A MULTIMODAL ANALYSIS TO MYTHS AND LEGENDS FOUND IN
DOTA 2
A THESIS
BY
KASSANDRA
REG. NO. 130705102
DEPARTMENT OF ENGLISH
FACULTY OF CULTURAL STUDIES
UNIVERSITY OF SUMATERA UTARA
MEDAN 2018
UNIVERSITAS SUMATERA UTARA A MULTIMODAL ANALYSIS TO MYTHS AND LEGENDS FOUND IN DOTA 2
A THESIS
BY
KASSANDRA
REG. NO: 130705102
SUPERVISOR CO-SUPERVISOR
Prof. T.Silvana Sinar, MA. Ph.D Dr. Dra. T. Thyrhaya Zein, MA. NIP. 195409161980032003 NIP. 196301091988032001
Submitted to Faculty of Cultural Studies University of Sumatera Utara Medan in partial fulfillment of the requirements for the degree of Sarjana Sastra from Department of English
DEPATMENT OF ENGLISH FACULTY OF CULTURAL STUDIES UNIVERSITY OF SUMATERA UTARA MEDAN 2018
UNIVERSITAS SUMATERA UTARA Approved by the Department of English, Faculty of Cultural Studies University of Sumatera Utara (USU) Medan as thesis for The Sarjana Sastra Examination.
Head, Secretary,
Dr. Deliana, M.Hum Rahmadsyah Rangkuti, MA. Ph.D NIP. 195711171983032002 NIP.197502092008121002
UNIVERSITAS SUMATERA UTARA Accepted by the Board of Examiners in partial fulfillment of requirements for the degree of Sarjana Sastra from the Department of English, Faculty of Cultural StudiesUniversity of Sumatera Utara, Medan.
The examination was held in Department of English Faculty of Cultural Studies University of Sumatera Utara on Thursday, March 29 2018
Dean of Faculty of Cultural Studies
University of Sumatera Utara
Dr. Drs. Budi Agustono, M.S.
NIP. 196008051987031001
Board of Examiners Sign
1. Dr. Deliana, M.Hum NIP. 195711171983032002
2. Prof. T. Silvana Sinar, MA. Ph.D NIP. 195409161980032003
3. Dr. Drs. Umar Mono, Dipl. Trans, M.Hum. NIP. 195706261983032001
UNIVERSITAS SUMATERA UTARA AUTHOR’S DECLARATION
I, KASSANDRA, DECLARE THAT I AM THE SOLE AUTHOR OF THIS THESIS EXCEPT WHERE REFERENCE IS MADE IN THE TEXT OF THIS THESIS. THIS THESIS CONTAINS NO MATERIAL PUBLISHED ELSEWHER OR EXTRACTED IN WHOLE OR IN PART FROM A THESIS BY WHICH I HAVE QUALIFIED FOR OR AWARDED ANOTHER DEGREE. NO OTHER PERSON’S WORK HAS BEEN USED WITHOUT DUE ACKNOLEDGEMENTS IN THE MAIN TEXT OF THIS THESIS. THIS THESIS HAS NOT BEEN SUBMITTED FOR THE AWARD OF ANOTHER DEGREE IN ANY TERTIARY EDUCATION.
Signed:
Date: March 29 2018
UNIVERSITAS SUMATERA UTARA COPYRIGHT DECLARATION
NAME : KASSANDRA
TITLE OF THESIS : A MULTIMODAL ANALYSIS TO MYTHS
AND LEGENDS FOUND IN DOTA 2
QUALIFICATION : S-1/SARJANA SASTRA
DEPARTMENT : ENGLISH
I AM WILLING THAT MY THESIS SHOULD BE AVAILABLE FOR
REPRODUCTION AT THE DISCRETION OF THE LIBRARIAN OF
DEPARTMENT OF ENGLISH, FACULTY OF CULTURAL STUDIES,
UNIVERSITY OF SUMATERA UTARA ON THE UNDERSTANDING THAT
USERS ARE MADE AWARE OF THEIR OBLIGATION UNDER THE LAW
OF THE REPUBLIC OF INDONESIA.
Signed :
Date : March 29 2018
UNIVERSITAS SUMATERA UTARA ACKNOWLEDGMENT
Al-hamdu lillahi rabbil ‘alamin, praise to god Allah SWT the almighty. I am grateful that I finally finished my thesis entitled “A Multimodal Analysis to Myths and Legends Found in DOTA 2.”. Much things happened in the making of this thesis and I am pretty much sure without Allah SWT guidance and the support of so many people around me I will not be able to finish this thesis and for that I want to express my best gratitude and regards for:
1. My family,Mami, my brothers and sisters, you all are always be there for
me whenever I need and it is the best support I can have as a person until
now and on.
2. My supervisor and co-supervisor, Prof. T. Silvana Sinar, MA. Ph.D and
Dr. Dra. T. Thyrhaya Zein, MA, and also my examiner Dr. Drs. Umar
Mono, Dipl. Trans, M.Hum. Thank you for all of your guidance and
advices.
3. The Dean of Faculty of Cultural Studies, Dr. Drs. Budi Agustono, M.S,
the Head of English Department, Dr. Deliana, M.Hum, the Secretary of
English Department, Mr. Rahmadsyah Rangkuti, M.A, Ph.D and all the
lecturers and staff in English Department of University of Sumatera Utara,
you all are the best.
4. Bang Kibot, thank you, simply just for everything. You help me so much.
5. To everyone in Medan Gamers and my gamers friends, bang Max, bang
Jerry, Wandi, Feni, Muthy, and all of my friends who keep supporting me
from my social media, I am sorry if I forget to mention some people, but
the point is, I really have to mention you guys, for you are my other
UNIVERSITAS SUMATERA UTARA family where I grew up as a person and also the place where I can have
laughter and happiness all the time, no matter how hard I hit the bottom.
Without all of you, I might have given up all these things already. Thanks
guys, for everything, sincerely.
6. My beloved friends who always got my back, Dannish & Dini. Thank you
so much for your help to teach me if I did something wrong, especially
Dannish, and Dini who also support me from Bekasi.
7. My beloved, SyahDana, thanks for being there from the start until now,
thanks for keep supporting me whatever I did. Thanks for your help,
especially when I need someone to tell everything, my happiness and also
my sadness, really thank you so much, dear. Also thanks to SyahDana’s
Mama who always give me a good pray and smile.
8. To my friend in campus, in my class, thank you so much for the
encouragement and support.
9. To my senior who support me to domy thesis as fast as possible, thank
you so much, especially Bang Fikry who teaches me so much about my
thesis, thank you so much for helping me.
UNIVERSITAS SUMATERA UTARA ABSTRAK
Penelitian skripsi ini bertujuan untuk mengaplikasikan teori Multimodal Interactive Meaning dengan cara menemukan makna interaksi yang terkandung di dalam video game yang berjudul Defend of the Ancient 2 (DOTA 2) dalam bentuk gambar visualdan juga juga pesan yang terdapat di dalam video gametersebut yang didapati dalam bentuk representase atau adaptasi. DOTA 2 merupakan sebuah video game multi-player 5vs5 yang dimainkan secara online dan membutuhkan strategi untuk memenangkan permainan tersebut. Metodologi yang dipakai dalam penelitian ini adalah metode kualitatif deskriptif. Penelitian ini menggunakan model interaktif yang diperkenalkan oleh Miles, Huberman, dan Saldana (2014). Multimodal adalah teori yang diperkenalkan oleh Kress dan Van Leeuwen (1996) dan digunakan dalam penelitian ini karena mampu menganalisis video game melalui gambar yang ditampilkan di layar berdasarkan makna interaksinya. Beberapa gambar yang di ambil dari video game DOTA 2 di analisis menggunakan teori multimodal dan menghasilkan makna interaksi yang membangun gambar tersebut dengan komponen-komponen berupa Contact, Social Distance, dan Attitude yang kemudian komponen-komponen tersebut dijelaskan satu per satu di setiap gambar visual. Hasil dari penelitian berupa hasil analisis dari makna interaksi setiap gambar visual dari video game dan adaptasi dari mahkluk mitologi Yunani dan legenda.
