Pixels and Presence: How “A Space For The Unbound” Creates
Immersion Through Cultural Details
Pandu Rukmi Utomo
1,2 a
1
Ciputra University Surabaya, Citraland CBD Boulevard, Surabaya, Indonesia
2
Department of Vis urabaya, Indonesia
pandu.utomo@ciputra.ac.id
Keywords: Culture, Immersion, Video Games.
Abstract: Video games are evolving from entertainment to complex media with social and cultural impact. This study
explores immersion in the Indonesian game "A Space For The Unbound" and its connection to cultural
adaptation. The game uses pixel art and references real-world Indonesian settings, creating a unique visual
aesthetic. The narrative incorporates direct and indirect cultural elements, with exploration as a key mechanic.
Gameplay reinforces presence through NPC interaction and familiar control schemes. Culturally, the game
utilises "cultural apriori," where creators internalise concepts and mindsets. While not strictly adhering to
1990s Indonesian culture, the game evokes nostalgia through the atmosphere achieved by visual, audio, and
narrative details. A Space For The Unbound exemplifies how video games can leverage aesthetics to create
immersion, cultural connection, and relevance. The game creates a nostalgic sensation for its players because
it successfully conveys the "impression" or "atmosphere" of the 1990s through visual audio, narrative, and
ludic or gameplay.
1 INTRODUCTION
Video games have also been changing with the
evolution of the times to be more than just an
entertainment medium but a complex medium. Video
game users by 2023 will surpass 3.3 billion, with 52%
of users coming from Asia Pacific. The number of
global users has increased by 2.4% compared to the
previous year, with global revenue of $184 million
covering mobile games, PC games, and console
games (newzoo, 2024). This extensive coverage
makes video games no longer just an entertainment
medium but also a mass media that brings messages
and information to its target audience.
Video games do not ignore the pros and cons of
the impact on players, in particular, the issue of
addiction to digital games or game addiction. Video
game addiction is different from addiction to
addictive substances like nicotine or drugs. The term
game addiction refers to a pathological disorder
caused by the use of video games that causes the
inability to live everyday life (Wittek et al., 2016).
Gaming addiction is an excessive desire to use a
a
https://orcid.org/0009-0003-4517-2041
computer or video game that causes social or
emotional problems.
Despite the potential to addict a small percentage
of players, video games have a positive impact both
psychologically, socially, and cognitively on players.
Playing video games can lead to better eye and hand
coordination. Video game players also perform better
on perception and tasks requiring high concentration
than people who do not play video games. In addition
to playing video games, it also slows down the
decline in cognitive function in older adults who play
strategy games (Pontes, 2018). Besides, one of the
positive aspects of video games is that they are a
perfect blend of art, technology, and spoken media
that can touch millions of people simultaneously
(Esa, 2020). This versatility allows video games to
convey ideas, concepts, and views of anything
anxious for their creators to the public in a more
entertaining and non-compulsive format.
The superiority of video games as a medium to
communicate ideas and concepts has led various non-
profit organisations, academic institutions, and public
and private entities to use this technology as a creative
solution to various social problems. For example,
Utomo, P. R.
Pixels and Presence: How “A Space For The Unbound” Creates Immersion Through Cultural Details.
DOI: 10.5220/0013333300004557
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 4th International Conference on Creative Multimedia (ICCM 2024), pages 47-55
ISBN: 978-989-758-733-7; ISSN: 3051-6412
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
47
several Pulitzer Prize winners, Nicholas Kristof and
Sheryl WuDunn, created a Facebook-based game to
raise awareness and support the anti-violence
movement against women worldwide. The game is an
adaptation of the best-selling book Half The Sky and
has successfully created digital engagement into real-
world action and various micro-donations (Change,
2022)
Video games are a modern storytelling medium
that can deliver messages into the game and create a
variety of themes that form the basis for a unique
gaming experience. Some of them raise specific
cultural themes and then develop visual, story, and
game mechanics around the culture. Among them is
the Okami game developed by the Japanese Clover
Studio. The game highlights the Shinto culture and
various Japanese folk stories, legends, and
mythology. The game's main character is Amaterasu,
portrayed as a wolf with supernatural abilities, and his
partner Issun, a tiny creature who aspires to become a
legendary painter armed with a celestial brush.
