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MMORPG 전투밸런스 평가모델 기초연구

원문정보

Preliminary Study of a MMORPG Combat Balance Assessment Model

전준현, 김동은, 정의준

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초록

영어

One of the most important elements in games is 'fun'. According to the Flow theory, when the proper ability and challenge are combined at the optimum shape, game users can reach the stage of 'fun' with being fully absorbed. MMORPG satisfy the users making them have fun, using tools such as vicarious satisfaction by various role performances of various occupational clusters, self-display and diversity of the story through many quests. This study investigates the composition and characteristics of MMORPG, provide a model which calculates game balance according to the occupations and roles of the game characters and verify the validity by applying this model into the actual game. MMORPG is basically based on human behaviors. That is to say, it is possible to make balance evaluation model because the abilities needed for battle and adventure are within our imagination. For example, in the battle, 'power' is needed basically, 'speed' is also needed for quick movement and skillful technique, 'intelligence' and 'wisdom' are needed for more difficult techniques, 'strength' is needed to live on and 'charisma' is needed to make relationships. Thus, general six abilities are available, and based on these, by itemizing the contents composing the battle, the study attempted to provide the final battle balance evaluation model. Therefore, in order to make balance among these offenses and defenses and to compare the figures by unified ones, ICF (Integrated Comparative Figures) is hereby defined.

목차

ABSTRACT
 1. 서론
 2. MMORPG 밸런스 정의 및 기준설정
  2.1 MMORPG의 주요 요소
  2.2 밸런스의 정의
  2.3 게임의 밸런스 기준 설정
  2.4 MMORPG의 밸런스 제작 사례 분석
 3. 평가 모델 산출 및 효과 검증
  3.1 MMORPG 대표적 역할
  3.2 MMORPG의 전투 밸런스 평가 모델 제시
  3.3 전투 밸런스 평가 모델을 이용한 효과 검증
 4. 결론
 참고문헌

저자정보

  • 전준현 Joon Hyun Jeon. NJ-Games 이사, 건국대학교 문화콘텐츠학과 박사과정 재학
  • 김동은 Dong Eun Kim. 위너스게임(주) 이사, 건국대학원 문화콘텐츠 석사과정
  • 정의준 Eui Jun Jeong. 건국대학교 문화콘텐츠학과 교수

참고문헌

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