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by : Safurah Abdul Jalil Creative Multimedia Section Malaysian Institute of Information Technology Universiti Kuala Lumpur, 1016, Jalan Sultan Ismail, 50250 Kuala Lumpur email@example.com Abstract The local Malay martial art; ‘Silat Gayong’ is known for its distinctive ‘buah’ or combat techniques. These techniques could be applied to enhance movements in close combat fighting games through observation of the various defenses and attacking techniques as well as understanding its underlying martial art principles. This research aims to develop a comprehensive guideline and visual references for the martial art to be incorporated in a fighting game. Close combat fighting game in particular provides an excellent mean to highlight and expose the articulate movements of ‘Silat Gayong’ to the players. Upon application to an actual game development project, it will then help to introduce ‘Silat Gayong’, a Malaysian cultural heritage to the younger generation as well as foreigners via electronic games.
Keywords : Fighting Style, Close Combat Fighting Game, Cultural Heritage.
Malaysia is rich in traditions and cultural values. Its multiracial, multiethnic population further adds to its flavor. Unfortunately modernization and globalization is slowly changing the people’s way of life and the younger generation is losing their tradition and cultural practices. Among the many inheritances that they are losing is the martial arts especially when they are keener to spend their time watching television, surfing the internet and playing electronic games.
Martial art has always attracted action game designers especially in designing fighting games. The various techniques adopted from martial arts like karate makes the game more stimulating and interesting to the players. While other martial art forms from
Objective of the Study Recognizing the need to provide an avenue for promoting the local martial art especially Silat Gayong this study aims to: Provide a comprehensive guideline and visual reference to Silat Gayong. that is Game Designer. this study will indirectly help to introduce our cultural heritage. 2. Unfortunately. thus enabling UniKL to initiate collaboration with Game Development companies. Upon application to an actual game development project. Literature review 3. Noting the lack of studies in local content prompted this study as a mean to promote the Malaysian content in action game development. This reference is meant to be manipulated by the user. Encourage more game developers to consider a Malaysian content to be incorporated in their project. the outcome will be delimited to documenting the facts and visuals on ‘Silat Gayong’ rather than on its application in games. These techniques could be applied to enhance movements in fighting games. 3. One of the local Malay martial art. ‘Silat Gayong’ to the younger generation as well as foreigners via electronic games. However. Close combat fighting game in particular provides an excellent mean to highlight and expose the articulate movements of ‘Silat Gayong’ to the players.Asia have been widely adopted in games. . This study also allow for future collaborations between the academics and people in the industries.1 Silat: the Malay martial art. Silat Gayong is known for its distinctive effective combat techniques (buah). Incite and inspire game developers with the direct use or adaptation of Silat Gayong fighting techniques in electronic games as well as other multimedia application. references for local content in developing interactive products such as electronic games are relatively scarce with Silat Gayong not being an exception. the Malay martial art known as silat is still largely unknown in the game industry. particularly for the use in developing fighting games.
this combative art of fighting and survival is generally believed to have been originated from the Malaysian and Indonesian civilizations. who is the only one to attain the highest level (7th level) in the Silat Gayong. Silat is called Pentjak. p. Silat Gayong is one of the popular styles in Malaysia considering it is among the first to register as an organization. Teräs Käsi. There are also Silat which are considered more of a dancing form rather than fighting arts such as Silat Pulut. The other associations are Pertubuhan Seni Silat Pusaka Gayong Malaysia (PSSPGM) which is led by Cikgu Majid Mat Isa. and Star Wars Episode III: Revenge of the Sith. Tunisia.8). Silat like other well known martial arts has the potential to expand commercially in the international market. There are more than 150 known styles of Silat in Malaysia alone. a genuinely Malay martial art which is distinguished from the Indonesian Pentjak Silat. These styles of Silat include Cekak. most notably Star Wars Galaxies. Kalimah and Harimau. Datuk Meor Abdurahman. In Indonesia. Pertubuhan Silat Seni Gayong Warisan Serantau Malaysia (PSSGWSM) by Cikgu Mat Nayan. Kuwait. There may be confusions in the West as to the origin of Silat where mainly it is thought to originate from Indonesia alone. After his demise. . Shamsudin (2005) stated that martial art book authors Donn F. It is propagated under the name United States Gayong Federation (USGF) in the United States of America. 2005. which is based on tiger-style fighting. Star Wars: Masters of Teräs Käsi. Western Australia and Mauritius. Perry (2005) told that his fictional creation. There are many existing commercial products which adapted Silat fighting techniques.Although the exact origin of Silat is uncertain. which is a Massively Multiplayer Online Roleplaying Game (MMORPG). The character ‘Baraka’ in the Mortal Combat fighting game also used silat as part of its fighting style. The biggest is Pertubuhan Silat Seni Gayong Malaysia (PSSGM) which is led by the grandmaster's daughter Cikgu Kalsom. and The Silat Association of the UK by Cikgu Yeop Ariffin Yeop Mahidin (Champ. According to Shamsudin (2005). It is also one of the Malaysian Melayu Martial Art (Mohd Nadzrin. Silat Seni Gayong Pasak Singapura (SSGPS) by Cikgu Hussain Kaslan. Silat Gayong had been brought to other countries by its students and teachers or masters including France. was inspired by a Selat Serak. Draeger and Qiutin Chambers (Javanese Silat: The Fighting of Perisai Diri) acknowledged the fact that Silat is a genuine Malay art. 2005). Champ (2005) attributed its’ initial growth to the work of its great Master. Teräs Käsi is a fictional hard martial art in the renowned Star Wars Expanded Universe which has been used extensively in the video games. Silat is also known as Pencak Silat. his students who wore the 6th level belts lead the offshoots of the Silat Gayong all over the world.