The integration of cultural content into the Okami
games is narrative and visual styles and objects used
to interpret a world with Shinto culture by Clover
Studio. Okami combines traditional Japanese
painting styles and ukiyo-e as a visual theme (Ferrer,
2017). Communication and storytelling are part of a
culture that always develops along with human
development. Passing culture to the next younger
generation is a ritual to maintain and preserve culture.
In this modern era, the younger generation does not
find a connection with sources of cultural information
so the process of passing down information and
cultural values is cut off. Seeing the potential of
games as a communication medium could be an
alternative for communicating culture that was
previously through verbal or written media through
analog manuscripts and other media into more
modern digital media.
The idea of communicating cultural content on
Indonesian-made games has been around for a while.
Some of those who have done it are a horror game
called Dreadout and a studio work from Bandung
called Digital Happiness. Dreadout tells the story of a
group of high school boys who are lost in a dead city
and then have to find a way out of the city while
solving mysteries and fighting Indonesian-typical
ghosts like Pocong until they can use the help of their
cell phones. The first game series won the 2013 Bubu
Award for Best Startup, and the second series won the
Game of the Year award at the 2020 Indonesia Game
Award. A Space for the Unbound is an example of an
Indonesian culture-based game that has won awards
in several international game events. The game is an
indie production game developer named Mojiken
Studio and published by Toge Production. It tells the
story of two friendly high school students and a
teenage problem of supernatural mystery, with the
setting of the Indonesian suburbs in the 90s. The
game won awards in the international event Tokyo
Game Show Category Best Art and Audience Choice
Award In the event Level Up KL category Best Story
Telling.
IGN South East Asia describes A Space for the
Unbound as an Indonesian atmosphere of the end of
the 90s felt in this game. The housing buildings
depicted in A Space for the Unbound give a sense of
nostalgia to Natasha Hashim, one of the authors on
the web IGN Southeast Asia. ASEAN is a region with
rich cultural wealth and enormous potential that can
be developed into a load in video games. Indonesia
also has many game developer studios, but so far,
only a few have succeeded in replicating the success
of A Space for the Unbound in representing
Indonesian culture and gaining international
acceptance.
Games with Indonesian culture that fail to
effectively convey cultural content through the video
game's aesthetic elements may struggle to create
player immersion and serve the purpose as cultural
communication media. The research goal is to gain a
deeper understanding of the significant importance of
the game "A Space for the Unbound" to the gaming
and cultural studies community. It aims to study how
the game successfully presents culture through
aesthetic elements, engages the audience's interest in
the topic, and creates an immersive experience for the
players. and understand how "A Space for the
Unbound" serves the purpose of next level cultural
communication media.
2 RELATED THEORIES
2.1 Immersion
Immersion is the engagement or involvement a
person feels while playing digital games. Due to their
engagement and involvement in the game, players
can experience several levels of immersion (Cairns et
al., 2014)
1. The first level is when players invest time and
effort in playing the game; this is the most
basic form of immersion a player can feel.
2. The second level is the emergence of
"concentration" in the game, so players spend
much attention and are emotionally engaged.
ICCM 2024 - The International Conference on Creative Multimedia
48
3. The third level is the highest level of
immersion, which can be identified by the
sense of presence, which is the condition the
player feels in the game.
2.2 Aesthetic Element in Video Game
The aesthetic element in video games also has
similarities with the common understanding of the
aesthetic elements. Aesthetic objects are video games
that are the subject of study, aesthetics are the player
and the game creator, and aesthetic values are the
parameters that will be used to determine the good
and bad aesthetic experience perceived by the player.
Video games are like complex media and have
aesthetic elements that can be divided into three
(Thon, 2019).
Figure 1: Aesthetic elements of video game (Thon, 2019).
Audiovisual as a video game aesthetic is about
spatial perspectives and includes visual styles, visual
material, sound design, music, and voice acting.
Ludic is an aesthetic that covers all possible
interactions between players, game mechanics, and
goals in video games, including the involvement and
gaming experience created from the gameplay.