Kata Kunci: Image, Multimodal, Video game
UNIVERSITAS SUMATERA UTARA ABSTRACT
The objective of this thesis is to apply the theory of Multimodal Interactive Meaning by finding the meaning of interaction contained in the video game titled Defend of the Ancient 2 (DOTA 2) in the form of visual images and also the message contained in the video game that is found in form of representation or adaptation. DOTA 2 is a 5vs5 multiplayer video game that is played online and needs a strategy to win the game. The methodology used in this research is descriptive qualitative method. This study uses an interactive model introduced by Miles, Huberman, and Saldana (2014). Multimodal is a theory introduced by Kress and Van Leeuwen (1996) and used in this study because it is able to analyze video games through images displayed on the screen based on the meaning of interaction. Some images taken from the DOTA 2 in the analysis use multimodal theory and generate the interactive meaning that builds the image with the components of Contact, Social Distance, and Attitude which then the components are described one by one in each visual image. The results of the research are the results of the analysis of the interactive meaning of each visual image of the video game and the adaptation of Greek mythology and legend.
Keywords: Image, Multimodal, Video game
UNIVERSITAS SUMATERA UTARA TABLE OF CONTENTS
AUTHOR’S DECLARATION ...... v
COPYRIGHT DECLARATION ...... vi
ACKNOWLEDGMENT ...... vii
ABSTRAK ...... ix
ABSTRACT ...... x
TABLE OF CONTENT ...... xi
LIST OF TABLES ...... xiii
CHAPTER I: INTRODUCTION
1.1 Background of The Study...... 1
1.2 Problems of The Study ...... 4
1.3 Objective of The Study ...... 5
1.4 Scope of The Study ...... 5
1.5 Significance of The Study ...... 5
CHAPTER II: REVIEW OF LITERATURE
2.1 Concepts ...... 6
2.1.1 Myth ...... 6
2.1.2 Legend ...... 7
2.1.3 DOTA 2 ...... 7
2.1.4 Adaptation ...... 8
2.2 Systemic Functional Linguistic Theory ...... 9
UNIVERSITAS SUMATERA UTARA 2.2.1 Multimodal Analysis ...... 9
2.2.1.1 Interactive Meaning ...... 14
2.3 Relevance Previous Studies ...... 16
2.3.3 Theoretical Framework ...... 17
CHAPTER III: METHOD OF THE STUDY
3.1 Data and Source of Data ...... 19
3.2 Technique of Data Collection ...... 19
3.3 Technique of Data Analysis ...... 20
3.3.1 Data Condesation ...... 20
3.3.2 Data Display ...... 21
3.3.3 Drawing and Verifying Conclusion ...... 21
CHAPTER IV: ANALYSIS AND FINDINGS
4.1 Multimodal Interactive Meaning Analysis ...... 23
4.1.1 Analysis of Zeus Loading Screen ...... 23
4.1.2 Analysis of Medusa Loading Screen...... 25
4.1.3 Analysis of Phoenix Loading Screen ...... 26
4.1.4 Analysis of Centaur Loading Screen...... 27
4.1.5 Analysis of Riki Loading Screen ...... 28
4.1.6Analysis of Naga Siren Loading Screen ...... 29
4.1.7 Analysis of Lycan Loading Screen ...... 30
4.1.8 Analysis of Elder Titan Loading Screen ...... 31
4.1.9 Analysis of Monkey King Loading Screen ...... 33
UNIVERSITAS SUMATERA UTARA 4.1.10 Analysis of Kunkka Loading Screen...... 34
4.2 Analysis of Adaptation ...... 35
4.2.1 Zeus ...... 35
4.2.2 Medusa ...... 36
4.2.3 Phoenix ...... 37
4.2.4 Centaur ...... 38
4.2.5 Satyr ...... 39
4.2.6 Naga Siren ...... 40
4.2.7 Werewolf ...... 42
4.2.8 Minotaur ...... 43
4.2.9 Monkey King ...... 44
4.2.10 Flying Dutchman ...... 45
4.3 Findings ...... 46
CHAPTER V: CONCLUSION AND SUGGESTION
5.1 Conclusion ...... 49
5.2 Suggestion ...... 50
REFERENCES ...... 51
APPENDIX
i. Images Taken from DOTA 2
UNIVERSITAS SUMATERA UTARA CHAPTER I
INTRODUCTION
1.1 Background of The Study
Online games are very famous nowadays. There are so many genres such as FPS (First Person Shooter), RTS (Real Time Strategy), MOBA (Multiplayer
Online Battle Arena), RPG (Role Playing Games), MMORPG (Massive
Multiplayer Online Role Playing Game), etc. Online games which very popular until now are World of Warcraft, DOTA 2, League of Legend, Counter Strike, and many more.
DOTA 2is a famous free-to-play Multiplayer Online Battle Arena (MOBA) video game developed and published by Valve Corporation. DOTA 2 is a complex game that needs strategy and skills to be able to play. “DOTA is sort of a combination of football and chess.” (Su-Leo Liu in Valve Documentary: Free to
Play (3:28)). DOTA 2 first published in 2011 using beta key and officially published in 2013 as free to play online game that can be downloaded through
Steam (a video game portal).
The origin of this game is the stand-alone sequel to Defense of the Ancients
(DotA), which was a community-created mod for Blizzard Entertainment's
Warcraft III: Reign of Chaos and its expansion pack, The Frozen Throne. Because this game is very popular, Valve develop DOTA 2 with IceFrog, the pseudonymous lead designer of the original Defense of the Ancients mod.
Why this game is used in this study is due to three things, first, DOTA 2 have the highest prize pool in the world championship tournament, “The
International”. “It’s the largest prize pool of any gaming competition to date, it
UNIVERSITAS SUMATERA UTARA just felt like the something big, like a revolution.” (Tammy Tang, a Professional
Gamer in Valve documentary: Free to Play (12:06). It was noted that the prize pool of the first The International tournament is 1,6 million dollars and the latest
The International tournament prize pool is 10 million dollars. So, DOTA 2 is a game which has a biggest prize pool in the history of Electronic Sport (E-Sport) which success globally.
The second reason is about electronic sports or E-sport which already considered on the same level as other sports. The professional players also called as athletes are paid to play in tournaments and people around the world can watch them through streaming media. DOTA 2 is one of the leading e-sport game, it is so famous that girls in China wants their boyfriend to be DOTA 2 player. “In
China, DOTA is to the people there what StarCraft is to Korea. The girls like their boyfriend to be DOTA players. After a game, when they are walking around you can see fans running up to them to sign on their shirts. It’s like the real sports.”
(Valve documentary: Free to Play (19:05)). Until now there are many teams that have been successful in this e-sport. “… online happened, and all of sudden, you weren’t just trying to be the best on your block. Now you’re trying to be the best in the world, and that opened up competitive gaming to a whole new landscape, and one of the games really leading the way is DOTA.” (Jon Robinson the ESPN
Writer in Valve documentary: Free to Play (03:00)). This is a proof that a career in gaming as a professional gamer is just as much promising as any other career.
The third reason of the analysis of DOTA 2 is that there are many characters that adapted from famous myth and legend, such as Zeus, Medusa, and Sun
Wukong. This thesis covers the analysis of characters that adapted from Greek
UNIVERSITAS SUMATERA UTARA mythology and legend.Myths and legends already adapted into many forms nowadays, such as movies, comics books and also video games. DOTA 2(Defense of the Ancient 2)is one of the game that adapted many myths and legends inside it.
Many characters in DOTA 2have strong references to the myths and legends all around the world such as Greek mythology, such legend like A Journey to the
West and Flying Dutchman that can be found in many articles and books.
Myth is a traditional story, especially one concerning the early history of a people or explaining some natural or social phenomenon, and typically involving supernatural beings or events and it is also believed by many people but that is not true. Legend is a story from ancient times that people tell about a famous event or person, the truth about is not always known. Those myths and legends are a part of our culture as humans, stories that made by our ancestors to give moral education. The media nowadays already made so many adaptations of myths and legends, sometimes even very different to the real one and sometimes there is no background stories relate to it, they just became a cameo without any explanation.
From this, the writer wants to analyze myth and legend characters from the game which is DOTA 2 and the character or creature from Myths and Legends because it is an interesting thing to discussing about some creature that have been exist from long time ago, then adapted into games or any media.
Through this thesis, the writer revealed this phenomenon so later in the future, people will not get the wrong about the originality of some characters in
DOTA 2 as the representation of myth and legend characters that already exist from ancient times. There are also some items in DOTA 2 that actually taking a
UNIVERSITAS SUMATERA UTARA reference to the myths and legends of the real world. The writer analyzes 10 visual images that taken from the DOTA 2 characters in a form of loading screen and also looking for the similarities between the characters from DOTA 2 and the original one using multimodal analysis. In this thesis, Myths that the writer discuss is focusing on Greek Mythology.
