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 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

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 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 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 ...... 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 Loading Screen ...... 31

4.1.9 Analysis of 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 , 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 . 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 that can be downloaded through

Steam (a video game ).

The origin of this game is the stand-alone sequel to

(DotA), which was a community-created for '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 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 . 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 are RTS (Real Time Strategy), FPS

(First Person Shooter), and MOBA (Multiplayer Online Battle Arena) games.

The most popular games in 2017 are , 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 in July 2013 for

Microsoft Windows, OS X, and -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 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.

UNIVERSITAS SUMATERA UTARA

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.

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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.

UNIVERSITAS SUMATERA UTARA

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 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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