A narrative is an aesthetic that refers to the story
in a game and the narrative strategy used to convey
the story. Such strategies include the multiplication to
non-linearity in the story, the use of the narrator, and
the mediation of "direct access" to the character's
subjectivity.
2.3 Cultural Transformation
Cultural transformation is the process of intercultural
dialogue, a logical consequence of globalisation.
Cultural transformation is an essential stage in the
process of growth and development of human
civilization. The process of cultural transformation
begins with the meeting of local culture and foreign
culture so that dialogue occurs between the cultures.
If intercultural dialogue occurs without conflict, the
cultures will experience inculturation and
acculturation into transitional cultures. Dialogue,
inculturation and acculturation that alternately occur
when they come into contact with foreign cultures
will create a new culture that has the characteristics
of the original culture, both local and foreign (Sachari
& Sunarya, 2001)
Cultural transformation is imagined as a
continuous dialectical bargaining process until it
reaches its final and lasting form (Sachari & Sunarya,
2001). The occurrence of cultural transformation can
be triggered by several things, including:
1. New reintegration occurs when traditional
values experience disintegration due to clashes
with new values that come from outside. This
results in cultural compartmentalization that
loses its connection to human life.
2. Ideologization is a change in the mentality of
an old culture into a new culture, both in the
socio-cultural layer and issues of power, value
institutions, organisations, and the economy.
3. Historical orders destroy value systems, create
cultural contradictions, and incoherent and
inconsistent cultural devices. Thus, efforts are
needed to find a new format and cultural figure
that can answer the challenges
3 METHODS
This study uses a phenomenological method, an
interpretative study, to understand an experience
experienced by a single individual or a cluster
experiencing a particular phenomenon in a way that
focuses on the similarity felt when experiencing an
event into a universal conclusion. This method
collects data from each individual who has
experienced a particular experience, then develops a
composite description of the intrinsic experiences of
each individual that contains the "what" and "how"
experiences they have experienced (Poth & Creswell,
2017)
Qualitative research focuses on a profound
contextual understanding of a social problem, how
the problem is interpreted, understood, and felt, and
how the process is formed. These methods tend to
collect data on narrow samples in natural habitats.
This research will perform data excavation in the
following way: Cultural documentation in a space for
the unbound.
Interviews with expert users and extreme users
such as players, game developers, the art director of
the game, and the art curator. Study libraries of
Pixels and Presence: How “A Space For The Unbound” Creates Immersion Through Cultural Details
49
various literature relevant to research. This research
will carry out data mining in the following way:
1. Documentation of culture in the game, a space
for the unbound.
2. Observing gamers' responses to a space for the
unbound cyberspace pages.
3. Interviews with expert users and extreme
users.
4. Literature study of various literature relevant
to the research.
Figure 2: Research Flow (personal archive).
The initial phase of this research involves
identifying the cultural and aesthetic parameters of
the game. These parameters play a crucial role in
understanding the culture aesthetically depicted in 'A
Space for the Unbound '. The identified culture is then
descriptively analyzed to establish connections
between the game's cultural patterns and real life. The
patterned culture is subsequently tested on
respondents to gauge their recognition of these
elements and record their emotional responses during
each phase of the game with cultural content in the
aesthetic elements. This study protocol was reviewed
and approved by the Multimedia University’s
Research Ethics Committee, approval number
#1571031364. All study participants provided
informed verbal consent prior to study enrolment.
4 DISCUSSIONS
Immersion is something that is commonly heard in
the range of speeches related to video games. The
immersion of players into the game is an indicator of
the success of the goal of creating the game
experience by the game developers of both the indie
game and the AAA game. The occurrence of
immersion, in addition to causing the player to spend
time and effort playing the game, also generates the
"concentration" of the player so that it appears to be
emotional involvement with the game played. At the
highest level of immersion, the player will feel a
sense of presence or presence in the game. The
immersion created in A Space For The Unbound and
its relationship with the cultural adaptation of the
game can be analysed through cultural identification
of the aesthetic elements of video games such as
visual, narrative, and Ludic or gameplay.
Immersion is an aesthetic experience experienced
by the player when interacting with the game as an
aesthetic object. The experience is a result of the
stimulus received by the player. It creates the
experience that results from a summary of aesthetic
experiences experienced by the creators of the game
A Space For The Unbound and successfully passed
on to the player as a spectator. The aesthetic
experience perceived by the creator of A Space For
The Unbound differs from what the spectator
perceives. The creators perceive the aesthetic
experience during the creation process of the work.