Using these traits, it help people to know about the origin of these stories that were adapted in DOTA 2, because DOTA 2 is a very famous game nowadays and kids with not enough knowledge about the myths and legends are of course playing this game, and when they grow up without knowing the truth, the lies will become the truth for them, and then those myths and legends will become DOTA
2 for them.
Multimodal analysis is chosen because it helps to analyze the myths and legends contents in the video game. It allows analyzing a lot of contents that provided in video games such as, images, narration, videos, texts, also sounds.
Using multimodal interactive meaning analysis, people also can analyze an object such as images or statue, as we know that interactive meaning discuss about context of range and angle, so that it will be helpful in photography and design 3D or design animation. In this thesis, the writer discussed the visual images using multimodal in interactive meaning to analyze the visual images of characters in
DOTA 2. Interactive meaning consists of contact, social distance, and attitude.
1.2 Problems of the Study
There are two problems of the study:
1. What are the interactive meanings of visual images of DOTA 2 characters?
UNIVERSITAS SUMATERA UTARA 2. What are the similarities and differences betweenvisual images of DOTA 2
characters and myths and legends creatures?
1.3 Objectives of the Study
There are two objectives of the study in this analysis as the answers of the problems which have been mentioned before, those are:
1. To find outthe interactive meaningsapplied invisual images of
DOTA 2characters.
2. To find out the similarities and differences between visual images
of DOTA 2 characters and myths and legends creatures.
1.4 Scope of the Study
The scope of the analysis focus on the contents that related to the myths and legends that found visual images of character in DOTA 2 using multimodal that more focus on the interactive meaning.
1.5 Significance of the Study
The significances of this study are:
1. To show the society about myths and legends that have been adapted
to the video game so those myths and legends will not fade away.
2. To show the society that video game can also be a part of education,
especially in historical education.
3. To develop multimodal theory in video game.
UNIVERSITAS SUMATERA UTARA
CHAPTER II
REVIEW OF LITERATURE
2.1 Concept
Below are the concepts of this study, there are myth, legend, DOTA 2 and adaptation.
2.1.1 Myth
Myths tell the stories of ancestors and the origin of humans and the world,
the gods, supernatural beings and heroes with super-human, usually god given,
powers. Although some myths can be accounts of actual events, they have
become transformed by symbolic meaning or shifted in time or place. Myths
also describe origins or nuances of long-held customs or explain natural events
such as the sunrise and sunset, the full moon or thunder and lightning storms.
There are many different myths around the world, the great power of the
meaning of these stories, to the culture in which they developed, is a major
reason why they survive as long as they do, sometimes for thousands of years
(Mark 2009).
Many objects in this study such as characters in DOTA 2 are originated
from Greek and Norse mythology. Greek mythology is a body of myths, as that
of a particular people or that relating to a particular person and it is the set of
stories about god, goddesses, heroes, and ritual of Ancient Greeks. Greek
Mythology was part of the religion in Ancient Greece. The most popular Greek
UNIVERSITAS SUMATERA UTARA Mythology figures include Greek Gods like Zeus, Poseidon & Apollo, Greek
Goddesses like Aphrodite, Hera & Athena and Titans like Atlas.
Norse mythology is a collection of beliefs and stories shared by Northern
Germanic tribes. It had no one set of doctrinal beliefs. Norse, Viking or
Scandinavian mythology comprises the indigenous pre-Christian religion, beliefs and legends of the Scandinavian peoples, including those who settled on Iceland, where most of the written sources for Norse mythology were assembled. Norse mythology is the best-preserved version of the older common Germanic paganism, which also includes the closely related Anglo-Saxon mythology.
Germanic mythology, in its turn, developed from an earlier Indo-European mythology. Famous God and Goddesses in Norse mythology are Odin, Thor,
Loki, and Freyja.
2.1.2 Legend
Legend is a non-historical or unverifiable story handed down by tradition
from earlier times and popularly accepted as historical. Legend is a very old
story that told by our ancestor and it is not always true. A legend usually
includes an element of truth, or is based on historic facts, but with 'mythical
qualities'. Legends usually involve heroic characters or fantastic places and
often encompass the spiritual beliefs of the culture in which they originate.
There are differences between a legend and a myth. While legends are
made up stories, myths are stories that answer questions about the working of
natural phenomenon. Myths are set in olden times, even in pre-historic times.
However, legends are stories about people and their actions, or deeds they
perform to save their people or nations(Cuddon: 1977).
UNIVERSITAS SUMATERA UTARA 2.1.3 DOTA 2
DOTA2 is a kind of E-Sports or Electronic Sports, Competitive Gaming
and Professional Gaming that are organized by several local or international
organizations (like publishers) involved in Video Game industry. The most
common game genres connected to eSports are RTS (Real Time Strategy), FPS
(First Person Shooter), and MOBA (Multiplayer Online Battle Arena) games.
The most popular games in 2017 are League of Legends, DOTA 2, Counter-
Strike GO, Overwatch, and Starcraft 2.
DOTA 2 is a free-to-play Multiplayer Online Battle Arena (MOBA)
video game developed and published by Valve Corporation. DOTA 2 need ten
players in a match, five on five. The purpose of this game is to destroy the
enemy’s Ancient to get win. This game really need a good strategy and
teamwork, it is not about the score, but it is about to destroy enemy’s Ancient
to win the game.(Andrejkovics: 2016).
There are 115 heroes in DOTA 2 that divided into 3 abilities, they are
Strength, Intelligent, and Agility. Some of the characters or heroes are adapted
from myths and legend. This game need a good strategy and team work to win
the match.
2.1.4 Adaptation
In the eighteenth century, adaptation was considered a sub-genre of
translation, often used by translators and writers to enhance their creativity and
refine their literary talent. Nowadays, the terminology used by some critics too
often resembles jargon used in court (Lhermitte: 2004).
UNIVERSITAS SUMATERA UTARA Literary adaptation is the adapting of a literary source, such as a novel,
short story, poem to another genre or medium, such as a film, stage play, or
video game. It can also involve adapting the same literary work in the same
genre or medium, just for different purposes or for a different demographic
group.
2.2 Systemic Functional Linguistic Theory
Systemic Functional Linguistics, also known as SFL is the study of the relationship between language and its functions in social settings. Systemic
Functional Linguistics was developed in the 1960s by British linguist M.A.K.
Halliday (b. 1925), who had been influenced by the work of the Prague School and British linguist J.R. Firth (1890-1960). Systemic functional linguistics treats grammar as a meaning-making resource and insists on the interrelation of form and meaning.
Systemic Functional Linguistics (SFL) is a theory of language centred around the notion of language function. While SFL accounts for the syntactic structure of language, it places the function of language as central which means what language does, and how it does it, in preference to more structural approaches, which place the elements of language and their combinations as central. SFL starts at social context, and looks at how language both acts upon, and is constrained by this social context.
2.2.1 Multimodal Analysis
Multimodal analysis is concerned with an interaction between people using language and others semiotics such as gaze, proxemics, dress, visual and
UNIVERSITAS SUMATERA UTARA aural art, image-text relation and page-layout, cinematographic and sound design and production resources, and many more.
There are four common core concepts in multimodal research: mode, semiotic resource, modal affordance and inter-semiotic relations.
a. Mode: An outcome of the cultural shaping of a material through its
use in the daily social interaction of people.
b. Semiotic resources: Display regularities through the ways in which
people use them and can be thought of as the connection between
representational resources and what people do with them.
c. Modal affordance: The material and the cultural aspects of modes,
what it is possible to express and represent easily with a mode, this
concept connected to both the material as well as the cultural and
social historical use of a mode.
d. Intersemiotic relation: The relationships across and between modes
in multimodal texts and interaction.
These four concepts provide the starting point for multimodal analysis.
