PENGALAMAN INTERAKTIF PENGGUNAAN KARAKTER 'QUIET' DALAM PERMAINAN METAL GEAR SOLID V: the PHANTOM PAIN Disusun Oleh: REZA M

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PENGALAMAN INTERAKTIF PENGGUNAAN KARAKTER 'QUIET' DALAM PERMAINAN METAL GEAR SOLID V: the PHANTOM PAIN Disusun Oleh: REZA M PENGALAMAN INTERAKTIF PENGGUNAAN KARAKTER ‘QUIET’ DALAM PERMAINAN METAL GEAR SOLID V: THE PHANTOM PAIN Disusun Oleh: REZA MUTIA ADI CAHYANI Departemen Ilmu Komunikasi, Universitas Diponegoro 2013 Email: [email protected] ABSTRACT Metal Gear Solid V: The Phantom Pain is the game that has been known even before its launch date by their unique character ‘Quiet’, a sniper that will accompany players as a buddy along the mission. ‘Quiet’ has become a popular character between both men and women player. From the total 657 member, around 184 women’s player as a part of discussion group on Kaskus site using ‘Quiet’ as their buddy By using a qualitative approach, with constructivism paradigm, and analyzed through phenomenological method, this study aims to understand player experience by using ‘Quiet’ character in the Metal Gear Solid V: The Phantom Pain game and the effect caused by using the character upon themselves. Flow theory is a main theory to apprehend this research. 6 informants were taken as a part of the study that consist of 3 men and 3 women that has played using ‘Quiet’ as their buddy with 100% bond meter. The result of the study found that the immersive process require a sense of human sensory and graphical display of the game. The control itself is a main part to enhance the ability of immersive experience to be felt especially for fan service features that allow players to take control over camera is one of the reason men players using Quiet as their buddy whilst women players tend to utilize Quiet for gameplay matter. Proteus effect shows to certain player where the de individuation occurs where the game character characteristic induced to on how they behave in reality. Personal experience and the ability to mod the game are triggering the proteus effect into the players. Keywords: Interactive experience, immersive, flow, proteus effect, game study PENDAHULUAN oleh Konami untuk platform PC, PlayStation 3, PlayStation 4, Xbox 360, dan Xbox One. Karakter perempuan dalam permainan Mengikuti kesuksesan permainan video selalu menarik untuk dibicarakan. sebelumnya dengan total 11 serial, Phantom Mulai dari keterlibatannya sebagai karakter Pain mengambil latar sembilan tahun setelah utama maupun karakter pendukung. Selain game prolog sebelumnya (Metal Gear Solid menjadi pendukung dalam cerita, karakter V: Ground Zeroes) yang diluncurkan tahun perempuan selalu memiliki sebuah tempat 2014 lalu. Berlatar belakang gurun pasir tersendiri untuk meningkatkan popularitas Afghanistan dan hutan hujan Angora Zaire permainan. Dimulai dari terkenalnya serial tahun 1984, Big Boss Snake sebagai karakter permainan video Tomb Raider pada tahun utama membentuk kelompok Diamond Dogs 1996 dengan karakter utamanya, Lara Croft. dan menjalankan misi untuk melaksanakan Karakter Lara Croft yang berani dan lincah balas dendam terhadap grup XOF. Dengan berpetualang ke dalam gelapnya makam total penjualan lebih dari 6 juta copy kuno untuk menguak misteri maupun terhitung hingga awal tahun 2016 dengan menjarah artefak – artefak penting. Terlebih keuntungan lebih dari 179 juta dollar lagi, Lynch mengatakan bahwa Tomb Raider Amerika. Dengan ini, antusiasme pemain menjadi pemicu pagi para developer untuk sangat tinggi ditambah dengan video membuat karakter perempuan yang lebih promosional yang diluncurkan di E3 2013 unik dengan tujuan untuk menarik minat menambah rasa minat yang tinggi dari para konsumen pria. Berkat permainan ini gamers. munculah “Lara Phenomenon” yaitu fenomena dimana karakter wanita memiliki Tidak hanya pemain dari luar negeri, kekuatan, berkompeten, dan berada di posisi Indonesia yang hingga saat ini masih dominan. Temuan ini tidak hanya mencakup menduduki posisi ke 5 dari jumlah pemain kepada karakter utama, namun juga dalam total secara worldwide (2.128 pemain aktif) karakter wanita sekunder (pembantu). menunggu peluncuran permainan ini. Karakter Quiet sebagai karakter perempuan Metal Gear Solid V: Phantom Pain menjadi perdebatan di dalam permainan merupakan permainan berbasis open world video ini dan menjadi sorotan utama. Sebagai action – adventure stealth yang dikembangan salah satu karakter sekunder / buddy dari oleh Kojima Productions dan dipublikasikan karakter primer yaitu Big Boss / Venom Snake, Quiet bekerja sebagai pendukung menaikkan tingkat penjualan permainan dan karakter utama selama menjalankan misi. action figure. Quiet yang diambil dari facial expression Action figure yang dibuat khusus untuk seorang model bernama Stefanie Joosten karakter Quiet memiliki fitur yang berbeda menggunakan gaya berpakaian yang sangat dibandingkan dengan karakter lainnya yaitu minim. Pakaian yang