Spectators feel the experience when interacting or
playing the game as an aesthetic object.
4.1 Audio Visual Element
The most visible visual aesthetic element in A Space
For The Unbound is the use of the visual style of pixel
art as the primary "language" of introduction. Pixel
Art is one of the culturally adapted products and has
become the primary language of narrative presentation
and the formation of the gamer experience. The
limitation is even to convey content visually as the
backbone of video games that use video or moving
images as bridges between the system and the player.
Pixel Art presents low-resolution images, so the
amount of detail that can be entered to create a visual
object is minimal. So, depicting each object in a video
game will be very simple. So, in order to be able to
enjoy the visual provided, one needs to use his
imagination to fill in details that are not displayed by
the pixel-based images. Nevertheless, the games at the
time were not a few that succeeded despite their
graphical limitations. So, such visual constraints are
not obstacles to communication between the game, the
system, and the player. Something similar happens in
other media, such as novels. A novel is a spoken
medium that does not have a means of visualisation,
so the characters, backgrounds, scenes, and
atmospheres are all submitted to the subjectivity of the
ICCM 2024 - The International Conference on Creative Multimedia
50
individual reader's imagination. These two media
equally have similar constraints, though different in
conveying the visual to their recipients. However,
each recipient can still enjoy what the media provides
without worrying about the above. The shortcomings
are the greatest strength of both media.
Figure 3: Real picture and low resolution pixelated picture
(cragl.cs.gmu.edu).
In one interview, the respondent made a statement
reinforcing the above argument. Setiya Budi
1
feels
that the limitations of pixel art presenting the details
of an object make the player automatically attempt to
"fill" the void using his imagination. Such "automatic"
involvement makes the pixel art game still create an
immersive gaming experience that is no better than the
game with realistic AAA game photo graphics. The
most basic immersive playing experience can be seen
when the player is willing to spend time and effort
playing one game. The attempt to use imagination to
fill the void that pixel art has is a basic form of
immersion that occurs in gamers with the visual style
of Pixel Art.
The following visual aesthetic element of A Space
For The Unbound uses many real-world references to
create the game's main characters, supporters, and
environments. Atma and Raya
2
are high school
characters who wear grey and white uniforms like
high school kids in Indonesia. While Nirmala does not
wear an SD
3
uniform in the game, the player can find
the uniform in his room when Atma takes the magic
stick from his room.
The portrayal of the main characters in the game is
accurate, primarily based on real-world references.
However, it has transformed after its adaptation
gained the influence of manga and anime. One of the
consequences, apart from the visual style of the
character design in the game, is that the characters
1
A Space For The Unbound player who lived in Surabaya
near Jembatan Ijo during the 90’s
2
Two main character of the game
3
Elementary school
have the same hair characteristics in manga and anime.
Similarly, supporting characters such as Hansip
4
, the
akik
5
peddler, Father, and Father in the "pos Hansip"
use easily recognizable attributes because they can be
found in the day-to-day player in the real world,
although depicted with the visual styles of manga and
anime. Both visual styles make the game familiar to
audiences who enjoy the work of manga and anime.
The environment in the game is also strongly
influenced by the visual style of the anime, especially
the work of Makoto Shinkai, which uses references in
the real world. In pixel art, the visual environment is
depicted in a way that replicates the "impressions"
characteristic of the location, even though they
experience a varied reduction in detail in each
location.
Figure 4: Comparison of Jembatan Ijo in the game and in
the real world: a. simplification of the frame, b. local
inhabitants traffic attendee (top: screenshot of a space for
the unbound scene. bot: (jawatimuran.wordpress.com).
According to the interview with Setiya Budi
6
, who
once lived near the Ijo and Merr bridges, the depiction
of the two places and the location of the residential
area where Atma's adventures feel very familiar and
4
Local non military security guard
5
Traditional gemstone usually for ring
6
A Space For The Unbound player who lived in Surabaya
near Jembatan Ijo during the 90’s
Pixels and Presence: How “A Space For The Unbound” Creates Immersion Through Cultural Details
51
remind him of his former place of residence. The
unique location is straightforward for Setiya Budi to
recognize based on the characteristics shown in the
limitation of the delivery of detail in the visual pixel
art style and the changes in the depiction that occurred
in the game A Space For The Unbound.
