakter dapat membuat adalah game Playstation dengan tipe Japanese sebuah karakter menjadi lebih menarik. 12 Role Playing Game (JRPG) yang dirilis pada 10 jenis archetype yang digunakan pada penelitian Juli 2008. Persona 4 sendiri adalah instalasi sebelumnya juga akan digunakan pada ke 5 dalam seri Persona, yang merupakan penelitian ini sebagai bahan penentu jenis bagian dari franchise Megami Tensei. Persona archetype yang dimiliki oleh karakter Persona 4 berhasil menyabet gelar Game of the Year 4. Karakter yang akan dijadikan sampel dari banyak kritikus game dan media review penelitian ini adalah Yu Narukami, karakter game (ign.com) dan sukses disebut sebagai dipilih karena merupakan tokoh utama dari salah satu game JRPG terbaik yang pernah cerita, dan pusat tokoh dimana cerita ini dibuat di Jepang dan Amerika Utara pada berputar. tahun 2008 (gamespot.com). Persona 4 Penelitian ini akan ditelaah dari segi dipuji karena gaya visual yang unik, cerita desain karakter secara keseluruhan, dengan yang menarik dan kuat, serta pengangkatan menggunakan teori archetype milik Carl Jung Volume 7 Edisi 1, 2020 | 62 JURNAL NARADA ISSN 2477-5134 Volume 7 edisi 1 April 2020 penelitian ini bertujuan untuk menelaah sifat dalam sebuah permainan. Pertama, dan latar belakang karakter secara archetype permainan adalah sebuah aktifitas bermain dan pengaruh tipe archetype itu sendiri yang murni mencari kesenangan tanpa terhadap pembuatan tampilan desain visual mencari menang atau kalah. Kedua, karakter persona yang muncul. Dari hasil permainan diartikan sebagai aktifitas archetype yang diketemukan akan bermain yang dilakukan dalam rangka dihubungkan dengan visual karakter dengan mencari kesenangan dan kepuasan, namun menggunakan metode Manga Matrix milik ditandai pencarian menang atau kalah. Dari Hiroyoshi Tsukamoto. Hal ini dilakukan beberapa penjabaran ini, dapat disimpulkan untuk meneliti lebih lanjut elemen-elemen bahwa game atau permainan adalah sebuah dalam pembuatan desain karakter, serta kegiatan rekreasi yang bisa dilakukan aspek-aspek apa saja yang mempengaruhi bersama-sama ataupun sendiri untuk penciptaan karakter tersebut. bersenang-senang, dan terkadang juga Penelitian ini dilakukan dengan disertai dengan pencarian menang dan kalah. harapan sebagai referensi kajian dan b. Persona 4 pembelajaran bagi pihak industri ekonomi Persona 4 awalnya adalah game yang kreatif, diharapkan dengan hasil penelitian dikembangkan dan dikeluarkan oleh Atlus ini dapat menjadi bahan acuan untuk untuk PlayStation 2, dan merupakan instalasi mengembangkan penciptaan desain karakter kelima dalam seri Persona, yang merupakan pada dunia pembelajaran dan juga industri, bagian dari sebuah seri yg lebih besar, yakni khususnya pada industri game, agar dapat Megami Tensei. Persona 4 diterima dengan menciptakan karakter yang memiliki daya baik oleh para kritikus dan reviewer game, tarik dalam memikat pemain. dianggap sebagai salah satu permainan terhebat sepanjang masa. Versi permainan B. TINJAUAN PUSTAKA yang ditingkatkan dikeluarkan untuk a. Game Iskandar, Mikael dan Febryant, 2018, dalam PlayStation Vita, dengan judul Persona 4 penelitiannya menyimpulkan bahwa game Golden, dirilis pada tahun 2012. Berbagai secara umum adalah sebuah aktivitas adaptasi cetak mulai dari manga dan novel rekreasi dengan tujuan bersenang-senang, dan spin-off juga dibuat untuk seri ini. mengisi waktu luang, atau berolahraga Adaptasi serial animasi televisi yang dibuat ringan. Sementara, Wardhani dan Yaqin, oleh AIC ASTA, berjudul Persona 4: The 2013 menyatakan bahwa permainan biasanya Animation, ditayangkan di Jepang pada dilakukan sendiri atau bersama. Ismail, 2009 Oktober 2011, dan adaptasi animasi Persona menyebutkan bahwa ada dua pengertian 4 Golden ditayangkan pada Juli 2014. DOI: 10.2241/narada.2020.v7.i1.005 NARADA, Jurnal Desain & Seni, FDSK - UMB | 63 Cerita Persona 4 berlangsung pada (Sumber: objectionnetwork.com) tahun 2011, permainan dimulai dengan Yu besama Yosuke dan Chie protagonis bernama Yu Narukami dikirim memutuskan untuk masuk ke dalam ke kota kecil bernama Inaba, karena orang Midnight Channel melalui salah satu TV tuanya bekerja di luar negeri. Di Inaba, Yu besar di pusat perbelanjaan Junes; mereka tinggal bersama pamannya Ryotaro Dojima semua berhasil masuk ke dalam TV dan dan sepupunya yang berusia 6 tahun, muncul di dunia aneh yang menyerupai Nanako Dojima, dan masuk ke Sekolah Inaba. Di dalam TV, mereka menemukan Menengah Yasogami, di mana ia berteman sosok monster berbahaya yang dikenal dengan Chie Satonaka, Yukiko Amagi dan sebagai shadow dan akhirnya mereka Yosuke Hanamura. Pamannya, Dojima berhasil mengalahkan shadow dengan adalah seorang detektif
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