Sugiarto
Universitas Sains dan Teknologi Komputer

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

EXPLORING VARIOUS STORYTELLING METHODS IN JAPANESE-STYLE ROLE-PLAYING GAMES (JRPG) Sugiarto; Santi Widiastuti
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.1078

Abstract

Main Objective: This study reports an experiment to explore differences in player feedback caused by different storytelling methods of Japanese-style Role-playing Games (JRPG). Background problem: Narration is considered the soul of JRPG, and is a vital and irreplaceable role. Different ways of telling stories can bring different experience effects even though the essence of the story is the same. Stories are presented directly to players in dialogue form, much like a visual interactive novel. Non-linear storytelling can break down important parts and allow players to explore freely. Players can collect clues to get to the main plot. Also, most JRPGs use short films and sound effects to create a cinematic experience. Novelty: Based on all studies of game storytelling (linear and nonlinear), this study will compare player feedback on different storytelling methods to see which narrative can provide a better player experience. Research Method: Researchers categorize these three narratives as Visual Novels, Environmental Narratives, Visuals, Sounds, and Dialogues. This experiment combined all three of Caught in Trap's in-game narratives to investigate player preferences. Data was collected through questionnaires and interviews with 21 players who were invited to play the game. Finding/Result: The research results show that the three ways of storytelling enrich the expression of game narratives. Both linear and nonlinear narratives have their advantages and disadvantages, and the best way to engage players is to interweave both narratives in the game. Conclusion: The experimental results show that the interweaving of three ways of storytelling can enrich the narrative form of games and guide game designers in improving game plots to engage players in JRPGs. Keywords: Storytelling-Method, JPRG, Game of Three Pillars
CONCATENATING POSTGRADUATE THESIS DESIGN WITH SOCIAL SCIENCE RESEARCH Santi Widiastuti; Sugiarto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.1079

Abstract

Main Objective: The main objective of this study is to empower designers to collaborate with researchers in other disciplines — especially in the social sciences — by articulating a design inquiry model that can be implemented in a master's program in design. Background problems: Modern research problems are complex and design needs to be better integrated with the social sciences and play an equal role in addressing them. A final master's degree in design prepares students for this integration, but design activity should be evidence-based rather than viewed retrospectively as a form of research without change. We need to adapt to ultimately contribute to research. Novelty: There are main criteria for design-based inventions in this study, including value, relevance, novelty, focus, transferability, and practicality. When these criteria are met, investigations can operate within the social sciences, or they can be leveraged and serve as the discovery phase in evidence-based inquiry. Research Method: This study presents design-based discovery, a design inquiry model that places design in the theory development cycle as theory building, not theory testing. This research, therefore, uses a design inquiry model approach, (invention-based design) in other disciplines by articulating a design inquiry model that can be implemented in a master's program in design to be complementary and compatible with social science research. Finding/Result: A proposed design inquiry model with design exploration serving as the research discovery phase guiding the design activity to make specific contributions to areas of social science that are outside of design. It involves a careful process with six investigative components, all ultimately connecting the knowledge base beyond design to design exploration. Conclusion: This study proposes six main criteria for design-based inventions: value, relevance, novelty, focus, transferability, and practicality. In the model proposed in this study, the six investigative components are described and supported with examples. Notably, the investigative component includes a standardized format for research questions, as well as the derivation of design principles from processes that involve exploration rather than one that generates solutions. This model can easily be adopted in other master programs with the necessary resources. In addition, this model, if placed in design activities in evidence-based research practices, can become wider. There is no claim that a designer's self-reflection equates to a strictly social science method so design researchers must continue to study design and build on their knowledge of the discipline. Keywords: Design Thesis, Social Science, Postgraduate Thesis Design