The familiarity that appears when exploring the
world of A Space for The Unbound is because it was
realized early on that this game was designed to
respond to requests against the desire to replicate the
phenomenon of anime pilgrimage or Seichi Junrei in
Indonesia. This phenomenon occurs in the otaku
subculture, where they try to visit the location of an
anime based on references in the real world
(Axelsson, 2020).
The same thing happened to Korean drama fans of
the 2002 Winter Sonata due to the boom of the Winter
Sonata, the location of a romantic scene where the
main character kisses for the first time as a tourist
destination for the film's fans. They came to take
pictures and replicate the scene with him as the main
character. The familiarity felt by the Indonesian
players, particularly Surabaya, has caused an
emotional connection between the player and the
location of the story A Space For The Unbound.
Figure 5: Jembatan Merr (Merr Bridge) is based on a actual
location in Surabaya, which hoped to trigger the seichi
junrei or anime pilgrimage by the author (screenshot of a
space for the unbound scene).
That means the game can create a player's
immersion through the visual familiarity shown by
the design of its environment with the location based
on real-world references.
4.2 Narrative Aesthetic Element
As with visual aesthetics, A Space For The Unbound
is an excellent adaptation of Indonesian culture,
7
Keroncong is a type of music born from the acculturation
of Portuguese, Dutch, and Indonesian culture during the
colonial period
presented in direct and indirect narration. The
delivery of both narrative types above is packed on a
"free" exploration that the player will gradually
discover as the game progresses. The walking
simulator genre focuses on free exploration, so
players explore the game and open the game phase by
phase without coercion. The exploration and
interaction performed by players throughout the game
enhance their understanding of the world of A Space
For The Unbound and what is going on in it. Through
the narrative, the culture of Indonesia is
communicated to the player directly and indirectly.
The culture is conveyed in person and directly
connects to how the story goes; among them is the
music of the keroncong
7
. Players are exposed to the
concept of Keroncong music when interacting with
the characters of the construction workers. Directly,
the characters briefly describe the music of the
whistle. At the same time, the same characters were
also offended by the mixtape but did not explain what
the mixtape was about in the conversation. Another
example of the culture presented directly is the
Aikido ring, the akik seller explaining the concept of
a lucky stone to an akik seller player when interacting
with Atma.
The dynamics of life raised in the narrative are
also often found in society daily. There are also
narratives about negotiations or bullying that are an
accurate portrait of social life, as well as household
problems, either economically or in relationships
between family members. The narrative is then
embedded in the style of the Cherry manga, the
Flower of Evil, and anime that became the primary
influence of Dimas Novan's
8
work as a writer and art
director in A Space For The Unbound. The above
thing makes us familiar with the narrative narrative
raised in the game, both in terms of the story's theme,
the issue raised, and how it is spoken. This familiarity
is also the connection between the game and the
player emotionally through the narrative.
Not only through verbal narration, there are also
cultural artifacts scattered in every corner of the game
environment that have their respective "stories" and
backgrounds. For instance, a kentongan and a
roadblock sign that says there is a citizen's activity.
These two artifacts are not directly described as their
background and functions but narratively
complement the world of A Space For The Unbound.
In addition to the two, many similar artifacts are
identified in the game with similar functions that
8
Art director and writer of A Space For The Unbound
ICCM 2024 - The International Conference on Creative Multimedia
52
create a complex world with an environment that
makes sense.
The combination of environmental design with
artifacts that are frequently found in the daily life of
Indonesian people, as well as unique narratives that
are delivered directly and directly related to the story
or that are not by each NPC, creates the illusion that
they have a personal life, not a side figure without a
role other than to help the main character. However,
they are the native inhabitants of the world who live
their daily lives as usual. Attention to detail because
of the author's understanding of the culture adapted to
the game creates the relationship between the
atmosphere that wants to be displayed in the game
and the player, thus creating the sensation of presence
in that game.