Multimodality can be used to build inventories of the semiotic resources, organizing principles, and cultural references that modes make available to people in particular places and times: the actions, materials and artifacts people communicate with.The main area of multimodal research are the relationships across and between modes in multimodal texts and interaction. Multimodal research makes a contribution to research methods for the collection and analysis of digital data and environments within social research. It provides novel methods for the collection and analysis of types of visual data, video data and innovative
UNIVERSITAS SUMATERA UTARA methods of multimodal transcription and digital data management. (Bezzemer:
2012)
Multimodal analysis refers to a particular approach to studying social interaction that seeks to analyse all the modes through which people act. A multimodal analysis would examine spoken language, gesture, posture shifts, gaze shifts, head movements and so forth. Multimodal analysis might also include the wider environment such as the placement of furniture, the layout of the cafe, and the other people present. (O’halloran and Smith: 2004)
This study used the multimodal theory that introduced by Kress and Van
Leeuwen. This multimodal theory introduced the three main components of visual meta-function in multimodal which are Narrative structure, Interactive meanings, and Composition.
1) Narrative Structure
In abstract images such as diagrams, narrative processes are realized by
abstract graphic elements for instance, lines with an explicit indicator of
directionality, usually an arrowhead. Such features of directionality must always
be present if the structure is to realize a narrative representation: connecting
lines without an indicator of directionality form a particular kind of analytical
structure, and mean something like ‘is connected to’, ‘is conjoined to’, ‘is related
to’. The ‘Actor’ is the participant from whom or which the vector departs, and
which may be fused with the vector to different degrees. the narrative processes
are realized by a visual element, an image as a visual element, a number or an
equation as a visual element.
UNIVERSITAS SUMATERA UTARA
Figure Number 2Structural Frame of Multimodal Narrative Structures Analysis
1) Processes: processes that can take a whole visual (or verbal) proposition
as their ‘object’ projective, and the others non-projective. Conversion: A
process in which a participant is the goal of one action and the actor of
another. This involves a change of state in the participant.
2) Circumstances divided into setting, means, and accompaniment.
2) Interactive Meaning
Interactive meanings of images related to the ‘size of frame’, to the choice between close-up, medium shot and long shot, and so on.
Interactive meaning has 3 main components, there are contact, social distance, and attitude.
UNIVERSITAS SUMATERA UTARA
Figure Number 2.2Structural Frame of Multimodal Interactive Meaning Analysis
1) Contact divided into demand and offer.
2) Social Distance talking about context of range which means range of taken
images. It divided into intimate/personal, social, and impersonal.
3) Attitude divided into Subjective that talking about context of angle that
image taken and Objective.
3) Composition
Composition relates the representational and interactive meanings of the
image to each other through three interrelated systems:
(1) Information value. The placement of elements, left and right, top and
bottom, centre and margin.
(2) Salience. The elements are made to attract the viewer’s attention to
different degrees.
(3) Framing. The presence or absence of framing devicesdisconnects or
connects elements of the image.
These three principles of composition apply not just to single pictures,
they apply also to composite visuals, visuals which combine text and image
and, perhaps, other graphic elements, be it on a page or on a television or
computer screen which means it can also be applied to video game visual
images.
UNIVERSITAS SUMATERA UTARA
Figure Number 2.3Structural Frame of Multimodal Narrative Structures Analysis
In this thesis, Interactive Meaning has been chosen as the underlying theory of the analysis of myths and legends that found in DOTA 2.
2.2.1.1 Interactive Meaning
Interactive meanings of images related to the ‘size of frame’, to the choice between close-up, medium shot and long shot, and so on. Just as image-producers, in depicting human or quasi-human participants, must choose to make them look at the viewer or not, so they must also, and at the same time, choose to depict them as close to or far away from the viewer and this applies to the depiction of objects also. The choice of distance can suggest different relations between represented participants and viewers.
UNIVERSITAS SUMATERA UTARA
Figure Number 2.2 Structural Frame of Multimodal Interactive Meaning Analysis
1) Contact divided into demand and offer.
Demand: a subject who demands, for instance, makes eye contact with the
viewer. They gaze, or gesture, as though they want something. They might
smile, demanding social affinity. They could stare coldly, demanding we
relate to them like a superior. Or, they could pout -demanding we desire
them. A subject who demands, commands a sense of respect, connection,
and engagement from their audience. Demand-subject images are common
with photographs of authority figures, like celebrities and role models.
Offer: conversely, subjects who offer, do not engage with the viewer at all.
They are passive. Their image is offered to the viewer, as an object of
dispassionate reflection.
2) Social Distance talking about context of range which means range of taken
images. It divided into intimate/personal, social, and impersonal.
Intimate/personal: image that taken at close shot, intimate shots, can either
humanize the subjector distort them unflatteringly.
Social: image that taken at medium shot, the subject is visible from below
waist/halfway thigh, with space around the figure. Impersonal business
usually happens at this distance.
UNIVERSITAS SUMATERA UTARA Impersonal: image that taken at long shot, ittends to compress their facial
features and look quite flattering.
3) Attitude
Subjective talking about context of angle that image taken.
i. Involvement: frontal angle
ii. Detachment: oblique angle
iii. Viewer power: high angle
iv. Equality: eye-level angle
v. Representation power: low angle
Objective
vi. Action orientation: realize by frontal angle
vii. Knowledge orientation: indicate by top-down angle.
2.2 Relevance Previous Studies
As far as the writer concern, there are four previous studies that related or give contribution to this thesis.
An article titled The “Origin of the Name of Heroes” in Dota by
MyDotaBlog: 2013 helps the writer to analyze the content inside the game, especially the characters. This article explains about the characters that have relation to myth and legend such as Zeus the Lord of Olympia was the home of the gods in Greek mythology. Zeus was the king of all the gods. This article helps the writer to get reference to analyze myth and legend characters from DOTA 2.
A research by Matthew P. Ayres (2015) entitled "But Where Can We Draw
Water?: Ideology, Myth, and Legend in Twentieth-Century Irish Literature”
UNIVERSITAS SUMATERA UTARA which describe about an adaptation of legend in Irish myth into a literature. It examines the hegemonic shift away from the Protestant Ascendancy class, reproduced in the time period’s literature. Pádraic Pearse successfully merged the theme of blood sacrifice and martyrdom with the Irish legendary figure
Cúchulainn, codifying a new mythology centered on the execution of the Easter
Rising’s leaders.
Kenny Sugishita (2013) did research, Campus Knowledge of ESport gave an understanding about e-sport, its development, and also investigate about the familiarity of university attendants to e-sport. This research study investigated private college and university admission’s officer levels of familiarity of the electronic sports (eSports) industry along with determining the level of emphasis universities place on academics and co-curricular activities. A thorough examination of the professional eSports space is extensively detailed providing information about the history of video games, the development of professional eSports, and the development of collegiate eSports. This research helps writer to know more about e-sport, the history and development of e-sport, because DOTA
2 is one of e-sport.
A research by Toh Weimin (2015) entitled “A Multimodal Discourse
Analysis of Video Games: A Ludonarrative Model”, this study proposed an integrated framework to analyze video games from a discourse analysis perspective. The main research question investigates players’ understanding of how the different video game modes combine to create meaning. The modes analyzed by using multimodal discourse analysis include the linguistic and visual which convey the narrative, gameplay and Ludonarrative meaning. Different
UNIVERSITAS SUMATERA UTARA players understand the structure (narrative, gameplay and ludonarrative
relationship) of games differently which gives rise to the multiple pathways that
they take during gameplay. The theoretical framework is supported by empirical
study of players through gameplay observation with open-ended interviews. This
research helps the writer to get reference about multimodal analysis of a video
game, if the research used A Ludonarrative Model, writer use DOTA 2 as the
main object.
2.3 Theoretical Framework
This research focus on the Multimodal Interactive Meaning Analysis
framework to find elements can be found in images provided in the video
game DOTA 2 and followed by the representation analysis of the visual
images of DOTA 2 characters that have relation to myths and legends.
DOTA 2 Loading Screen
Interactive Meaning
Contact Social Distance Atittude
Demand Offer Intimate Social Impersonal Subjective Objective
Findings and Conclusion
Figure 2.4 Theoretical Concept
UNIVERSITAS SUMATERA UTARA CHAPTER III
METHOD OF THE ANALYSIS
3.1 Data and Source of Data
The data of this study is10 visual images in a video game entitled DOTA 2, they are Zeus, Medusa, Phoenix, Centaur, Riki, Naga Siren, Lycan, Elder Titan,
Monkey King, and Kunkka which are all loading screen of characters in DOTA
2,a Multiplayer Online Battle Arena (MOBA) video game which has myths and legends adaptation inside it. This game is published by Valve Corporation.