current game-industry genres focus on how the game is played (Novak 2005). Common gameplay features for close combat fighting games are: Two-person games where the player controls a figure on a screen to attack or defend against opponent’s attacks.7). Eye-hand coordination is necessary to excel in action games. Samples of existing fighting game are Mortal Combat. Many theorists. Pencak Silat: Defenders of the Motherland and Pencak Silat. Street Fighter and Tekken 5 4. both by an Indonesian Arthur who goes by the name of Jannata ARM.2 Fighting Games Fighting game is actually a sub-genre of the action game genre. Unlike genres in books and movies. challenges or consequences. while avoiding being destroyed yourself. Utilizes life bars Have fights that last an odd number of rounds – each session only lasts a few minutes Viewed in profile (side perspective). Among the main attraction of the close combat fighting games are the large number of characters all of whom usually have a distinct appearance and fighting style. there are international efforts been made as can be seen in the existing online flash Silat Game. The Research Design . time and time again. The goal of most action games involve quickly destroying your enemies. absorbing.Undeniably. including Oxland (2004) believes that gameplay “is the components that make up a rewarding. 3. ‘Gameplay’ includes all player experiences during the interaction with game systems: choices. Employs combo (short for combination) where a timed sequence of moves produces a cohesive series of hits.”(p. challenging experience that compels the player to return for more.
Two experts from the relevant fields were by selected for the interview. This is because the research requires a rich data in studying the various defenses and attacking techniques of Silat Gayong as well as its underlying martial art principles and also game developer’s needs and ideal notions of a visual reference for game development. 4.1 Instrument This study adopts the qualitative field research method of observation and interview. Babbie (2004) stated that “qualitative interview is based on a set of topics to be discussed in depth rather than based on the use of standardized questions.1 Suggestions for the guideline Based on the interview conducted. specifically the Klang Valley as it offers the best source of data for the study. Most of the Malaysian Silat Gayong associations and game development companies are located in this area. 5.” (p.300).4. as well as its statistics or (‘stats’ in short): o distance (range) o timing (speed) o level of damage o possible combo moves o usage and purpose. . Result & Discussion 5. it is suggested that the guideline should: • • include ‘listing of moves’ or Move List have live video for each combat move.2 Locale of the study This study will be conducted in Malaysia.
there are 349 known buah in Silat Gayong. Conclusion and Recommendation Research is one of the necessary processes in the earlier stages of a game’s development. A supplementary website may also be considered to allow for further discussion and dynamic updates. it would be ideal to include the philosophy behind the martial art: advantages. each buah can be used to form a “combo” in a fighting game. 6. Proposed in this paper is the documentation of Silat Gayong . hyperlinks and other interactive features which makes access to the information much more efficient. ideology and et cetera.On the development on combo moves. each consists of a series of movement: “elakkan + perut + penamat”. The visual reference allows for quality video and animated sequence without the worry of download time. Therefore. The study has so far shown that there is a need for resources in the form of reference for local content. but the CD will be treated as the main reference. There should also be contacts of people for further information besides descriptions of textures and characteristics of the uniform or garments (especially for 3D games development) as these will help the concept artist and animator in developing the game. disadvantages.2 Presentation of the findings The information gathered from the study on Silat Gayong is proposed to be compiled as an interactive CD due to its advantages: It enables the utilization of “search facility”. This helps in creation of the ‘backstory’ or prequel in the game. In addition. 5.
Novak. London: RoutledgeFalmer. Crawford. Bates. Silat seni gayong Malaysia. C. (2003). The practice of social research. Champ. B. Silat Melayu. CA:Wadsworth Thomson Learning. E.2. p. Design research: methods and perspectives.malaysilat. Retrieved April 4. L. (2004). Creswell. 2007 from http://www. R. .combat techniques to be used as a reference and guideline in building a fighting game or any other similar interactive multimedia application. J. (2005). L. Chris Crawford on game design. Research methods in education (5th Edition). Massachusetts: Thomson Course Technology PTR. B. (2003). References Babbie.pdf Cohen. (2005. London: The MIT Press. J. possibly by providing a framework for similar type of research. (2001). Manion. Game design (2nd Edition). (2003). 7-9.) Belmont. Laurel. London: Sage Publications. USA: New Riders Publishing. (2001). November 21). W. vol. New York: Thomson Delmar Learning.. Research design (2nd Edition). Further study and exploration on effective methods to represent the findings in the form of interactive CD is necessary to ensure that the information can be effectively delivered. K.org/malaysilat-volumes/volume2. J. and Morrison. Game development essentials: an introduction. (10th ed.
org/malaysilat-volumes/volume2.htm Wahab. Rabin. Retrieved April 4. Game creation and careers: insider secrets from industry experts. (2005). Steve Perry talks teräs käsi.pdf Wikipedia (2007). (2005. K. Saltzman. Retrieved March 20.org/wiki/Baraka_%28Mortal_Kombat%29 . S. Indiana: New Riders Publishing. N. The Malay art of self-defence silat seni gayong. M.wikipedia. (2004).teraskasi. from http://en. S. M. Baraka (mortal kombat). Massachusetts: Charles River Media. 2007. 2007. Gameplay and design.malaysilat. California: North Atlantic Books.net/sperry_051706_01. vol. 5-6. Shamsuddin. (Ed.Oxland. 2007 from http://www.2. Walks Silat Serak. Retrieved March 20. Star Wars Galaxies Teräs Käsi Artist Fan Site (2005). Silat Melayu.) (1995). England: Pearson Education Limited. The Malay art of self-defense: silat seni gayong. p. Introduction to game development. November 21). from http://www. (2004).
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