The sensation of such presence is also supported
by video game aesthetics related to ludic/gameplay.
As discussed above, the presence of non-playable
characters or NPCs plays an essential role in creating
the world in the game. Meanwhile, interaction with
NPC, other than part of the narrative, is also part of
gameplay. So, the narration integrated with the
gameplay through NPC is an element that reinforces
the sensation of the player's presence in a game. In
addition, the navigation or control system will also
determine the convenience of the player's transition
into the game. This allows players to control the
characters intuitively, thus reinforcing the sensation
of the player's presence in the game.
4.3 Ludic Aesthetic Element
A Space For The Unbound was initially launched as
a mini-game, introducing a unique mechanism using
the space button. Then, the use of the space key
continued in the game as the primary key for
interacting and confirming the choice of interaction.
The button to move the character also uses a
mechanism that is commonly used in the game, which
is the "WASD" motion system using either the "A"
button to go left or the "D" to go steady. Characters
can also run by entering a motion input twice in the
desired direction. This system is a common
mechanism in side-scrolling games; character
movements change from running to running or
forward quickly when the direction button is entered
twice. A Space For The Unbound also has a feature
that is quite popular with many players, which is an
interpretation of the player's habit in the real world.
Players can scratch every cat in the game; this is a
game experience that can enhance the feeling of being
in a game. People who love cats will automatically try
to interact with cats in the real world and instinctively
try to do that in the game when watching cats; then,
there is a feeling of joy when it can be done.
Based on the discussion above, it can be
concluded that the creation of immersion in A Space
For The Unbound is triggered by the depiction of the
world in the game and the use of references obtained
from the real world so that players can recognize
adapted cultural products even with minimal detail
typical of the Pixel art style. The specific location
made Setiya Budi remember where he lived and when
he often came into contact with that location. The
emotion Setiya Budi feels arises because it is
triggered by audio-visual stimuli, narration, and
gameplay of the game A Space For The Unbound,
which gives rise to feelings of being reminded of past
events or nostalgia.
Nostalgia is a conclusion based on several
aesthetic experiences experienced by players when
playing the game. Immersion consists of three levels
of aesthetic experience. The first level is the
investment of time and effort made by players when
interacting with the pixel-based visual element of the
video game and then start filling in the blanks and
relating it with real-world references, which is also
the starting point for creating deeper immersion.
Second, concentration and emotional bonds that arise
when playing. From the start, the creators wanted to
create a heartwarming gaming experience and create
a mono no aware sensation to trigger motivation to
undertake an anime pilgrimage for people who do not
live in that era to places used as background locations
in the game by using places in the real world as
references, for some people familiar with the places
and live in the exact location and era; this can trigger
nostalgic feeling as an emotional response. The third
level, a relatively accurate and detailed depiction of
the era and environment, together with NPCs with
their background story and problems, a retro control
system familiar to players, and interactivity with the
surrounding environment with cats other than NPCs
strengthens the player's sense of presence in the game,
which is the next level of immersion. All aesthetic
experiences successfully transferred to the player are
then summed up and felt by the player as nostalgia.
4.4 Cultural Transformation
Based on the identification of cultures and the results
of interviews that have been conducted, in addition to
Indonesian culture, both physical culture, activity
culture, and culture of ideas, several other cultures are
dominant in this game. Among them are
the pixel art visual style,
manga visual style,
Pixels and Presence: How “A Space For The Unbound” Creates Immersion Through Cultural Details
53
anime visual style by Makoto Shinkai and
Studio Ghibli,
the narrative style of the Cherry and Flower Of
Evil manga,
the narrative style of anime narrative by
Makoto Shinkai and Studio Ghibli,
the narrative style of the Truman Show film,
the narrative style of the Donnie Darko film,
the narrative style of Mono No Aware.
These " filters " influence the transformation in the A
Space For The Unbound game in audiovisual,
narrative, and ludic or gameplay.
Regarding audiovisuals, the transformation
occurs in the visual style, a form of adaptation of pixel
art, manga, and anime styles. The choice of pixel art
as a visual style is also a personal preference of
Samid, who likes this style. In addition, there are also
considerations to reduce the production costs of game
development, which will be relatively very expensive
if a modern 3D approach is used. Another reason is
the increase in the number of audiences who like this
style because of nostalgia; only a few slice-of-life
games are executed using a detailed pixel art visual
style. This style affects all visual objects, characters,
and places that appear in the game and is the main
factor in the audiovisual transformation.