Development of Dota 2 began in 2009 when IceFrog, the pseudonymous lead designer of the original Defense of the Ancients mod, was hired by Valve to create a modern sequel. Dota 2 was officially released on Steam in July 2013 for
Microsoft Windows, OS X, and Linux-based personal computers, following a
Windows-only open beta phase that began two years prior.
Source of data is DOTA 2, downloaded from Steam (Valve’s digital game distributor) and played in PC. The source to download Steam ishttps://steamcdn- a.akamaihd.net/client/installer/SteamSetup.exe
3.2 Technique of Data Collection
The data collection use documents or data from the game. The data acquired from the game DOTA 2 that played through Personal Computer.
The first step is the game DOTA 2 should be downloaded through video game portal, Steam, then install it. And then take printscreen from the video game that considered has relation to myths and legends adaptation. Then the images as the main data in this study analyzed.
UNIVERSITAS SUMATERA UTARA The steps are:
1) Download the game
2) Install the game
3) Sign up to have an id to play the game
4) Look for the characters that adapted from myths and legends, then
take a screenshot or print screen of themas the visual images that
have relation to myth and legend adaptation.
5) Paste the images from the screenshot, then analyze it.
3.3 Technique of Data Analysis
This study used the qualitative data analysis by Miles, Huberman and
Saldana (2014) that divided into three parts which are Data Condensation, Data
Display, and Drawing & Verifying Conclusion.
Figure 3.3 Interactive Model
3.3.1 Data Condensation
Data condensation refers to the process of selecting, focusing,
simplifying, abstracting, and transforming the data that appear in the full
corpus to make the data stronger.
UNIVERSITAS SUMATERA UTARA In this thesis, the selected data gathered from the game, which are the loading screen and print screen, then some visual images are selected that contain myth and legend. In focusing the data from the visual images that have been gathered, the writer focus on what part of the data on the video game took place. To simplify the data, the writer use multimodal interactive meaning analysis becoming contact, social distance, and attitude, so the first objective of this analysis can be achieved. Then transforming the data using table to make it easier to read.
The legends and myths that found in the game that had been collected as data for this study described and also explained. These data also explained how myths and legends are adapted in the game.
3.3.2 Data Display
Data display means organizing assembly of information that allows conclusion drawing. Usually in a form of table or diagram to make the data looks more organized and easier to observe so it helps conclusion drawing.
The data display in this study displayed in table which show the legends and myths in the form of visual image, the event that happening in the video game, and also it relation to the legends and myths in real world.
3.3.3 Drawing & Verifying Conclusion
Conclusion drawing from the start of data collection until data display which then verified. Conclusion from this study focus on showing that some contents in DOTA 2 actually originated from myths and legends, so that people in the future who play this game will not think that these
UNIVERSITAS SUMATERA UTARA contents are not original idea from DOTA 2. The verification in this study is done by the supervisor.
UNIVERSITAS SUMATERA UTARA CHAPTER IV
ANALYSIS AND FINDINGS
In chapter IV, the writer used multimodal Interactive Meaning to analyze the visual images that have been gathered, after that the characters from the visual images are compared to the myths and legends using concept of adaptation to find out how they were adapted into DOTA 2.
4.1 Interactive Meaning Multimodal Analysis
In multimodal interactive meaning analysis, there are contact, social distance, and attitude. Contact divided into demand which a subject that makes eye contact and gestures with the viewer and offer which do not have a contact with the viewer or passive. Social distance is about the context of range that means of taken images which divided into intimate/personal which taken at close or intimate shots, social which taken at medium shot, then impersonal which taken at long shot. The last context is attitude that divided into subjective which is about context of angle that image taken and objective which is about context of orientation that image taken.
This analysis contains 10visual images from DOTA 2. Those 10 visual images are the visual images of the Greek myths and legends characters in
DOTA2.
4.1.1 Analysis of Zeus Loading Screen
Zeus often referred to as the “Father of Gods and men”, he is a sky
god who controls lightning (often using it as a weapon) and thunder. Zeus
is king of Mount Olympus, the home of Greek gods, where he rules the
UNIVERSITAS SUMATERA UTARA world and imposes his will onto gods and mortals alike. In the game, Zeus
is one of Intelligent hero with 3 active skills and 1 passive skill. All of his
skill has lightning, with the ultimate skill “God’s Wrath”.
Contact: Offer
Social Distance: Social
Attitude. Subj: Involvement, Obj: Action Orientation. Figure 4.1.1 Zeus Loading Screen
In this picture, the subject almost looks to the viewer and clearly show
the object’s emotion. It might look like laughing but it actually shows the
wrath with the gesture of the hands. The angle of image taken is medium
shot which is social distance. Then the subjective attitude is involvement,
because the angle of image taken is frontal angle and objective attitude is
action orientation because the subject of the picture realized by the frontal
angle.
Table 4.1.1 Result of Zeus Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Offer Social Involvement Action Orientation
UNIVERSITAS SUMATERA UTARA 4.1.2 Analysis of Medusa Loading Screen
Medusa was a beautiful maiden with a golden hair, but got
punished by Athena, she turned She turned Medusa into an ugly creature
by making her eyes bloodshot and raging and her face haglike. The once
lovely hair was morphed into poisonous, dangerous snakes. Her pure white
milky skin turned a scary green hue. From then on she roamed, shamed,
shunned and loathed by everyone.
Contact: Offer
Attitude. Subj: Involvement, Obj: Action Orientation.
Figure 4.1.2 Medusa Loading Screen
Medusa in one of Agility hero in Dota 2 which have 3 active skills and
1 passive skill. The ultimate skill is same with the real story of Medusa,
that is “Stone Gaze”.
In this picture, the subject does not have a contact with the viewer, so
the contact is Offer. The picture has a medium shoot which is Social
distance. Then the subjective attitude is detachment because of oblique
angle thatimage taken and the objectives attitude is action orientation
because the point of view is from front.
UNIVERSITAS SUMATERA UTARA Table 4.1.2 Result of Medusa Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Offer Social Detachment Action Orientation
4.1.3 Analysis of Phoenix Loading Screen
In Greek mythology, and in the Talmud, a phoenix is a long-lived
bird that is cyclically regenerated or born again.
In the game, Phoenix is one of Strength hero, with all active skills
to harass the enemy. Like his look, all of Phoenix skill have fire and burn
effect, and the ultimate is “Supernova” which is make Phoenix able to
reborn with full health.
Contact: Offer
Social Distance: Impersonal
Attitude. Subj: Involvement, Obj: Action Orientation.
Figure 4.1.3 Phoenix Loading Screen
In the picture, it is do not have any contact to the viewer which is
offer, the social distance is impersonal because of the picture taken from
long range and looks passive. For the subjective attitude it is detachment
because of oblique angle and has an action orientation objective attitude.
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Table 4.1.3 Result of Phoenix Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Offer Impersonal Detachment Action Orientation
4.1.4 Analysis of Centaur Loading Screen
In Greek mythology, Centaurs (or Kentauroi) are half-man, half
horse creatures that inhabited the mountains and forests of Thessaly.
Centaurs were said to be primal, existing in tribes and making their homes
in caves, hunting wild animals and arming themselves with rocks and tree
branches. Centaur has Strength ability, usually called a tanker with his 3
active and 1 passive skills.
Contact: Offer
Social Distance: Impersonal Attitude. Subj: Involvement, Obj: Action Orientation.
Figure 4.1.4 Centaur Loading Screen
The analysis of Centaur loading screen is it has offer contact because
the subject is not straight looking to the viewer and the social distance is
impersonal because it is taken at long shot. The subjective attitude is
UNIVERSITAS SUMATERA UTARA involvement because the subject in the picture has frontal angle, then the
objective attitude is action orientation because it realized by frontal image.
Table 4.1.4 Result of Centaur Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Offer Impersonal Involvement Action Orientation
4.1.5 Analysis of Riki Loading Screen
A satyr is a creature from Greek mythology. They are usually
depicted with the upper half of a human and the legs of a goat, and horns
on their heads. In DOTA 2, this character named Rikimaru. Rikimaru has
3 active skills and 1 passive skill called “Cloak and Dagger” which make
him become invisible and deal more damage when do backstab. This
agility hero is called Stealth Assassin.
Contact: Demand
Social Distance: Social
Attitude. Subj: Involvement, Obj: Action Orientation.
Figure 4.1.5 Riki Loading Screen
In the picture, the contact is demand because the subject in this
picture looks to the viewer so it make an eye contact and have emotion
with its smile. The social distance is social because of image that taken at
UNIVERSITAS SUMATERA UTARA medium shot and the objective attitude is action orientation because its
clearly the object realize by frontal image.