digunakan hanya Action Figure Quiet memiliki squeezeable berupa bra dan stocking menjadi perhatian boobs dan pakaiannya dapat dilepas untuk utama para pemain, pengamat dan juga game diganti dengan kostum yang lain. Hideo juga developer mengenai keseuaian dress code menyatakan dalam akun media sosial dengan tema permainan. Penamaan karakter Twitternya bahwa “But once you recognize Quiet sesuai dengan karakteristiknya bahwa the secret reason for her exposure, you will ia tidak boleh berbicara yang dimana akan feel ashamed of your words & deeds”. membuat orang di sekelilingnya tertular virus yang mematikan. RUMUSAN MASALAH Kritikan bermunculan dimulai dari Anggapan developer yang menyatakan designer game Halo, David Ellis, yang bahwa karakter wanita yang ‘unik’ lebih menyatakan bahwa karakter Quiet ini memiliki posisi tersendiri oleh para pemain. semakin menekankan bahwa industri Tingginya penggunaan karakter Quiet permainan ini merupakan industri yang mendorong peneliti untuk melihat hal yang penuh dengan “man babies”. Walau menarik di dalam karakter Quiet dan juga hal statement tersebut dibantah langsung oleh yang menyebabkan pemain dapat merasakan Hideo Kojima sebagai creator yang imersif ke dalam permainan. Hal tersebut menyatakan langsung di akun Twitternya menjadi acuan peneliti untuk melihat bahwa “What I'm really trying to do is create fenomena mengapa karakter Quiet begitu unique characters. One of those is, of course, populer dimainkan. Dimana adakah makna Quiet. She's a really unique character. I dibalik alasan pemilihan karakter tersebut wanted to add that sexiness to her. It wasn't untuk dimainkan dibalik pesan yang really supposed to be erotic, but sexy.” ditunjukkan oleh creator karakter dalam Hingga pada akhirnya Hideo mengakui permainan MGSV: TPP. bahwa Quiet digunakan sebagai cara untuk Berdasarkan penjelasan tersebut, penelitian ini ingin melihat dan mengetahui bagaimanakah pengalaman interaktif pemain dari mata hingga indra lainnya, pengalaman dalam penggunaan karakter Quiet dalam interaktif akan lebih masuk ke dalam daya permainan Metal Gear Solid V: The Phantom ingat melalui kegiatan yang dilakukan. Pain. Semakin interaktif pengalaman yang dirasakan (kebebasan melakukan tindakan), Pengalaman Interaktif semakin imersif pengalaman yang Pengalaman adalah sekumpulan didapatkan (Ryan, 1999:111). Sehingga kegiatan atau aktifitas yang dilakukan oleh individu akan semakin mudah untuk individu untuk menambah pengetahuan dan mengingat pengalaman mereka kemampuan. Sedangkan pengalaman menggunakan suatu media tersebut. interaktif adalah proses adanya timbal balik Perasaan imersif terhadap suatu kegiatan atau hubungan dua arah dari penggunaan dijelaskan melalui teori Flow. Teori ini media (Kim, 2011:143). Dalam dikemukakan oleh Mihaly Csikzentmihalyi perkembangan teknologi, pengalaman dengan tujuan untuk menjelaskan apa itu interaktif banyak diaplikasikan pada media kebahagiaan ketika fokus dalam sebuah berbasis computer generated dimana aktifitas. Teori ini diangkat dalam berbagai teknologi yang ada menambah nilai dalam macam kegiatan, salah satunya adalah kehidupan kita. Penggunaan teknologi ini kegiatan dalam bermain permainan video. mendorong hasil dari pengalaman interaktif Teori ini menciptakan The Zone yang yang lebih mendalam. Tergabungnya unsur merupakan sebuah keadaan mental dimana imersif dimana pengguna media dapat seseorang melakukan kegiatan secara berinteraksi langsung membentuk ingatan terfokus penuh (immersed) dan menikmati yang kuat akan pengalaman tersebut. aktifitas tersebut hingga lupa waktu. Sehingga teknik ini banyak digunakan dalam media pembelajaran, penyebaran brand Untuk mencapai Flow tersebut, awareness, dan juga simulasi produk dibutuhkan keseimbangan antara tantangan (Graham, 1998:7). dari permainan dengan kemampuan dari Terdapat dua hal utama dalam pemain. Sehingga apabila terlalu sulit, pengalaman interaktif. Hal yang pertama pemain akan mengalami kesulitan dalam adalah imersif. Dengan menggunakan memainkan permainan, namun apabila seluruh kemampuan sensorik manusia mulai terlalu mudah, maka pemain akan merasakan kebosanan. Berdasarkan penelitian dari 3. Pemain harus memiliki kontrol personal Csikzentmihalyi, fenomenologi dari Flow dengan aktifitasnya di dalam permainan memiliki 8 komponen besar yaitu: tersebut. 1. Kegiatan menantang yang Flow, dalam sebuah sistem konsep membutuhkan kemampuan (Skill). permainan video, dapat menjelaskan 2. Bersatunya action dan awareness. mengapa seseorang lebih memilih sebuah 3. Adanya tujuan yang dicapai (Goals). permainan tertentu dibandingkan dengan 4. Feedback langsung. permainan lainnya, dan merasakan adiksi dari 5. Membutuhkan konsentrasi dalam permainan tersebut. Untuk mempertahankan melaksanakan permainan. pemain dalam zona Flow, maka permainan 6. Adanya sense dalam mengontrol. tersebut harus menyesuaikan dengan 7. Hilangnya kesadaran akan diri. pemainnya.
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