The transformation that occurs in the narrative is
influenced by the storytelling style, which is Dimas'
preference. This causes the Indonesian culture that is
raised through the narrative in A Space For The
Unbound to have a cheerful, warm and light-hearted
nature due to the influence of the Cherry manga, the
theme of the story about teenagers and the unique way
of telling the story of the Flower Of Evil manga,
supernatural elements connected to Donnie Darko's
mental health, the feeling of restlessness wanting to
uncover the mystery behind the mysterious world of
the Truman Show, and the gnawing loneliness similar
to the feeling of deep appreciation of the passing time
or mono no aware which binds all the premises above
into one whole.
Ludic or gameplay transformation occurs in the
spiritual culture of gendam, raga sukma, rituals, and
mantras into a simplified game mechanism. The
above things are changed into a more general
language without eliminating their main
characteristics to be more acceptable to the
international audience, called space dive. The space
dive "ritual" still requires a mantra written in a magic
red book, but it is not shown or spoken directly every
time you do a space dive.
The overall transformation in the game A Space
For The Unbound is a change from local culture,
namely Indonesian culture in the 1990s, to a
retrogaming subculture with the internalization of
foreign cultures in the visual style of pixel art, anime,
and manga. This subculture is a form of digital game
culture that focuses on the hobby of playing old
games from old consoles or games with aesthetic
elements that contain unique characteristics of old
games, both visually, narratively or game mechanics.
The game A Space For The Unbound is a game
that can be categorized as retrogaming because it
visually uses a pixel art style, which is one of the
characteristics of retro games from their inception to
the first PlayStation era. In addition, we can find
retrogaming characteristics in the mechanics used,
namely a combination of side-scrolling platformers
and puzzle mechanics based on point-and-click
games that have been modified to be used as
platformers. The narrative in the game A Space For
The Unbound is also an element of the adventure and
role-playing game genres, where we are encouraged
to interact with our surroundings to understand the
story and the background of the story as a whole.
5 CONCLUSIONS
“A Space For The Unbound” cultural content is
adapted through cultural internalisation or cultural
apriori followed by an understanding of concepts and
mindsets within the author and art director, who is
dominant in the game's development. So, adapting and
delivering Indonesian culture with the famous cultural
bridge of manga and anime feels natural, away from
the "impact" of the template properly on the culture.
This game is not entirely "loyal" to the Indonesian
culture of the 1990s; artifacts not typical of the era can
be found throughout the game. It can even be said that
this game is "timeless" or does not have an indicator
of the time range it raises. Even as a writer, Dimas did
not spend most of his life in the 1990s.
The game can still create a nostalgic sensation for
its players because it successfully conveys the
"impression" or "atmosphere" of the 1990s through
visual audio, narrative, and ludic or gameplay. This is
because of the many details included in the game, such
as the design of the environment and the narrative of
NPC. These details make the game's world "alive, "
creating a connection between the atmosphere and the
player and giving the sensation of being "there" within
the game. The game is a medium that can easily trigger
an emotional response like nostalgia because of the
abundance of sensory stimuli the player can capture
through its aesthetic elements. Starting from displayed
visual graphics, accompanying music, audio effects,
and narratives that can be embedded in objects, places,
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or characters, both main and side, playing roles or
role-playing performed by characters is also an
essential factor in enhancing the stimulus perceived by
players due to the sensation of being in the world of
the game. This ability is evident above other works of
art, such as paintings that only give a visual stimulus.
The “A Space For The Unbound" game is a form
of adaptation of Indonesian culture in the face of
globalisation. It causes culture to lose the relevance of
its delivery media to the new generation that is more
oriented towards novelty and technology. This
challenge requires delivering culture to a closer
approach to modern audiences. The transition from
analog to digital delivery is a form of adaptation that
can be done by Indonesian culture, as has been done
by the A Space For The Unbound game so that it has
succeeded in making the international community
touch, interact, and even want to know more about
"Indonesia" which is brought by this game.
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