Table 4.1.5 Result of Riki Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Demand Social Involvement Action Orientation
4.1.6 Analysis of Naga Siren Loading Screen
This character in DOTA 2 actually is a combination between Naga
and Siren. Naga is serpentine-like creatures who reside in lakes and rivers
and the seventh ring of the netherworld. They feature in Hindu mythology
and have subsequently been spread to Southeast Asian myth. The Sirens
were beautiful but dangerous creatures that lured the sailors with their
beautiful voices to their doom, causing the ships to crash on the reefs near
their island. Siren in Greek Mythology is a creature that half-woman
andhalf-bird. Siren have a woman head with bird body.
Contact: Demand
Attitude. Subj: Social Distance: Involvement, Personal Obj: Action Orientation.
Figure 4.1.6 Naga Siren Loading Screen
UNIVERSITAS SUMATERA UTARA Naga Siren in Dota 2 is one of Agility hero which all active skills.
In Dota 2, Naga Siren looks like a mermaid, but she is a combination of
Naga and Siren, in old mythology is like a harpy, which has woman head,
with bird body with wings and mermaid is the creature that have half-
human body, half-fish.
Like the mythological that said Siren has a beautiful voice that can
lure the sailor to shipwreck on the rocky coast, in the game, Naga Siren as
the ultimate skill “Song of Siren” which cause the enemy to sleep and
cannot do anything.
In the picture, the subject of the picture is demand, makes eye
contact to viewers. It stares coldly but looks tough. The social distance is
intimate/personal which means that image taken at close shot. The
subjective attitude is equality that means the subject and viewer have same
eye-level angle. Then the objective attitude is action orientation.
Table 4.1.6 Result of Naga Siren Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Demand Intimate/Personal Equality Action Orientation
4.1.7 Analysis of Lycan Loading Screen
A werewolf or occasionally lycanthrope is a mythological or
folkloric human with the ability to shapeshift into a wolf, either purposely
or after being placed under a curse or affliction (often a bite or scratch
from another werewolf).
UNIVERSITAS SUMATERA UTARA In DOTA 2, Lycan, one of Strength hero has 3 active skills and 1
passive skill. The ultimate skill “Shapeshift” can transform Lycan into a
wolf that increase his damage and got maximal movement speed.
Contact: Offer
Attitude. Subj: Social Distance: Involvement, Impersonal Obj: Action Orientation.
Figure 4.2.7 Lycan Loading Screen
In the picture, the subject contact is offer, it does not look to the
viewer at all. The social distance is impersonal because it took at long shot.
Then the subjective attitude is detachment which is the subject is oblique
angle while the objective attitude is action orientation.
Table 4.1.7 Result of Lycan Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Offer Impersonal Detachment Action Orientation
4.1.8 Analysis of Elder Titan Loading Screen
Elder Titan is one of Strength hero in DOTA 2 with huge physical
look and has horn. Elder Titan here is looks like Minotaur in Greek
Mythology. He has 3 active skills and 1 passive skill, the skill has relation
with earth element. Minotaur is a mythical creature with the head of a bull
UNIVERSITAS SUMATERA UTARA and the body of a man. Usually has big bulky body as representation of
powerful strength.
Contact: Offer
Social Distance: Impersonal
Attitude. Subj: Involvement, Obj: Action Orientation.
Figure 4.1.8 Elder Titan Loading Screen
The subject in the picture has offer contact that it does not have an
eye contact with the viewer and has impersonal social distance because the
image taken at long shot and the subject’s facial feature looks quite
flattering. The subjective attitude is detachment which is oblique angle and
has action orientation objective attitude.
Table 4.1.8 Result of Elder Titan Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Offer Impersonal Detachment Action Orientation
4.1.9 Analysis of Monkey King Loading Screen
Journey to the West, the Legend of Monkey King is a famous story
in China that have many versions of the story. Journey to the West is a
household legend and myth throughout East Asia, especially China, and
among Chinese throughout the world. It is based on the real life monk
UNIVERSITAS SUMATERA UTARA Xuan Zang's (also known as Tripitaka or Tang San Zang) pilgrimage to
India, to fetch back some Buddhist scriptures.
Contact: Offer Social Distance: Social
Attitude. Subj: Involvement, Obj: Action Orientation.
Figure 4.1.9 Monkey King Loading Screen
Monkey King or Sun Wukong is one the agility hero in Dota 2
which have 1 passive skill and 3 active skills plus 2 extra skills that can
make Sun Wukong transform into another creature. With his ultimate skill
that can transform his fur into many clones in limited area to deal damage
to the enemy, and like the story, Monkey King has a skill called Boundless
Strike which enlarge his staff and slams it against the ground.
The analysis is the subject in the picture is has demand contact
which is have an eye contact with viewer. The social distance is social,
taken at medium shot, so the subject is visible from below waist. The
subjective attitude is involvement that means the angle taken frontal and
the objective attitude is action orientation.
UNIVERSITAS SUMATERA UTARA Table 4.1.9 Result of Monkey King Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Demand Social Involvement Action Orientation
4.1.10 Analysis of Kunkka Loading Screen
The of the Flying Dutchman was happen because of the Captain
Hendrick van der Dencken (the Dutchman) brash attitude in the face of
God’s stormy wrath that Captain van der Decken and his crew are cursed
to sail the high seas until doomsday. It sank in 1641.
In the game, the Captain called Kunkka with his admiral look. That
is not about the captain but the legend of the Ghost Ship which is the
ultimate skill of Kunkka that one of Strength hero in Dota 2. When
Kunkka used his ultimate skill, the Ghost Ship fly and crush the enemy.
Contact: Offer
Social Distance: Impersonal
Attitude. Subj: Involvement, Obj: Action Orientation. Figure 4.1.10 Kunkka Loading Screen
The analysis of this loading screen is the contact is offer, the social
distance is impersonal because it taken from long shot, then the subjective
UNIVERSITAS SUMATERA UTARA attitude is representation power because the angle taken from low angle
and the objective attitude is action orientation.
Table 4.1.10 Kunkka Loading Screen Analysis
Contact Social Distance Attitude Subjective Objective Offer Impersonal Representation Power Action Orientation
4.2 Analysis of Adaptation
DOTA 2 adapting the myths and legends by referencing the appearances of the characters in myths and legends to the characters in the game. Below are the adaptations.
4.2.1 Zeus
Zeus was the god of the sky and ruler of the Olympian gods. “Using
his shield, the Aegis, Zeus could create all naturalphenomenons related to
the air and the sky, such as storms, tempests, and intense darkness. At his
command, mighty thunders would flash and lightnings would roll,
wreaking havoc; or the skies would open to rejuvenate the earth with life-
giving water.” (Michael Karas in greekmythology.com)
UNIVERSITAS SUMATERA UTARA
Figure 4.2.1 Zeus Adaptation Zeus in DOTA 2 are adapted from Zeus in Greek Mythology that is
the Father of the God. Not just the appearance, but also the skill. Both
have lightning skill which is the characteristic of Zeus. The appearance
looks similar with the look of an old man with facial hair and mighty
gesture.
4.2.2 Medusa
Medusa in DOTA 2 and in Greek Mythology looks very similar.
Medusa’s iconic characteristic is the snake on her head as the form of her hair. Medusa was a beautiful maiden then get cursed by Athena because
Poseidon had raped her in Athena's temple, the enraged Athena transformed
Medusa's beautiful hair to serpents and made her face so terrible to behold that the mere sight of it would turn onlookers to stone.
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Figure Number 4.2.2 Medusa Adaptation
The skill of Medusa in DOTA 2 is very similar to the Medusa in mythology, that is Stone Gaze which can make the enemy who facing
Medusa turn into stone. The appearance looks really similar to the creature in Greek Mythology.
4.2.3 Phoenix
The phoenix was a legendary bird associated with ancient Greek and
Egyptian mythology. In Egypt, the phoenix was generally portrayed as the benu, a heron, or heronlike bird, although Egyptian texts sometimes described a bird resembling an eagle. The phoenix was associated with the
Egyptian sun god, Re. Since the Sun seemed to die every night and return to life each day, the phoenix became a symbol of resurrection and immortality.
UNIVERSITAS SUMATERA UTARA
Figure 4.2.3 Phoenix Adaptation
Phoenix in DOTA 2 have a look like a fire bird, Phoenix’s skills can burn the enemy, and the ultimate skill is Supernova which transform
Phoenix into a big round thing like an egg for a second then reborn with a fully health.
4.2.4 Centaur
In Greek mythology, Centaurs were beings that were half human and half horse. The earliest images of centaurs have human bodies with the horses’ bodies and rear legs growing from their backs. Centaurs had no refined weapons and used branches or rocks instead.
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Figure Number 4.2.4 Centaur Adaptation
In DOTA 2, Centaur also looks like that, but he brings big axe.
Because the image of Centaur is big and strong creature, in DOTA 2
Centaur is one of character that has dominant Strength which usually do
tanker role. He has a skill called Hoof Stomp to make enemy get stunned.
The appearance in the game looks very similar, the differences is just from
the armor that Centaur used.
4.2.5 Satyr
Satyrs are creatures with the upper half of a man but the lower half
and horns of a goat. Satyrs are often depicted as drunken, lustful creatures
who are often chasing after nymphs because of their beauty.
UNIVERSITAS SUMATERA UTARA
Figure 4.2.5 Riki the Satyr Adaptation
In DOTA 2, character that adapted from Satyr is Riki the Stealth
Assassin. He has invisibility ability to backstab the enemy. Riki is one of
Agility hero, with the look of Satyr with purple hair. The skill might not have similarity to the satyr in Greek Mythology, but the physical look is very similar especially the face form.
4.2.6 Naga Siren
This character in DOTA 2 actually is a combination between Naga and Siren. Naga is serpentine-like creatures who reside in lakes and rivers and the seventh ring of the netherworld. They feature in Hindu mythology and have subsequently been spread to Southeast Asian myth. They are sometimes portrayed in human form and are usually neutral or benevolent beings, rather than the few who are malevolent.
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Figure Number 4.2.6.Siren in Greek Mythology
The Sirens were beautiful but dangerous creatures that lured the sailors with their beautiful voices to their doom, causing the ships to crash on the reefs near their island. Siren in Greek Mythology is a creature that half- woman and half-bird. Siren have a woman head with bird body.
Figure Number 4.2.6Naga Siren Adaptation
Naga Siren in DOTA 2 is one of Agility hero which all active skills. In
DOTA 2, Naga Siren looks like a mermaid, but she is a combination of
UNIVERSITAS SUMATERA UTARA Naga and Siren, in old mythology is like a harpy, which has woman head, with bird body with wings and mermaid is the creature that have half-human body, half-fish. But in today’s pop culture world, the mermaid and the siren are often portrayed as the same character. They’re inevitably a beautiful woman from the waist up and a fish from the waist down, and they’re noted for their enchanting singing voices. “Somewhere along the literary and mythological road, mermaids and sirens got confused into one creature: a half-woman, half-fish creature known for her beautiful singing voice.
Originally, it was only the mermaid that was a half-human, half-fish creature, and a singing voice wasn’t mentioned in early myths. Sirens were the singers, and they were actually half-woman, half-bird creatures.”, article from knowledgenuts.com. The change of the siren from bird to fish occurred during the Medieval period. There were many bestiaries being written and some people started describing them as having scales, etc. Then, they gradually came to resemble the northern mermaid.
With that explanation, Naga Siren in DOTA 2 have physical appearance like a Naga, Mermaid body, and with Siren skill which is the Song of Siren.
4.2.7 Werewolf
Lycan in DOTA 2 is a lycanthrope or werewolf. Werewolves, also known as a Lycanthropes is a mythical creature. Werewolf is a mythological or folkloric human with the ability to shapeshift into a wolf. Werewolves are former humans that take on a wolf-like form and/or behavior, usually during afull moon.
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Figure Number 4.2.7 Lycan Adaptation
In DOTA 2, Lycan have ability or the ultimate skill called Shapeshift that can turn Lycan into a wolf, increasing his damage and movement speed just like a wolf. The appearance of Lycan looks like a man with big upper body and has canine tooth. Both Lycan in the game and in Mythology have similarity especially the Shapeshift that can transform from human to wolf.
4.2.8 Minotaur
Elder Titan in DOTA 2 is a Strength hero with big body with such
skill that have relation to earth element. Elder Titan in DOTA 2 is like a
Minotaur in Greek Mythology. “Elder Titan, meanwhile, is a great big
yellow hairless minotaur who is either carrying a big industrial stapler or a
briefcase depending on who you ask.”, Chris Thursten (2015).
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Figure Number 4.2.8 Minotaur the Elder Titan Adaptation
In Greek mythology, the Minotaur was a monster with the body of a
man and the head and tail of a bull. The Minotaur remained in the
Labyrinth receiving annual offerings of youths and maidens to eat. In
many games or movies, minotaur usually acts as a monster with
superhuman power. Appearance of Elder Titan and Minotaur not really
similar, but both have strong and bulky body look.
4.2.9Monkey King
Journey to the West, the Legend of Monkey King is a famous story in
China that have many versions of the story. Journey to the West is a household legend and myth throughout East Asia, especially China, and among Chinese throughout the world. It is based on the real life monk Xuan
Zang's (also known as Tripitaka or Tang San Zang) pilgrimage to India, to fetch back some Buddhist scriptures.
UNIVERSITAS SUMATERA UTARA
Figure Number 4.2.9 Monkey King Adaptation
In DOTA 2, Monkey King is one of the agility hero which has skills like the Monkey King in the legend story. He used Monkey King Bar that also an item in DOTA 2 that can increase damage and increase the true strike. The staff or Monkey King Bar can get longer and bigger, its similar to the story, it can be seen on the skill of Monkey King in DOTA 2,
Boundless Strike. Then his ultimate skill, Wukong’s Command, he get his fur and turn it into many clones of him. The appearance looks very similar to the legend story, and also the abilities, even the staff.
4.3.10. Ghost Ship of Flying Dutchman
Flying Dutchman is one of famous legend. It is a legendary ghost
ship that can never make port and is doomed to sail the oceans forever.
Many have claimed to see the ghostly vessel of Captain Hendrick van der
Decken (the Dutchman) since it sank in 1641. It is because of his brash
attitude in the face of God’s stormy wrath that Captain van der Decken and
his crew are cursed to sail the high seas until doomsday.
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Figure Number 4.2.10 Flying Ducthman Adaptation
In DOTA 2, there is a character who has a skill called Ghost Ship.
When used, there will come a flying Ghost Ship and crush on the enemy.
The character here called Kunkka. The appearance looks like an admiral
with a sword. One of Kunkka’s loading screen like writer explain above
(picture 4.1.10) was the one that have a similarity to the Flying Dutchman
legend.
4.3 Findings
From the analysis above, these are the findings that can be found after the writer analyzed the visual images of myths and legends character found in DOTA
2. From 10 data or visual images, below are the table.
Table 4.3.1 Conclusion of Interactive Meaning Analysis
Attitude Contact Social Distance Subjective Objective Demand (3) Intimate/personal (1) Involvement (4) Action Orientation (10) Offer (7) Social (4) Detachment (4) Knowledge Orientation (0) Impersonal (5) Viewer Power (0) Equality (1) Representation Power (1)
UNIVERSITAS SUMATERA UTARA From the table above, the writer conclude that Offer in Contact has dominant point than demand, 7 from the visual images. Then, Impersonal in
Social Distance has 5 points, and for Subjective Attitude, both of Involvement and
Detachment is dominant, that is 4 points. Last is Objective Attitude is dominant than Knowledge Orientation, all of it is Action Orientation, it is 10 points.
The table below show the findings of the second problem which is about the similarity and differences between the myths and legends creature and characters in DOTA 2 in term of physical look. From this, the writer show about how some myths or legends creature are adapted into a character, not just in video game, but also in films or comic books.
Table 4.3.2 Adaptation of Character in DOTA 2
Creature in Myths and Legends Name Character in DOTA 2 Similarities Differences Zeus Looks very similar The similarity is old man The difference is appearance, old man with with beard but more about the costume. beard. The skill with bulky body with thunder thunder. Acts as a God like skill. Mighty God looks. in the Greek Mythology. Medusa Half-snake body, upper Half-snake body, upper The difference is in body like human with body like human with the game, Medusa snake as her hair. Have snake as her hair. Have looks creepier, with similar skill that can turn similar skill that can turn bow and arrow. anyone into stone. anyone into stone (stone gaze). Phoenix Looks like fire bird, well Some version show The difference with known as immortal bird or Phoenix have colorful character from the bird that can reborn which feather, but the skill or game is the color of has skill with fire. speciality is same with feather and shape of the game that is it can the head. In the reborn. game the game, Phoenix’s feather looks made from fire. Centaur Looks very similar to the Half human and half The difference is in myth creature, half human horse, usually use the the armor that
UNIVERSITAS SUMATERA UTARA with horse lower body, the branch or wood to be Centaur used, in upper looks very bulky and their weapon. myth it looks not strong. Use big axe as his wearing anything. weapon. Satyr Goat-look creature with Goat-look creature that The difference is in horns and purple. In the usually depicted as myth, Satyr always game called Riki as a drunken, lustful creatures bring flute and play Stealth Assassin. Use who are often chasing it. In the game, Riki dagger as his weapon in the after nymphs because of the Satyr looks game. their beauty. dominant in purple hair and costume Naga Combination of Naga Combination of Naga The difference is Siren which half-naga which half-naga about the (Sarpentine-like) with (Sarpentine-like) with appearance, Siren in human face. Siren here just human face. Siren known myth is like half the skill, which is Song of as bird like creature who human half bird, Siren. lured sailor causing ship just same in the Use dual blade as her to crash. skill. Siren here not weapon. that kind of half woman half bird, but it has siren skill which is Song of Siren. Lycan Human that have ability to Human that can do The difference is transform into wolf, the shapeshift into wolf, the costume, Lycan skill is Shapeshift. The same skill. But in myth, in the game used difference is in the game it the werewolf looks clothes and armor. really looks like a human creepier, looks like wolf but with big body and fang and walk like a human. like a wolf. Elder Big bulky body that have Minotaur creature The difference is Titan earth element skill. Bring usually have big bulky the costume and big hammer. body, half human half armor. bull looks. The difference is about the costume and weapon. Monkey Has very similar look to The Monkey King with The difference is it King the legend, also similar many special abilities has a magical cloud staff or monkey king bar. with his staff which can that can bring him Also has similar skill. turn big. to fly in the game. Flying The character here has skill Has a same Ghost Ship The difference of Dutchman Ghost Ship which is very of Flying Dutchman. In the ship is in similar to the Legend of the game, the ship looks legend, the ship Flying Dutchman. like transparent, flying looks flying around The difference is about the then come to crush. the ocean. physical look of the Physical look of the captain. captain also a bit different.
UNIVERSITAS SUMATERA UTARA CHAPTER V
CONCLUSION AND SUGGESTION
5.1. Conclusion
Based on the results of Analysis and Findings in chapter IV,this chapter concluded the following points:
1. The Analysis of Multimodal Interactive Meaning of visual images
ofDOTA 2 character in form of Loading Screen. Interactive Meaning has 3
main components, Contactwhich divided into Offer and Demand, Social
Distance which divide into Intimate, Social, and Impersonal, and Attitude
that divided into Subjective and Objective. The conclusion is there is
dominant Offer in Contact those are 7 and 3 for Demand, 5 Impersonal, 4
Social, and 1 Intimate/Personal in Social Distance.Involvement and
Detachment inSubjective Attitude have same point, both have 4, 1 for
Equality, and 1 for Representation Power, and all of the Objective Attitude
is Action Orientation.
2. There are similaritiesand differences between myths and legends
characters in DOTA 2 and creature from myths and legends itself in term
of physical look. DOTA 2 adapting myths and legends into the game by
the appearances or physical look from myths and legends creatures.
5.2. Suggestion
It is expected that this thesis can be a model for those who want to make analysis about Multimodal especially in Interactive Meaning in myths and legends that found in a game. It also can be applied in many aspects that can be
UNIVERSITAS SUMATERA UTARA analyzedusing multimodal theory or other linguistic methods, as example the background music, user interface (UI), speech act, or other digital media.Through the analysis, the next researchers will know the originality of characters in a game for the sake of prevent plagiarism.
UNIVERSITAS SUMATERA UTARA REFERENCES
Books:
Bernsen, N. O. 2007. Multimodality Theory. Zealand: University of Southern Denmark.
Bezold, M. Minker, W. 2011. Adaptive Multimodal Interactive Systems. Berlin: Springer.
Cuddon, J. A. 1977. A Dictionary of Literary Terms. Malden: Blackwell Publishing Inc.
Jewitt, C. et.al. 2003. Multimodal Literacy. Pieterlen: Peter Lang.
Jewitt, C. 2005. Multimodality, ‘‘Reading’’, and‘‘Writing’’ for the 21st Century. London: University of London.
Kress, G. et.al. 1996. Reading Image: The Grammar of Visual Design.London: Routledge.
Liu, Jing. 2013. Visual Images Interpretive Strategies in Multimodal Texts. Oulu. Academy Publisher.
Miles, Matthew B. et.al. 2014. Qualitative Data Analysis: A Method Source Book Third Edition.New York: SAGE Publication.
Norris, S. 2004. Analyzing Multimodal Interaction: A Methodological Framework. London: Routledge
Nöth, W. 1995. Handbook of Semiotics.Bloomington: Indiana University Press.
O'Halloran, K. L. 2006. Multimodal discourse study: systemic-functional perspectives. New York: Continuum.
Shank, G. 1995. Semiotics and Qualitative Research in Education:The Third Crossroad.Pittsburgh: Dusquesne University.
Sherman, J. 2008. An Encyclopedia of Mythology and Folklore. New York: M.E. Sharpe, Inc.
UNIVERSITAS SUMATERA UTARA Internet Sources:
Ancient Origins. 2018. Legend of Flying Dutchman. Retrieved fromhttp://www.ancient-origins.net/myths-legends/legend-flying- dutchman-ghostly-apparition-ship-captain-hendrick-007285
Atsma, A. J. 2017. Enciclopedia R-Z: Greek Gods, Spirits, and Monsters. Retrieved from http://www.theoi.com/greek-mythology/encyclopedia- r.html
Bezzemer, J. February 2012. What is Multimodality?. Retrieved fromhttps://mode.ioe.ac.uk/2012/02/16/what-is-multimodality/(June 2017) En, Wu C. 2007. Journey to the West. Retrieved from http://www.vbtutor.net/xiyouji/journeytothewest.htm
Fandom by Wikia. 2017. Discover the Myths. Retrieved from http://greekmythology.wikia.com/wiki/Satyr
Greek Gods and Goddesses. 2018. Greek Gods and Goddesses. Retrieved from https://greekgodsandgoddesses.net/about/
Karas, M. 2018. GreekMythology.com: Zeus. Retrieved from https://www.greekmythology.com/Olympians/Zeus/zeus.html
KnowledgeNut. 2018. The Differences between Mermaids and Sirens. Retrieved from http://knowledgenuts.com/2014/02/05/the-difference-between- mermaids-and-sirens/
Lhermitte, C.2004.Adaptation as Rewriting: Evolution of a Concept, Revue LISA/LISA e-journal, Vol. II - n°5 | 26-44. URL: http://journals.openedition.org/lisa/2897 ; DOI : 10.4000/lisa.2897
Mark, J. J. 2009. Ancient History Encyclopedia. Definition. Retrieved from https://www.ancient.eu/mythology/
Sugishita, K. 2013. Campus Knowledge of ESport. Retrieved from https://scholarcommons.sc.edu/etd/3296/.
Thursten, C. 2015. Unsung heroes of Dota 2: Elder Titan. Retrieved from https://www.pcgamer.com/unsung-heroes-of-dota-2-elder-titan/
Valve. 2014. Free to Play. U.S: Valve. Retrieved from https://www.youtube.com/watch?v=UjZYMI1zB9s&t=3720s
Weimin, T. 2015. A Multimodal Discourse Analysis of Video Games: A Luddonarrative Model.Retrieved from
UNIVERSITAS SUMATERA UTARA Wikipedia. 2018. List of Greek Mythology Creatures. Retrieved from https://en.wikipedia.org/wiki/List_of_Greek_mythological_creatures
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Wikipedia. 2018. Werewolf. Retrieved from https://en.wikipedia.org/wiki/Werewolf
UNIVERSITAS SUMATERA UTARA APPENDIX
Images of DOTA 2 retrieved from printscreen from the game.
Login steam portal to get into the game.
The display of home.
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In game display.
Characters or heroes display.
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Hero selection display.
Display of hero chosen.
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Display in game. The hero looks.
Display in game, heroes fight in middle lane of the map.
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